Gabriela Leija-Hernandez
Professor Shielding
WRTC 103
2 October 2017
Your Behavior
Video games are widely enjoyed all over the globe. The colorful and vivid
images from the game can appear on a television screen, a game console, or
computer. Video games are very enjoyable to the public. However, every time an
individual presses the pause button to cease the game momentarily, he or she is
not aware of the effects the game has caused on behavior. Science and
negative effects a game has on a player who routinely play games with
findings.
While some articles argue that playing video games can improve reaction
time and hand-eye coordination (Playing Video Games Is Good For Your Brain),
Flanagan makes the claim that we need to instead zoom in on the effects video
games have on other parts of your brain. Flanagan reasons with this claim from
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the start of the scholarly article, stating that his claim is often dismissed.
games. Flanagans audience includes the parents who purchase these games for
their children, gamers who lack to see a behavioral change, and other
technology journalists who are known to scoff at these accusations made by him.
He chronologically informs the audience of the claim of the article and then goes
into depth about research and experiments done before concluding with
Throughout the piece, the author provides many strong sources that
strengthen his credibility that appeal to ethos, as well as builds the argument
children. Before the article states his claim, Flanagans credentials are shown,
journalists who scoff at his claim. He uses the fact that he is a science journalist
and provides scientific applications of the brain to express his claim and boost his
credibility. After referring to a study (Powell, et al.) that video games are
constructed to change our state of mind Flanagan adds, They call this
managing our mood states, implying that aggressive actions make us feel short-
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more evidence and research results are brought up to confirm his initial claim,
the author apprises to his audience that the psychology of the brain is nothing
that confirms that the brains of gamers change depending on what they do in-
game. Here, Flanagan makes the audience aware that he has done his research
and that he is capable to confidently argue his claim that there is a strong linkage
between the genre of video games and the behavior children will exhibit
Rough Draft Pt 2
While Flanagan does not provide a large appeal to pathos in his article, he
does use tone and emotion to convey to his audience why his claim is crucial.
The start of his piece does two things. The pieces first words are, Panic in the
media about the effects of violent video games on children is often dismissed.
This sentence supports his claim and it evokes emotion considering the word
Panic was chosen to appear before anything else in the article. Here it
establishes the argument and the mood the audience will encounter throughout
the piece. The author addresses those who feel his claim is not as severe as he
believes. He apprises, Media-driven panics about what video games are doing
to our children are scoffed at by gamers and most technology journalists. But
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are these haughty dismissals justified? Because studies are now coming thick and
fast that find the minds of young people playing video games are affected by
what they play. And not always for the best. Notice that once again the word
panic is used to indicate that those who disregard the negative effects video
games have on children are ignoring severity of the effects. This word is used so
the audience can be aware of how detrimental video games really are. His tone
proceeding the first sentence reflects how he desires his readers to feel similarly
to him about this topic. Flanagan uses the word panic and a strict tone to appeal
to pathos and reveal the ultimate concern he has for children who are routinely
exposed to video games by parents who are blinded by the truth in his claim.
Along with strong pathos and ethos appeals, Flanagan makes appeals to
logos by offering research affiliated to his claim and results from experiments
throughout the article. After introducing his claim, he quickly resorts to using
games: Nonviolent and violent games. He writes, In a study titles Remain Calm,
Be Kind, a quote from US general Colin Powell, researchers [Jodi L.] Whitaker and
[Brad J.] Bushman made the point that, of all media, video games are the most
perfectly architected to change our state of mind. The author uses this piece of
evidence to reveal to us that he is not the only individual who also believes this
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claim. Flanagan then discusses the results of several experiments that fall under
the study name Virtually Numbed. He describes, They had to pick up paperclips
out of a bucket of ice cold water either after reporting that they were avid
gamers or actually playing a video game. These results and the results from
other numerous studies and experiments revealed that players of the nonviolent
games picked up traits of helpfulness, and that the player of the violent games
Every piece of evidence appealed to his claim, compelling the audience to trust
Flanagan.
All the appeals Flanagan provides within his article smoothly build his argument. He has
the correct credentials from being a scientists and technology journalist. He also uses a lot of
evidence and results from research, as well as tones to dwell emotion. There is enough evidence
and research to conclude that there is a linkage to a shift in behavior between nonviolent and
violent games. By using the appeals, Flanagan convinces those who refuse to see a linkage
between the violent games and behavior that playing violent video games can be detrimental to
childrens behavior. While there are endless opportunities that Flanagan can use to take the
article in another direction, such as explaining how the behaviors differ among gender, he does
WORKS CITED
Andrew, Elise. Playing Video Games is Good For Your Brain Heres How. IFLScience,
Flanagan, Jack. Violent Video Games Promote Antisocial Behaviors Opposing Viewpoints,