Studies and debates have been conducted for decades on the effect of exposure to computerized violence on behavior. Recent research has proven this exposure stirs hostile behavior over the short term but the long-term effect is yet to be proven. Brock University found out that students who played violent video games for a long gave a higher number of violent incidences. Craig A. Anderson urged that extreme acts of violence had been caused by a number of factors; violent media was not the major but a significant one. Other researchers differ and put violent video games as the major factor.
Dr. Ferguson’s argument is quite contrary. He points out that children imitate video game characters the same way they do flesh and blood people in their life. According to statistics even as video game sales increase drastically, there has been a significant reduction in the number of violent youth offenders. Several explanations have been given for this: video games occupy youths thus keeping them out of the streets and the game gives them a platform to channel out all violent urges.
The Author has used evidence in various ways to make assertions. According to Garner (2011), evidence assertion helps break down the comprehension of complex concepts. In the first one, he points out the fact that the young men who opened fire at Columbine High School were video games. This evidence was used to link violent media to violent behavior. The research on the undergraduates in Iowa University’s lab experiment was used to confirm the fact. The statistical evidence showing the relationship between the number of youth offenders and that of violent crimes provided contradicting deductions and thus was used to show the flip side of the argument.
The author’s successful use of evidence was to make his assertions was due to his careful word selections as well as translation and making logical connections between the variables involved. He uses the word “computerized violent” to link violent video games to real-world hostility. His choice of the word “digital warrior” to refer to video game players was used to link their playing habits to their social life. This was in the study of their relationship with their peers. Finally, the author linked the fall in the number of “youthful offenders” to the increased number of video game sales. This connection was used to contradict the argument against violent media.
- Carey, B. (2013, February 11). Shooting in the Dark. New York Times, pp1.
- Garner, J. (2011). Assertion-evidence slides appear to lead to Better comprehension and recall of more complex concepts. Washington. Old Dominion University.