Attention Getter For Persuasive Speech

1320 Words6 Pages

I. Introduction
A. Attention Getter- Should kids have to experience the stress that life brings on people every day without having some type of relief or an outlet to alleviate their frustrations such as playing violent video games?
B. Claim/Argument- Playing violent games are not the reason for violence in young children. In fact, an article written by Jessica Conditt a journalist and sci-fi novelist states that “Numerous studies have found no connection between playing video games and actual expressions of violence.” (Jessica Conditt).
C. Credibility Statement-I have been doing avid research about the benefits and drawbacks of playing violent games for about a month as well as being a gamer who has played violent video games for many years. …show more content…

Transition- To begin I will talk about how violent games can help kids behavior.
II. Body Paragraph 1 – Behavior
A. First argument- Violent Video games permit kids to relieve stress and anger.
1. Support- ProCon.org a nonprofit organization that talks about controversial topics said that,
“A peer reviewed study in the Journal of Adolescent Health found that children, especially boys, play video games as a means of managing their emotions: "61.9% of boys played to “help me relax,” 47.8% because “it helps me forget my problems,” and 45.4% because “it helps me get my anger out.”
2. Support- Violent Video games allow for kids to express their emotions without the use of physical violence. Young people as a whole benefit from sharing their emotions because it allows for them to open up and talk about what’s stressing them out.
B. Counterpoint- However, Violent Video games desensitize players to real life violence.
1. Support- According to ProCon.org
“Desensitization to violence was defined in a Journal of Experimental Social Psychology peer-reviewed study as "a reduction in emotion-related physiological reactivity to real violence." The study found that just 20 minutes of playing a violent video game can cause people to become less physiologically aroused by real …show more content…

The reward structure is one distinguishing factor between violent video games and other violent media such as movies and television shows, which do not reward viewers nor allow them to actively participate in violence. An analysis of 81 video games rated for teens ages 13 and up found that 73 games (90%) rewarded injuring other characters, and 56 games (69%) rewarded killing. People who played a video game that rewarded violence showed higher levels of aggressive behavior and aggressive cognition as compared with people who played a version of the same game that was competitive but either did not contain violence or punished