Negative effects of playing violent video games: A Rhetorical Analysis Logan Bullen Brigham Young University Idaho Negative effects of playing violent video games: A Rhetorical Analysis Grace Shin (2008), in her article “Video Games: A Cause of Violence and Aggression,” discusses her belief that all video games need to be called for concern in our society. Video games can lead to addiction, depression, and even aggression related issues. In the article, Shin wants to enlighten and bring to the attention to all adults that there needs to be a stricter regulation regarding the availability of these games to young children, so that way people can control the effects of game violence on its users. For example, she wants to limit conditions such as age, gender, and /level of education. Through the use of Shin’s experiences, gaming logic and consumer appeal, she makes a strong argument over the issue of video game violence. First off, Shin incorporates facts and experiences she has had with the gaming industry. With her research on different video game industries, I feel that what she says has a lot of reasonable ideas. She points out how game makers use violence to enhance the gamer’s …show more content…
The first was conducted with a group of college students who have a past record of showing aggressive behaviors. The students also reported to have played many video games. The results Shin concluded with, from the study, was that students who played more violent video games in junior and high school displayed more aggressive behavior then the students who did not or hardly spent time on video games. In addition, Shin explains, “The time spent playing video games in the past were associated with lower academic grades in college, which is a source of frustration for many students, a potential cause for anger and aggression” (Shin, 2009, Para.