ENGL 201 Argument Story

ENGL 201 Argument Story
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  • Arguing Video Games Ryley Horton Justin Skinner Sabin Pop
  • “Video games are a ubiquitous part of almost all children’s and adolescent’s lives, with 97% playing for at least one hour per day in the United States” (Granic et al, 66).
  • As video games are becoming more accessible, they become more relevant factors of people’s social lives.
  • COUNTER ARGUMENTS Video games can negatively effect the psychological behavior of video gamers. Video games can create social hesitation with the gamer and the community they're in; the gamer may not feel the stimulation to physically socialize due to socialization through video games. 
  • Thesis: Video games teach people how to positively engage in the communities around them. Definition: Oxford English Dictionary defines prosocial as: "Of, relating to, or designating something, esp. behaviour, which is positive, helpful, and  intended to promote social acceptance and friendship" (Oxford)  Video games "are designed for players to actively engage with their systems and for these systems to, in turn, react to players' agentive behaviors" (Granic et al, 67). Oxford English Dictionary defines community as "a group of people living in the same place or having a particular characteristic in common" (Oxford). That characteristic in common is a shared interest in the game. - Video gamers who play video games that require them to help other video game characters and make good decisions have a better image of themselves as being more humane. Positive video games increase prosocial responses (Greitemeyer 500). - A person is more responsive to words that relates to positive and helpful behavior when playing a game that promotes these positive behaviors.  In context of the experiment conducted by Greitmeyer and Osswald, Lemmings as a prosocial game and Tetris as the neutral game (124). - Griffiths, Robert P., et al have found that “the competitive aspect of video games leads to aggression… research has also demonstrated that competitive video gaming can lead to enjoyment and positive affect" (469)..
  • CONCLUSION  Video games teach people how to positively engage in the communities around them. At this point in time, videogames are becoming more persuasive in the everyday lives of millions of people. If used in the right applications, positive video games will prove to be a great attribute, which gives way to the question: will video games revolutionize the way we communicate as a whole? Will physical human interaction become obsolete and give way to communicating through video games?
  • Dalisay, Francis, et al. "Motivations for Game Play and the Social Capital and CivicPotential of Video Games." New Media & Society, vol. 17, no. 9, Oct. 2015, pp. 1399-1417. EBSCOhost, doi:10.1177/1461444814525753.  Granic, Isabela, et al. "The Benefits of Playing Video Games." American Psychologist, vol. 69, no. 1, Jan. 2014, pp. 66-78. EBSCOhost, doi:10.1037/a0034857.   Greitemeyer, Tobias. "Effects of Playing Video Games on Perceptions of One's Humanity." Journal of Social Psychology, vol. 153, no. 4, July 2013, pp. 499-514. EBSCOhost, doi:10.1080/00224545.2013.768593. Greitemeyer, Tobias and Silvia Osswald. "Playing Prosocial Video Games Increases the Accessibility of Prosocial Thoughts." The Journal of Social Psychology, vol. 151, no. 2, Feb. 2011, pp. 121-128. EBSCOhost, doi:10.1080/00224540903365588.   Griffiths, Robert P., et al. "Competitive Video Game Play." Communication Research, vol. 43, no. 4, June 2016, pp. 468-486. EBSCOhost, doi:10.1177/0093650214565895. Lorant, Sonia and Lieury, Alain. "Efficiency of Brain Training Vs. Recreational Video Games for Cognitive/Academic Performance: A Synthesis of 3 Experiments." Journal of Communications Research, vol. 6, no. 2, Apr. 2014, pp. 107-151. EBSCOhost, ezproxy.library.ewu.edu/login?url=http://search.ebscohost.com/login.aspx? direct=true&db=ufh&AN=101834826&site=ehost-live&scope=site. "prosocial, adj." OED Online, Oxford University Press, June 2017, www.oed.com/view/Entry/152981. Accessed 5 November 2017.Granic, Isabela, et al. "The Benefits of Playing Video Games." American Psychologist, vol. 69, no. 1, Jan. 2014, pp. 66-78. EBSCOhost, doi:10.1037/a0034857. 
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