An argumentative essay titled “Stop Blaming Videogames”, from an online source argues that violent video games do not increase aggression in adolescents. The author also insists that gaming is a solitary activity and encourages social interaction by bonding online friendships. This raises many controversies over whether or not gaming should be regulated for minors.
The author defends main rising arguments feuding over the fact that parents are complaining videogames are just too violent. For one to say that video games are violent one would have to conclude this from a period of evaluation on how people interact and use this technology. In contrast to parents gamers in general such as Master Chief have had a lot of positive comments to…show more content… An analogy that stood out was said by Amanda Schaffer from Slate.com “The connection between violent games and real violence is also fairly intuitive. In playing the games, kids are likely to become desensitized to gory images, which could make them less disturbing and perhaps easier to deal with in real life. When video games aren't about violence, their capacity to teach can be a good thing. For patients suffering from arachnophobia, fear of flying, or post-traumatic stress disorder, therapists are beginning to use virtual realities as a desensitization tool." Desensitization implies that the children that view the gory content will have diminished emotional responses. In some cases adolescents that react positively toward such gory content is a sign of emotional aggression. This contradicts his argument because although this quote by Schaffer mentions how desensitization can be used to help patients by playing non-violent games the author’s argument is pertaining to violent games and why they don’t increase aggression. His only other defense to Schaffer’s argument is that there isn’t enough aspects of gaming that were induced in the test.
The author follows up with explaining how his argument will always be stereotyped. That people will always take out the negative aspects of gaming and prevent the positive aspects from being