Wednesday, February 16, 2011

Government - REHUGO Analysis

Joey Bennett

Mr. Soeth

English 3 AP

Period 2
Government - REHUGO Analysis
A. "Video Games Foster Violent Behavior" by David S. Bickham, and "Videogames Have Become a Scapegoat for Violent Behavior" by Christopher J. Ferguson.

B. Articles cited. MLA Citation below.

C. Bickham argues that video games have become more sophisticated and more popular, so they bring young children to the ideas of violence, his argument only discusses the effects video games have on children. Ferguson argues that video games are not the cause of violence from children, but they are the excuse for violence when people feel no one is to blame, it is easier to blame something inhuman.

D. Bickham uses primarily studies from professional scientists to solidify his argument such as in paragraph four when he states, "One study, for example, compared the effects of playing Missile Command (considered the violent game) to Pac-Man (considered the non-violent game). Both games feature abstract geometric icons interacting with one another; both have the player's icons destroying or devouring other icons." He compares the past studies with the idea that games are becoming more sophisticated. Bickham also uses an organization to boost his morale in paragraph one, "A core ongoing project of the Center on Media and Child Health is the consolidation of all existing research on media effects into one publicly available database." He uses this to stabilize his argument from the start, providing himself with credibility. Ferguson on the other hand, provides a quick description to the Virginia Tech incident in paragraph one, "In the wake of the Virginia Tech shootings, it was distressing to see the paroxysms of neurotic finger-pointing and "expert witnessing" that inevitably followed." This statement starts the article and gives the writer a chance to branch off from something the reader is aware of. Ferguson also uses studies to help show his credibility such as in paragraph four, "For instance, a 1996 study found that 98.7 percent of children of either gender played some video games, with violent games, like Streetfighter II, particularly popular among young men (93 percent of whom had played that one game alone)." This statement pushes forward the statistics that most games that are played are violent ones, which creates video games as an easy target for blame.

E. Bickham uses an allusion to a video game of bad publicity, Grand Theft Auto, in paragraph five he states, "Children who play Grand Theft Auto don't immediately begin stealing cars and shooting police officers." When the author states this he uses the idea further in the article to say that children don't immediately start killing people but that the problem may exist, and to not ignore it, however when he uses this rhetorical strategy, Bickham provides a clear message with this game that they kill police officers, and with this the audience feels oppression to the video game. Bickham also uses comparison in paragraph four, "One study, for example, compared the effects of playing Missile Command (considered the violent game) to Pac-Man (considered the non-violent game). Both games feature abstract geometric icons interacting with one another; both have the player's icons destroying or devouring other icons. As video games have become more graphically sophisticated and capable of depicting violence in a much more graphic and realistic way, the differences between violent and non-violent video games have dramatically increased." He states here that video games have changed dramatically, meaning that if there were subtle differences between violent game players then, there must be much more obvious differences now. In Ferguson's article he uses allusion right away in paragraph one stating, "In the wake of the Virginia Tech shootings, it was distressing to see the paroxysms of neurotic finger-pointing and "expert witnessing" that inevitably followed." In his allusion to the Virginia Tech incident he brings the audience's attention and further branches points from this attention grabber. Ferguson also uses definition in paragraph six, "Admittedly, publication bias (the tendency to publish articles that support a hypothesis and not publish those that don't) is very likely a widespread problem in the social sciences and is not unique to video-game studies." He defines "publication bias" and with this definition he emphasizes the idea that the audience should not listen to everything they hear from the public.

F. Video games such as Grand Theft Auto do have violence beyond the amounts that any person should ever encounter in reality, although these video games do not create evil children. The idea of creating video games that hide violence becomes censorship, and hiding the real ideas of life will not keep anyone more safe than they are now. Life does not need a sugar-coating, why should a video game be sugar-coated as well? If the sugar-coating continues, no one will know what is real or fake.

MLA Citation:

Bickham, David S. "Video Games Foster Violent Behavior." Gale Group. Web. .

Ferguson, Christopher J. "Video Games Have Become a Scapegoat for Violent Behavior." Gale Group. Web. .

1 comment:

  1. He uses this to stabilize his argument from the start, providing himself with credibility. - as a grader, my question here is how does he do this?

    When the author states this he uses the idea further in the article to say that children don't immediately start killing people but that the problem may exist, and to not ignore it, however when he uses this rhetorical strategy, Bickham provides a clear message with this game that they kill police officers, and with this the audience feels oppression to the video game. - try and create a better flow.

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