CRITICAL SUMMARY- 3 pages duble spaced

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Read the attcahed imeges then sumruiez.

In the summary, utilize the paraphrasing and quoting skills, accurately representing Gilsdorf’s ,the author, argument and main points. Then you will put to work your critiquing skills to evaluate the argument.

  • What an author says
  • How well the points are made
  • What assumptions underlie the argument
  • What issues are overlooked
  • What implications can be drawn from such an analysis
  • A statement of your agreement or disagreement with the author, backed by specific examples and clear logic
  • At least use two direct quotes
  • A clear statement of your own assumptions

*******3 pages, Double spaced, standard font(12), 1-inch margins


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82 Chapter 2 Critical Reading and Critique an outline. Then write a rough draft of your critique. Review the reading and revise your rough draft at least once before considering it finished. You may want to look ahead to Chapter 6, "Writing as a Process," to help guide try through writing your critique. an additional exercise in writing critiques, see Chapter 8, a practice -V apter that assembles readings on ethical dilemmas. You will have the opportunity to write a critique that you then place into a larger argument. WHY WE NEED VIOLENT VIDEO GAMES Ethan Gilsdorf In the wake of the Sandy Hook Elementary School killings, pundits, parents and media have jumped on video game violence as a possible scapegoat. Right after his tête-à-tête with gun rights advocates, Vice President Biden convened meetings with video game industry leaders. Then there was a "Videogames Return Program" run by a group called SouthingtonSos, based in a community neighboring Newtown. The notion: On a designated day, anyone could redeem their old copies of "Thrill Kill," "Postal 2" and "Call of Duty" for gift vouchers for more family-oriented, non-lethal entertainment. (In the end, that pro- gram was cancelled, likely due to fears of negative publicity.) Now, even as President Obama announced Wednesday four major legislative proposals and 23 executive actions to curb gun violence, suspicion still clouds the gaming industry. Even the National Rifle Association blames violent video games for this nation's blood lust. Remember rock 'n' roll? Comic books? Heavy metal and rap music? Dungeons & Dragons? We've all been down this clichéd road before. For now, anyway, we will not see the repeat of what often happens when our well-meaning citizenry seeks to demonize the latest scourge on America's youth. So erase the image of mountains of XBox and PS3 cartridges and discs set afire by angry mothers. Still, the search for cause and effect remains a noble pursuit. If only we could stop our troubled young men (and so often they are troubled, young and men) from being exposed to X, then we wouldn't be asking ourselves, again and again, "Why?" In the case of Newtown, gunman Adam Lanza was a gamer. But he didn't fit the profile of the typical first-person shooter fan. He liked non-violent games such as Dance Dance Revolution. Yes, a game that teaches you how to dance, not how to blow apart the chest cavities of other dancers. Amidst all the soul-searching and finger-pointing, video game industry spokespeople are quick to note that no credible study shows a direct relation- ship between TV, movie or video game violence, and aggression. And, as those 5 15 talant Vidan Games." WBUR 90.9, Boston's NPR News Writing Assignment: Critique 83 opposed to restrictions or bans on video games frequently cite, the youth violent crime rate is at an all-time low. Paradoxically, could it be that violent video games are an important outlet for aggression? That, on the whole, these games and play violence" let us express anger and aggression in a safe way? Perhaps violent video games aren't only "not so bad," but actually help keep the real-world killings where they belong-in our imaginations, as harmless fantasies. It may seem counter-intuitive to suggest this. But in my experience, gaming- be it video games, or live-action role-playing, or D&D, or the greatest war game of all, American football-offer relatively safe, participatory narratives where we get to play good or evil, the aggressor or the defender, the killer or the killed. We engage in the fight. Our hearts race and our blood pumps. We ha an em nal stake in the action, even if that action is largely make-believe. There are bangs and bruises from foam-rubber swords, and yes, concussions from errant tack- les. But for men (and some women) who need to run and hunt and hit, I'll take a broken rib or swollen ego over actual carnage on the battlefield or playground. The vast, vast majority of players don't let their violent fantasies get the better of them, or others. 10 We have perhaps civilized ourselves more quickly than our psyches know what to do with. Not long ago in our nation's Tame-the-Wild-West mythology, any trouble with the neighboring tribe was settled with tomahawks and shotguns. Centuries prior, in other eras, we settled scores with battle axes. Our species still craves action. Our most violent video games are another expression, another evolution of this same phenomenon. They're simply another way to feel the fear, scare away the zombies and save the day. They offer a hunt/shoot/kill scenario as a way to solve problems because, well, our psyches seem to need these visceral, adrenaline-rich experiences. That's why they sell so well. Vision quests, ropes courses, and roller coasters offer similar thrills. But we can't very well go deer hunting or jump out of airplanes every weekend, can we? In response to the Newtown deaths, a better question to ask might be this: Why does our culture continue to fail young, vulnerable men like Lanza-men often described as "intelligent but withdrawn," who disengage from society so completely as to become mass killers? In Lanza's case, he was described as "smart but shy," a "genius" and a “Goth." A skinny kid estranged from his father. A nerd. 15 If some of these men are hopelessly mentally ill, then we need to do all we can to prevent their access to real guns. But sane or depressed, many men feel powerless. Many feel angry. Many feel disengaged. They just want a stake in the action. Video games might be the best outlet they've got.
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Explanation & Answer

Attached.

Running Head: SUMMARY ON VIOLENT VIDEO GAMES

Summary on Violent Video Games
Name
Instructor
Course
Date

1

SUMMARY ON VIOLENT VIDEO GAMES
Summary
Mass shooting in schools is blamed on violent video games. A good example of such a
shooting incident is the Sandy Hook Elementary School killings. Despite the many blames
pointed at video games, there is no credible study that points to a direct relationship between
aggression and violent video games. For instance, if the shooting in Newtown is to be
considered, the gunman – Adam Lanza – even though a gamer, he liked non-violent video games
(Golsdorf, 2013). Also, the violent crime rate of youth is at its all-time low despite the fact that
youths are the major consumers of violent video games. In fact, violent video games could be
particularly useful in mitigating violence among the youths. “Perhaps violent video games aren’t
only “not so bad,” but actually help keep the real-world killings where they belong – in our
imaginations, as harmless fantasies” (Golsdorf, 2013). Violent video games create a platform
where people can participate in their aggressive imaginations thus preventing the violent
fantasies from taking over individuals or their fellow individuals. Precisely, since human nature
is inherently violent, video games act as a lucrative tool of solving the problem by providing an
opportunity for the “adrenaline-rich experiences” (Golsdorf, 2013). Additionally, apart from the
shoot/kill instances in video games, there are yet other scenarios of violence imminent in violent
video games, such as flying off from airplanes. Surprisingly, people do not practice such violent
acts in reality. The implication is that violent video games do not necessarily contribute to the
mass shooting incidences. In actual sense, the best way question to question the mass shooting
incidences is to ask such questions as, “why does culture continue to fail young, vulnerable men
like Lanza – men often described as “intelligent but withdrawn,” who disengage from society so
completely as to become mass killers?” (Golsdorf, 2013). Efforts must actually be put in place to
prevent such people to real guns. Nonetheless, considering the violent nature of men, violent

2

SUMMARY ON VIOLENT VIDEO GAMES
video games can be a best outlet for such violent imaginations. As such, video games, in contrast
to the widely held idea, are particularly useful in mitigating mass shootings.
Evaluation of the Argument
The author, Ethan Gilsdorf, has employed all the three modes of persuasion in presenting
the argument. Throughout the paper, the author has used proper grammar and syntax. The
argument is also presented fairly since it does not point to a defense of personal opinions. In this
way, the author has extensively used ethos throughout. Mentioning the name of prominent
people such as President Obama and vice president Biden as well as well known institutions such
as the National Rifle Association, increases the credibility of the author...


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I was having a hard time with this subject, and this was a great help.

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