Verified Document

Banning/Restricting The Sale Of Violent Video Games Essay

¶ … Banning/Restricting the sale of Violent Video Games to Minors Persuasive Speech Outline Template

Organization:

This speech uses problem-solution organization.

Audience analysis:

The average age of the audience is between 30 and 55 years of age with ages ranging from 14 to 59. There is roughly an even balance

of males to females; the main ethnic background is Caucasian.

Some of the audience members are still in high school, some do not work outside the home, and some work full time jobs. Most are from conservative religious backgrounds. As to this speech topic, most of the audience members are of childbearing age or have children themselves. This speech is given during the late afternoon.

Central Idea:

Banning or restricting the sale of violent video games

Specific Purpose:

To inform my audience of the dangers of selling violent video games to children, and persuade them to support legal action against merchants who do so.

Introduction:

I. Attention-getter

A. A friend of mine used to work in the video games department at Wal Mart. He still loves to tell stories about kids trying to buy R. Or even M. rated video games, often with their parents in tow.

B. The store policy was that such games could not be sold to minors without parental permission. To follow the policy, he always made it a point to say something like, "Are you aware that this game is rated R. For blood and gore?" Most horrified parents would immediately refuse to buy it and drag the child out of the store. He earned more than one dirty look from a preteen or two because of it.

Establish Credibility -- My friend felt that he had a duty to parents to ensure that these games were not sold to their children.

II. Thesis Statement -- Violent video games can have negative effects on minors, and merchants...

Preview Statement -- Today I would like to give you some information about the following:
A. The gaming industry and stores are aware of the relationship between game violence and sales of those games.

B. Violent games have a negative effect on children.

C. Stores should experience legal ramifications for selling violent games to minors.

Body:

I. The gaming industry and stores are aware of the relationship between game violence and sales of those games.

A. "Death Race," a driving simulation first distributed in 1971, was the first violent video game to receive attention. The objective was to run over pedestrians, who would scream and turn into gravestones.

B. Some communities were so disturbed by the game's content that they banned it outright. However, the free publicity increased sales of the game to ten times its normal rate.1

C. The video game industry created a ratings system for games in the mid nineties, with the goal being to force the industry to produce less violent games. In fact, the number increased, since creators no longer had to worry about general audiences.2

D. In the late nineties, Nintendo and Sega both created versions of the popular game "Street Fighter"; the Sega version sold more than its competitor, mainly because of its increased gore factor.1

Violent video games have an effect on children.

A. Image 1 shows the risk factors for violence in children.

B. According to the chart, those with the highest risk factors are those who play violent games and have very little parental involvement..2

C. In a longitudinal study, 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years were tested for increased aggression while playing violent games.

D. Image 2 shows that the students…

Sources used in this document:
Works Cited:

1. Kent, Stephen. (2001). The ultimate history of video games. Roseville, CA: Prima.

Anderson, C.A,, and Gentile, (2006). Violent video games; the effects on youth and public policy implications. In D. Singer (Ed.), Handbook of children, culture, and violence (pp. 244-246). Thousand Oaks, CA: Sage.

Anderson, C.A. et al. (2008). Longitudinal effects of violent video games on aggression in japan and the United States. Pediatrics, 122(5), 1067-1072 .

4 "Legislation." Retrieved from http://www.independentratings.org/legislation.html.
Cite this Document:
Copy Bibliography Citation

Related Documents

Positive and Negative Effects Video Games Have in Relation to Addiction...
Words: 5997 Length: 20 Document Type: Term Paper

Computer Games Research When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed

Consumer Perceptions Toward Personal Behavior
Words: 6548 Length: 19 Document Type: Multiple Chapters

During the survey of participants, the researcher investigates: Thai online game players' personal perceptions of online games; significant reasons that motivate the participants to play online games; factors that motivate participants to choose an online game; participants' opinions of digital society Affects of playing online games in real world. Study Objectives Objective 1 Conduct a thorough review of literature relating to online games and online game players in general, seeking specific information related to Thailand but also

Territorial Expansion How Did the U.S. Acquire
Words: 1300 Length: 4 Document Type: Essay

Territorial Expansion How did the U.S. acquire the territory in question? On the auspicious date of April 30, 1803, the United States of America bought eight hundred and twenty eight thousand square miles worth of land from the French government of Napoleon Bonaparte. Thomas Jefferson, the President of America, wanted to secure this deal. Wars were rampaging overseas in the continent of Europe and Napoleon had intentions to safeguard what he had acquired

Best Practices in Policing Alcohol
Words: 17761 Length: 40 Document Type: Research Proposal

Of course, it becomes a very difficult matter to overcome sparse levels of availability when they are encountered (e.g. In the more remote regions of Western Australia). Taken together, the issues suggest that the impact of availability policy on the use of alcohol may be as heterogeneous as patterns of availability themselves. The reduction of one outlet in an urban area has significantly different meaning and implications than the reduction

Trade Show Industry in Germany
Words: 31155 Length: 113 Document Type: Dissertation

Significance of the Study This study is significant because it sheds light on a very important contributor to local and international trade. Trade fairs have a long history in providing a meeting place for buyers and sellers. They are an important channel of communication for B2B buyers and sellers. This is a significant area for study because there are limited channels of communication between B2B buyers and sellers. The previous sections

Sign Up for Unlimited Study Help

Our semester plans gives you unlimited, unrestricted access to our entire library of resources —writing tools, guides, example essays, tutorials, class notes, and more.

Get Started Now