For today, I’d like you to post your essay 3 structure for us to see… this way, we can go over multiple possibilities for how to tackle this essay…
Just copy/paste in the comment below…
For today, I’d like you to post your essay 3 structure for us to see… this way, we can go over multiple possibilities for how to tackle this essay…
Just copy/paste in the comment below…
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Outline
– Low ratings good reviews
“While cult once was required to be something underground, today this has become an obsolete concept. Because we’re now in the age of the DVR and internet streaming/downloading, there’s few media that is not easily accessible. Most movies or shows are available on streaming services like Netflix or Hulu, and, if they aren’t, there’s bound to be somewhere in the seedier side of the web.”
“The most infamous case was the sitcom Arrested Development, which got some of the most glowing reviews ever written, an Emmy award, a fanatically loyal fan base — and terrible ratings.”
“Friday Night Lights, the new show about high school football in a small town, is a hit with critics and with fans of quality TV. But it’s not a hit according to the ratings.”
– Low fi
“While Doctor Who has always been a cult show, the reason of why that it has changed just as the meaning of cult television has evolved. Before it was cult for its low-fi vibe, little audience exposure, and cheap special effects, but, now despite every week being a mini-blockbuster film with dinosaurs on a spaceship and angels taking Manhattan, it remains that cult labeling due to those so called Whovians who go to annual conventions, carry around Sonic Screwdrivers, and update The TARDIS Index File wiki.”
“According to Roberta Pearson, ‘‘Cult’ is often loosely applied to any television program that is considered offbeat or edgy, that draws a niche audience, that has a nostalgic appeal, that is considered emblematic of a particular subculture’”
– Fandom
“Being a fan of cult TV doesn’t mean just displaying subjective enthusiasm or a ‘special devotion’. It also means, at the very least, being able to attempt to account for and defend one’s fan passions; being able to analyse and critically appreciate one’s favoured text; and attempting to ward off negative potrayals of fan culture” (517).
– “In other words, if you force viewers to participate in order to mine the most enjoyment from a show, then they will feel invested, and if they enjoy what their effort exposes, they will become the cult you’re looking for” (45).
– “Instead, what defines cult television is primarily its fans and how they interact with the series.”
– “A cult TV show can perhaps be most easily explained as a series that attracts a large number of cult fans and is generally used in relation to narrative based television. There are people who sit and watch every episode of a show that are considered fans, but it’s the cult fans that go an extra step. They take a TV show and turn into an experience and unite with a community that shares their love.”
– “A show like How I Met Your Mother has cult fans who gather on the web to theorize about who is the mother and why did Ted wake up next to a pineapple that one night, but you hear about them far less because the show’s become a smash success in its later years.”
“LOST’s impact goes beyond just being the most high-profile modern example of a television cult blockbuster, as it’s also a great case for why cult TV shows matter. It’s not the classification of cult that’s crucial, but rather the fandom that arises amongst the cult show. Cult TV creates communities that, thanks to the internet, connect people who would otherwise never meet.”
“The TV ‘screen’, as media player, sits alongside many other windows. One of those windows is often a community discussion board. A significant part of the cult television experience involves sharing theories, bouncing ideas off fellow fans, picking apart the last episode and guessing about those to come – and this has been the case since the early, pre-Web days of Usenet newsgroups in the late 1980s.”
“Watching television on download plays an important part in allowing us to enter the spaces of cult fiction, inviting us to join the community of characters as well as pooling our information and detective skills with a community of fans.”
“The character of American television has been fundamentally altered as television producers have begun to incorporate a more sophisticated understanding of the active audience into their production decisions. The result has been the conscious production of cult-friendly programs like The X-Files, The Simpsons,
Buffy the Vampire Slayer, Dawson’s Creek, Xena, and Babylon 5, among many, many others.”
– World building
“Their [Lost, Heroes, and True Blood] complex narratives and elaborate mythologies resembling those of The X- Files or Buffy the Vampire Slayer, these shows may signal a fundamental reconfiguration of American television- the mainstream as the new cult” (9).
“It’s easy to assume that if low ratings aren’t the definition of a cult show, maybe the shared factor that makes them cult is that they tend to be genre fare, with sci-fi like Star Trek or fantasy like Game of Thrones, but that would discount numerous series like Freaks and Geeks and Parks and Recreation. But the common denominator between them all is something a lot simpler: world building. Every one of those cult shows contain a strong element of world building.”
“It’s this element of world building, or better known as mythology, that captures viewers attentions and propel them to drink the metaphorical Kool-Aid that makes them cult fans.”
“Cult TV’s hyperdiegesis therefore works serially, by reiteration and by accumulation of detail, to make fantastic worlds appear normal within a format and narrative structure” (
“Science fiction/ fantasy/ horror varieties of cult TV often render the fantastic diegetically commonplace by virtue of defining and developing fantastic beings and worlds over a lengthy period of time” (511).
– Not mainstream
‘”Cult TV is defined not by any feature shared by the shows themselves but rather by the ways in which they are appropriated by specific groups. There is no single quality that characterizes a cult text; rather, cult texts are defined through a process in which shows are positioned in opposition to the mainstream, a classification that is no more coherent as an object than the cult and is also a product of the same process of distinction that creates the opposed couple mainstream/ cult’” (8).
“It [cult TV] is not hugely popular, not culturally omnipresent, not common- place and common knowledge. There is something ‘special’, something at least a little bit ‘underground’ or even transgressive about cult media” (67).
– Solution combination
o Accounts for streaming and other systems
o Excludes stories reality TV and others
o Based on people reaction not reviews
o Allows shows to change between being cult and not
“A show like How I Met Your Mother has cult fans who gather on the web to theorize about who is the mother and why did Ted wake up next to a pineapple that one night, but you hear about them far less because the show’s become a smash success in its later years.”
Arguing a position
Should runners consider adding barefoot running as a major part of their training routine? No
Runners should not consider going barefoot because:
1. it exposes skin
CA- Runners can run in minimalist shoes
Possible quote: “No shoe has found the perfect design for all runners.”
2. beginning with limited knowledge is dangerous
CA- Research shows barefoot running causes less injuries
Refute: false concluding of a study, bf runners are tested on grass, shod on pavement
3. benefits do not outweigh the risks
Barefoot running takes less oxygen and is less physically demanding
Refute: resistance training
Rameen Salehi
Research Essay Basic Outline
Thesis: Schools throughout the United States should utilize video games in order to improve the education of young children.
Point 1: Video games should be used in schools because they are effective and fun, and therefore will be more likely to be beneficial to education.
Evidence 1: “Researchers studying health games have strengthened the support for learning from video games by comparing directly with other media forms” (Egunfeldt).
Evidence 2: “Intrinsic motivation arises directly from performing the activity, whereas extrinsic motivation is supported by factors external to the activity. Players exhibit intrinsic motivation when spending hours learning how to play Counter-strike” (Egunfeldt)
Evidence 3: “What makes video games effective? The most highlighted features are: (1) a clear goal: almost all video games are goal-oriented; that is, they have a clear and specific goal that children must try to reach (e.g. capturing the princess, reaching a destination)…”(Rosas et al.)
Point 2: Games will be beneficial because they have many hidden aspects that make them very effective.
Evidence 1: The challenges present in a game create an enjoyable frustration which motivates the player to beat the level or complete a game (Gee 2).
Evidence 2: “Often, in fact, the initial levels of a game are in actuality hidden tutorials. Work in cognitive science has shown that people need to be presented with problems in a fruitful order, getting initial problems that set up good generalizations for later problems” (Squire).
Point 3: Video games can be easily adapted into the school setting.
Evidence 1: “Drill and practice games [in a positive connotation] such as Alga- Blaster, Reader Rabbit, or Knowledge Munchers have been popular because they can easily be integrated into a traditional, didactic curriculum as ‘enrichment exercises’ during independent study time” (Squire). What is better than completing a level of a video game for homework?
Counterarguments:
1. Video games have been known to be correlated to aggression and antisocial behavior.
Evidence: “Although some accept video games, the majority express deep concern, and some reject them outright, blaming them for the growth of a culture of violence…”
Refute: Many studies on this topic fail to address confounding variables that skew data.
2. Cost of implementing such program
Refute: If used correctly, I believe that the benefits of such programs will outweigh the cost of creating and maintaining them.
Works Cited
Boyce, Aaron, G. Thomas Schanding Jr., Andrea B Burridge, and Milena Keller-Margulis. “Effects of Videogame Play and Extracurricular Activities on Parent Perceived Socio- Emotional Functioning in Children and Adolescents.” International Journal of Psychology (Fall 2012): 29-49. Academic Search Complete. Web. 9 Oct. 2013.
De Aguilera, Miguel and Alfonso Mendiz. “Video Games and Education: (Education in the Face of a ‘Parallel School’).” Computers in Entertainment (CIE) 1.1: 2003. Web. 16 October 2013.
Egenfeldt-Nielsen, Simon. “Overview of Research on the Educational Use of Video Games.” Digital kompetanse 1.3 (2006): 184-213.
Gee, James Paul. “What Video Games Have to Teach Us about Learning and Literacy.” ACM, New York, NY. October 2003. Print. 10 October 2013.
Rosas, Ricardo, et al. “Beyond Nintendo: Design and Assessment of Educational Video Games for First and Second Grade Students.” Computers & Education 40.1 (2003): 71-94. Web. 11 October 2013.
Squire, Kurt. “Video Games in Education.” Int. J. Intell. Games & Simulation 2.1 (2003): 49-62. Web. 12 October 2013.
Female gamers are treated differently in the gaming community due to the depiction of women in video games.
1. There is that stereotype that gamers are only men. When female gamers come along, those in the gaming community do not take them that seriously.
“The association of these casual games with femininity, while hardcore games and technology are intertwined with masculinity, perpetuates the marginalization and invisibility of femininity within gaming culture” (Salter and Blodgett 7).
“The association of these casual games with femininity, while hardcore games and technology are intertwined with masculinity, perpetuates the marginalization and invisibility of femininity within gaming culture” (Salter and Blodgett 7).
2. The over-sexualized version of women in video games makes gamers look at female gamers in a negative way.
“This discourse, as amplified across social networks and in public online spaces, allows for extreme and virulent lashing out against those who are perceived as others, most notably women” (Salter and Blodgett 2).
“Results showed that men who played the sexualized game showed quicker reaction times to sexual words and were more likely to perceive women as sex objects, compared to men who played the neutral game” (Stermer and Burkley 4).
“By only presenting women in a sexualized way, video games seem to be sending the message that women must fall within a narrow criteria of acceptable behavior” (Stermer and Burkley 3).
3. Example: Anita Sarkeesian’s Women vs. Tropes videos received tons of backlash, and she was continually harassed.
“But a big swath of the internet wasn’t prepared to live and let live in Sarkeesian’s case, and began spamming her YouTube video comments with a pot-pourri of misogynist, racist and generally vile abuse. Each one individually was grim; together they constituted harassment.” (Lewis)
Problem Solution
Problem: Tens of thousands of veterans are affected by PTSD. While the department of veteran affairs provides some therapy session, they are limited to medication and talk therapy, which many veterans are opposed to.
Solution (Thesis): The department of veteran affairs should offer VRET as an alternate form of therapy for veterans with PTSD.
Introduction: Provide statistics and background information. Use info. about PTSD and vets from topic proposal. Research more about what the DV already offers:
As of 2010, 66,934 of the approximately 1.9 million troops deployed to Operation Iraqi Freedom (OIF) are known to have developed PTSD (Reger, et al. 176-177)
as much as 82% of persons with PTSD are unwilling to submit to therapeutic treatment (Tarrier, Liversidge, and Gregg 1644).
Four main categories of PTSD symptoms:
Re-experiencing symptom (re-living the traumatic events)
Avoiding trigger related experiences and objects
Negative emotions and beliefs which may cause social withdrawal
Hyperarousal– aka having a hard time sleep and concentrating, being easily spooked by loud or unfamiliar noises and etc (Symptoms).
****Provide facts about current services offered by the department of veteran affairs!****
Why this would work:
People tend to be more open to VRET:
“Current generation of military personnel may be familiar with simulation technology used primarily for training purposes by the military, and may be comfortable with participation in a virtual reality treatment approach” (Rizzo et al. 210).
“According to a survey of veterans with PTSD, one in five, or 20%, of veterans who were not open to therapy would consider VRET as an alternative” (Rothbaum, Rizzo, and Difede 130)
VRET provides opportunities for the therapist to be more effective
“In VR, the therapist can titrate the situation to create the perfect exposure for the patient” (Rothbaum, Rizzo, and Difede, 130).
“VR extends the range of options available to a clinician by allowing the opportunity for exposures to situations that are difficult or costly or time-consuming in real life” (Rothbaum, Rizzo, and Difede, 130)
“VR introduces a shared experience between the therapist and participant that is practically impossible without VR” (Rothbaum, Rizzo, and Difede, 130).
VRET helps patients to better engage in therapy
“VRET offers a way to circumvent the natural avoidance tendency by directly delivering multi-sensory and context-relevant cues that evoke the trauma without demanding that the patient actively try to access his/her experience through effortful memory retrieval” (Reger, et al., 178)
“[VRET] provides a sensory rich and evocative therapeutic environment that may be particularly helpful for patients who are reluctant to recall feared memories, have difficulty emotionally engaging in the traumatic memory, or are not very good at imagining situations” (Rothbaum, Rizzo, and Difede, 130)
“Such “real-world” situations with VR have been shown to elicit affect more effectively than role-plays or imaginal experiences” (Hadley, 7).
Counterarguments:
System Bugs:
If there is a malfunction in the program, it would disrupt the flow of the therapy session (Rothbaum, Rizzo, and Difede 130).
If the program lags or the frame rate isn’t high enough, the patient may experience motion sickness (Bush 1036).
Furthermore, if the technology doesn’t represent a patient’s experiences accurately enough, the patient may, to quote the Rothbaum text, “get distracted by the technology…and use this discrepancy to avoid emotionally engaging in their traumatic memory” (Rothbaum, Rizzo, and Difede 130)
Refutation:
While all three of these problems can be detrimental to treatment programs, they aren’t fundamental problems. There is no immediate answer to this problem, but as technology improves so too will VRET, hopefully to a point that the above concerns no longer exist.
Expense
A single CAVE simulation can cost more than a million dollars (Bush, 1038)
How is a government that is already deep in debt going to be able to afford treatment like this?
Refutation:
The average patient would likely pay for sessions rather than buy a system; sessions are considerably less expensive than the systems they run on
A single session a Duke university costs patients around $140 (Virtual Reality Treatment)
The government could by head sets instead: “A company specializing in VR therapy solutions, recommends a $549 head mounted display for use with their applications” (Bush, 1038).
Methods of Treatment
Those against exposure treatment worry that such aggressive treatment may exasperate PTSD symptoms and cause patients to drop out of therapy (Tarrier, Liversidge, and Gregg 1644).
Refutation:
As few as 9% or patients worsened due to treatment (Tarrier, Liversidge, and Gregg 1644)
data shows there isn’t a significant differences in the drop out rate of exposure treatment as compared to other methods of treatment (Tarrier, Liversidge, and Gregg 1644)
Conclusion
[goes here~~~]
Thesis: There is a continuous debate referring to whether the movie industry remains the dominant force in the entertainment field or if the video game industry is slowly taking its place. Because of this controversy, I feel it is necessary to propose answering the research question whether or not the video game industry is becoming the dominant entertainment art form over the movie industry by analyzing both industries’ use of similar tactics to convey a message, their similar regulating and rating procedures, and their shared process of cross-media storytelling.
Topic 1: The movie industry and video game industry share identical methods to market their products to an audience. One of these methods is to develop large fan-based cults that support a video game or movie in every way, and in turn bring in substantial profits for each industry.
Quote: Jamiesen Borak states, “Instead, what defines cult television is primarily its fans and how they interact with the series. In cult film terms, its about the community of people that dress up to see The Rocky Horror Picture Show presented live in front of the screening and the so-called-fans who throw spoons during showings of The Room… It’s the rituals that have come to define the cult.”
Quote (expands): Alexandra Bruell expands on the idea of product placement being present in the video game industry by providing a paralleled example to Borak’s, only relating to the game Zumba. In her article, she quotes chief marketing officer of the game Jeffrey Perlman, “‘We want to craft an archetype of a Zumba enthusiast. If a yoga enthusiast is a tofu-eating, patchouli-smelling person, the Zumba enthusiast might have the baggy cargo pants, drive a Jeep Wrangler and rip up her clothing,’ he said. ‘We’re in the business of building a community.'”
Topic 1 (cont.): In addition to the success that comes from cult-forming, the video game industry and movie industry also use a very popular marketing technique to help them make more money: product placement.
Quote: A Journal of Promotion Management article states, “…place well-known products within the movies. This is not only because they are able to afford the financial expense for product placement, but also because they are reluctant to take the risk of not being perceived by audiences who can hardly notice the unfamiliar products or brands in movies when they are totally engaged in viewing the movie” (Hong, Wang, and De Los Santos 105).
Quote (agrees): Beth Snyder Bulik quote
Topic 2: In addition to these industries having similar marketing techniques, both industries are regulated in similar ways.
Quote: In Electronic Media, David Hatch explains in his article how agencies and the federal government were cracking down on various movie companies for allowing the distribution of adult-rated material to children (Hatch). He quotes in his article, “George Bush quote.”
Quote (expands): Rowley offers a number of suggestions to fix certain aspects of the communications element of video games, and she explains a few problems game-makers face when she says, “The challenge… is to ensure either that their messages are displayed to the customer on that screen, or to be sure that their screen will be readily located or encountered through some other route. Acquiring traffic is expensive, retaining traffic is profitable, and developing traffic requires value” (207).
Counterargument: A possible argument that may be brought up against this idea is that movies and video games are separate forms of media so they should be regulated in very different ways. Movies do not contain the interaction factor like video games do, therefore causing video games to evoke a greater response to the story. However, because movies and video games create products related to each other and have similar audiences, it is logical that they are regulated in the same way.
Topic 3: One other major similarity between the video game industry and the movie industry is that they cross-produce products between each other. The term cross-producing refers to games being made into movies and vice versa.
Quote: For example, Borak ties in the “cult” fan-base system to this idea by saying, “And they’ve only increased since the aughts, particularly with the adaption of the previously viewed as cult medium of comic books into big budget, summer action films. The geeks have since inherited the earth when it comes to media, and the effect has been the culting of mainstream media, or rather the mainstreaming of cult by the media industry.”
Find other quote.
Counterargument: Many people are very skeptical of this idea and deny that video game and movie productions have anything to do with each other. However, the conflict over whether or not video games are forms of art is not related to the fact that movies are being adapted into games and are produced in similar ways in regards to animation, sounds, and many other elements. This is justified by Snyder Bulik’s quote, “Arts, points out that videogames represent a technology leap and the metric will eventually be there. What’s more important is finding marketing partners that want to be involved in games and get the right fit.”
Conclusion: It is obvious that the video game industry and the movie industry share many similarities in their marketing techniques, regulation systems, and their methods of cross-producing. While they share these similarities, though, there is evidence to show that the video game industry is becoming more successful in utilizing these tactics and is therefore evolving into the dominant media industry.
Outline
Intro-What is ADHD, symptoms, what it means, how it effects day to day life.
1st claim-video games increase ADHD symptoms. Evidence. Philip A. Chan and Terry Rabinowitz, , “More or more severe symptoms of inattention and ADHD behavior were found in students who played video games for more than one hour, but further study is needed to more clearly under- stand the association between video games and ADHD.” ADHD Symptoms Associated With Video Games. , “These findings need further investigation, say the researchers, as it is still unclear whether playing video games for more than an hour a day leads to ADHD or whether children who already have ADHD spend more time on video games.” – how it effects school work- “The main findings were a significant increase in inattentive and ADHD behavior, as well as lower grades, in students who played video games for more than an hour.”
2nd claim- video games are addictive, ADHD people are more prone to addiction. Video Game ‘Addiction’ More Likely With Autism, ADHD- prove that video games are addictive. “According to the parents, hyperactive children were less likely than controls to stop playing of their own accord.” “There does have to be structure around video game use. Like anything else, it’s best in moderation”
Counter argument-video games help concentration and are used for play therapy. “Manipulating objects, accomplishing tasks and activities the child is also actively shaping an idea; stimulated by his/her needs and the pleasure to explore, playing the child will learn to know his/her environment.” Refute- They may help with some behavioral problems or ADHD symptoms but in general and usually they cause more harm than help. : “In fact, in our daily practice, many parents of hyperactive children have reported that their children spend considerable time playing video games while they are reluctant to engage in tasks that require sustained mental efforts. These children present attention difficulties and often change their activities.”
Conclusion-Video games need to warn the effects they have on teens and children with ADHD
1. Topic: use of racial stereotypes in video games
2. Thesis: It is important for people to be made aware of the presence of racial stereotypes within video games
i. I just don’t think it’s appropriate to portray people of any race in this one-dimensional manner, because people who’ve never met individuals outside of their own ethnicity will sometimes assume that what they see on TV or in their video games is the real thing (Shirk)
3. Main Points
a. “Whiteness” of video games- Video game characters are predominantly white
i. a pattern of infrequent appearance for minority characters and stereotyped depictions when minorities were present (Burgess)
ii.
b. Localization- Game content is changed to appeal to different audiences
i.
c. Specific stereotypes- Each race has specific stereotypes that game creators use
i. However, many video games depict stereotypical racial images and limit the roles of characters of color. These images were more overt in the earlier days of video games and tend to be more subtle in today’s games. (Eastin)
ii. Black
1. Of the seven Black characters appearing on an E game, five were athletes, one was a benign cartoonish persona, and one was a Black man pictured behind a White male and White female, leaning around to point to the White male in the center of the cover (Burgess)
iii. Arab
1. the presentation of a group as violent and appropriate targets of justified vio- lence may be especially damaging to beliefs about that group (al-Rawl)
2. negative attitudes toward Arabs and Muslims are more prevalent than negative attitudes to- ward other minorities. Indeed, studies find that implicit prejudice against Arabs and Muslims is greater than against African Americans (Saleem)
iv. Polynesian/ Native American
d. Counter-argument: Society is racist, not just video games
i. Video game makers are just making what people want to buy- selling
ii. Repeated exposure to a particular portrayal of a group teaches that this cultural view is a relevant schema for processing members of that particular group (Burgess)
iii. even non-gamers are aware of social stereo- types prevalent in video games. (Burgess)
iv. there are numerous racial stereotypes in video games. That doesn’t mean that the developers of these games are necessarily racist, or that people like you and me are racist for playing them. (Shirk)
v. The film and video-game industry continuously evolve according to diverse political and cultural circumstances, and they are truthful representations of American culture that goes hand in hand with official policies. (al-Rawl)
Outline
Thesis: Integration of video game based learning into today’s classroom has its upsides, but the fact remains that the current game based learning materials are not educational and conducive enough to heavily incorporate into the classroom effectively.
Point 1: Heavy integration of this video game based learning gives misconceptions about how learning in the real world occurs.
“There are no ‘level ups’ or bonuses in real life though, and when students who are used to the instant gratification of video games enter the real world, they find themselves frustrated by their lack of feedback and reassurance that is experienced in games.”
“High usage of video game based learning can result in a loss of abstract concepts, and encourage students to seek gratification in all work they do, leading to misconceptions about how learning functions in general.”
Point 2: This format can be much more appealing to some people than other ways of teaching.
“The content would be the same, but the presentation can be much more engaging and interesting to some students.”
“ We are living in an increasingly digital age where video games have become a key element of child and youth culture.”
CA: Possible loss of the social aspect of teaching and learning
This may not prepare students to deal with people once they get out of school.
Point 4: “Through examining what students do for fun, teachers can make relations and understand their learning styles much more.”
Point 5: Concepts used in video games can be used in the classrooms
i.e. “clarity of task, clear awareness of participant roles and responsibilities, choice in the selection, and execution of problem solving strategies, potentially balanced system of skills and challenges, and a progressive hierarchy of challenges that sustain interest.”
Point 6: Some students have little or no experience when it comes to extracting information in a game based format
the creation of these outlier students who cannot learn in a certain classroom environment can be counterproductive
In today’s society, people have developed the misconception that video games cause great amounts of negative consequences, but this is not the case in many situations; although, research has indicated the results of using video games heavily.
Counterargument: The increased amount of obesity in society is partly a result of playing video games.
Refute:
“Thus, although children may be spending more time at the screen, screen time is not responsible for the obesity explosion in America’s youth”
“technology use was unrelated to BMI or body weight after controlling for the effects of socio-demographic characteristics on these measures.”
“playing video games did not appear to take place at the expense of children’s other leisure activities” (1175).
Counterargument: Video games take away from the various activities that children can complete, and this causes a decrease in positive behavioral activities.
Refute:
“In a number of studies, it has been established that children behave more socially after playing videogames.”
“The findings reveal that, using these media platforms, teenagers can see positive changes in managing asthma, increasing physical activity, improving their diet and learning general safety skills.”
“The Wii was revolutionary because it not only included movement with the lower part of the body but also the upper body. It also made it possible for people to play activities that are traditionally played outside of the house such as baseball, boxing, or bowling right in their living rooms.”
“research has shown there can be an increase in social interaction within the family after the acquisition of a videogame”
Counterargument: Society believes that video games cause negative implications on one’s brain and can cause consequences on one’s brain.
Refute:
“videogame playing was positively related to visual-spatial skills. As was the case with reading skills, in Year 1 this relationship was observed only for youth with below average visual-spatial skills. In Year 2, videogame playing was associated with better visual-spatial skills regardless of the youth’s initial skill level.”
“It is clear that in the right context, videogames can have a positive health benefit to a large range of different sub-groups.”
Counterargument: If video games have a positive impact on one’s overall health, then what was the significance of the research that stated otherwise?
Refute: Research done in the past that reports the numerous amounts of negative impacts involved with video games, only focused on the impacts of heavy-users.
“A multitasking video game makes old brains act younger.”
“Heavy users of video games were more likely than less frequent video game players to agree that playing video games is more fun and more desirable than being with other children”
“What is clear from the case studies displaying the more negative consequences of playing is that they all involved people who were excessive users of video games”
Possible Solutions:
Consoles limit usage time
Video game producers create the limit themselves
Buy minutes