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Alan Montgomery \ Led Rhetorical Analysis \ ENG-112-79 Does Violence in Video Games Really Promote Aggression? There have been many debates over the past couple of decades about violent video games and how they affect people, especially teenagers who are known to play them for countless hours each week, The first article I read was written by Serena Gordon, a news reporter for HealthDay, and was published on www.healthfinder.gov in 2011. The second article I read was written in 2009 by Craig Anderson, a professor at Iowa State University, one of the leading Ae experts on studies of media violence. Serena argues that there is no proof of video game promoting violence, while Craig argues the opposite. Serena starts oft er article with a recent scientific study conducted by Dr. Yang Wang, an assistant research professor at Indiana University School of Medicine. The study was eid bveA geady WiNE conducted on two groups of males ages ]8-29-"The first group was made to play violent vide EC ‘games for ten hours the first week and not at all the second week. The second sro up not playing violent video games at all. (Gordon). Throughout the study a special type of brain imaging is conducted to measure differences between the two groups. The only difference > between the two groups were different levels of activity in the pre-frontal cortex of the brain. Wang states that they do not actually know what these changes mean, only the fact that the brain (RY issomewhat atest (Gordon). The only other part ofthat ariel sa small statement made by Tracy Dennis, “a child development expert” commenting on the study stating that it only proves that repeating one action multiple times will affect the brain. The article itself is very short essentially providing a single point of useful information (the study). Serena does not necessarily disprove the opposition. In effect, the article only proves that more research should be conducted, ‘The second article uses research dating back several decades on not just violent video games, but media violenetfrexamplyiolnt movies, Ils of how research has proven that exposure to violent media has been proven to increase the acceptance and use of violence in arguments and conflicts. The article then goes on into greater detail of what this actually means, and answers so pretty common questions, and refutes opposing arguments. One on the questions, it answers is whether or not violent video games turn soba shooters," rol Kk -bich the answer sno they do Ro. He goes into detail of what might actually tum someone into schoo! shooter, and how “Media violence is only one ofthe top dozen o 0 risk factors” (Anderson), He talks of how the media industry basically uses lobbyist and biased studies to disprove this fact. The article is written almost like an interview with and bpening statement followed up by supposed questions which are then answered. This makes arte easy to read and understand the flow. The article provides plenty of evidence and des not Seem j6 contain very much, if any bias at all. 2 Ca Inthe end Anderson's article is the winner. He provides much more detail and evidence to back up his argument, w Gordon essentially only provides one paragraph of useful information. Gordon does not refute the opposition, she only uses one study that states that there should be more research conducted before a conclusion is made. Anderson is much more . a . A |, sources to prove his points. While not everyone will not agree with all his points, they most ye convincing and informative, not only refuting the opposing argument, but also using several id ( likely will actually agree with most. ] Works Cited Gordon, Serena, "Violent Video Games Do Not Promote Teen Aggression and Violence." Teens at Risk. Ed. Stephen P. Thompson. Detroit: Greenhaven Press, 2013. Opposing Viewpoints. Rpt. from "Violent Video Games May Alter Brain Function: Study." www.healthfinder.gov. 2011. Opposing Viewpoints in Context. Web. 7 Sept. 2014. Anderson, Craig A. "Violent Video Games Promote Teen Aggression and Violence." Teens at Risk. Ed. Stephen P. Thompson. Detroit: Greenhaven Press, 2013. Opposing Viewpoints. Rat. from "FAQs on Violent Video Games and Other Media Violence.” www.education.com. 2009. Opposing Viewpoints in Context. Web. 7 Sept. 2014.

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