Saturday, May 18, 2019
My one Point Presentation Essay
What are the three strongest reasons to support your point of view?1. Media Habits Aggressive Attitudes and Behaviors2. Impact on media craze on kids and young adults on the rise3. Children and adults alike have become additiveI. Introduction characterization games have been in existed since the 1970s, but it was not until the 1990s that violent games came of age. Due to the numerous school shootings since the 1990s, it attracted the solicitude of nation. Over the years, violent video games used both by children and adults have increased.II. Body1. Media Habits Aggressive Attitudes and Behaviors honest findinga. Y step to the foreh violence resulting in deaths and injuries has direct and indirect costs in excess of $158 million each year.b. Video game habits are significantly related to childrens hostile attribution scores, the relative frequency with which they get into arguments with teachers (by self-report), their grades, and their levels of hostility.2. Impact on media vio lence on kids and young adults on the rise?Statisticsa. 90% of U.S. young aged eight to 18 play video games, with boys averaging about 19 hours a week and girls 5 hours a week.b. 70% of fourth to 12th graders report playing Mature-rated games (suitable for those 17 and older), which contain the some graphic violence of all.c. Children & College students who had played the violent childrens game displayed a 40% higher onset rate than those who had played a nonviolent game.3. Children and adults alike have become addictive.Testimonya. 10 share to 15 percent of gamers meet the World Health Organizations criteria for dependance.b. 88% of young race in the U.S. play video games, indicating that up to three million could be showing signs of addictionc. across the nation survey ages 8 to 18 found that 1 in 12 teens show signs of behavioral addiction to video games.III. ConclusionAfter 50 years of studying video games and trying to figure out what the cause that violent video games h ave on kids and young adult. We are still no close-set(prenominal) to knowing the exact answer. With games today being more realistic and bloodier than ever yet it is not at all clear whether, over longer periods, such a habit increases the likelihood that a somebody will commit a violent crime, like murder, rape, or assault, much less a Newtown or Columbine massacres. It is our responsibility to know our limits withanything in life, bottom line we will be held accountable for our actions.
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