Friday, 17 October 2014

Worthy Articles?

With all articles summarised and sorted into whether they are encouraging of video games or not for our youth.  From here these articles will be analysed and their arguments assessed to see if they have a stronger opinion where a conclusion will be drawn to prove if video games have a positive or negative effect on our youth's behaviour and social well-being.

All three positive articles, Effects of video games: more good than bad for youth development, Positive effects of video games on children, and Video games can teach positive lessons too, gave a very strong argument convincing readers that video games have many benefits for children. Effects of video games: more good than bad for youth development written by Marilyn Price-Mitchell, stated many good points and backed up what they were saying well. The writer drew from personal experiences, talking about her grandchildren and their game play on their iPad apps.  Price-Mitchell still voices her concern about some negative affects and aims her article at parent too watch for signs that games my be effecting their children, but still ensures that not all children are prone to concerning effects.  Her article, mainly being opinion based, still is a strong basis for a positive stand for video games and argues her case well.  Positive effects of video games on children, by Lisa Webber, is the strongest of the three positive articles as Webber aims her argument at how video games can be a good learning tool for critically-thinking which what schools are aiming for in their systems.  Her strong arguments on the benefits for Autistic children helps the point of her article come across convincingly as she aims at a wider target of children.  Webber's push behind physical gaming strengths her article as she looks into other forms of gaming, not just the common violent game the others are concerned about. The final article Video games can teach positive lessons too, by Arts Markman, is a write up on a study done that tests people thoughts whilst playing one of two games.  The study proved if someone played an action games where the plot was based around helping people or rescue missions, they were fully engaged and focused on helping others therefore this could relate to real life situations.  The study seemed well thought out and the objective accomplished therefore proving positive aspects of video gaming.  Overall the main points of all three articles were very strong and most arguments were back up consistently.

Most of the negative articles, The negative effects of video game addiction, Negative potential of video games, and Negative effects of violent video games my build over time, were well portrayed and had good points, backing up their arguments. The first article, The negative effects of video game addiction written by, Drea Christopher, was minty focused on addictions occurring within children and video games. The health issues that Christopher talks about seem extreme but could be a potential risk is some series cases. Christopher's article is not targeted at, but would be good for parents to be weary of addictive symptoms that their child may portray. One downfall with this text is the use of 'he' when referring to children.  These issues can occur with any gender not just young males.  Negative potential of video games by Russell A. Sabella, is the weakest of the three articles as it is fully an opinion based text with very few reassures to back up his statements. Some strong valid points are made, such as the rewarding system for doing bad, there for could be related back to real life.  Also his categories seem valid but are not backed by anything.  The last article Negative effects of violent video games my build over time by Rick Nauert, is a study of 70 university students.  This study is well back up but has only been in play for a short time, therefore not being completely correct.  This is admitted near the end of the article therefor not convincingly portraying a strong argument.

Comparing the tree positive and three negative articles, both have strong arguments but looking into the over all question, Video gaming: positive or negative effects on our youth's behaviour and social well-being? Looking at the articles in two collective wholes, positive and negative.  The distinctive groups both answers the question effectively.  The positive have stronger backing resources compared to the negative articles as the negative articles are more opinion based.  The benefits from the positive articles seem more permanent and long-term such as the critical-thinking, patients, persistence motor skills and hand-eye coordination are factors that can be used in any aspect of life, now and in the future.  Where as the serious effects of the negative factors can wear off, this is even admitted by some of the writers from the negative articles.  Persuasion factors of each grouping, the negatives do make good points but would not convince a parent to completely ban their child's system as negative factors can be monitored.  Compared to the positive articles, with the right games, children can gain some very beneficial long-term attributes.

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