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Kyle Duncan

2/13/15
Comp II
Heather Hummel

Parents should restrict gaming for children


The topic of parents being able to control what their children watch, as
far as video games and social media go, is a topic that will be debated over
for many years. As the crime rates rise, so does the technology presence and
dependency in the world. American citizens depend on technology, from
their cell phones to their cars and everywhere in between. Along with this
age of technology are the gaming systems that we interact with daily. Most
people dont realize it, but they deal with some sort of gaming system almost
every single day of their lives. Gaming systems are not only video games
and consoles themselves but also things like gaming apps on cell phones and
so on. Studies are starting to link these gaming systems to childhood
problems and crime within the communities around us. With so many more
gaming options out there everyone should still be able to find something that
they have an interest in without something out of their age range. In this
paper I will analyze the article Parents should be able to control what kids
watch and break it down to show both sides of the argument (Yee, 453).
This article uses many different rhetorical strategies such as Ethos, Pathos,
and Logos to help convince the reader that parents should be able to have
control over which video games their children watch or play. Throughout the
article you find several instances where the author is promoting these
strategies most of which take a complete stand on the side of why the

Kyle Duncan
2/13/15
Comp II
Heather Hummel

parents need to be able to control what their kids play. This is the side that I
agree with also, and I will explain why.
With the use of ethics, a writer can make a subject that isnt so popular
more of a big deal just by adding credibility to the piece he or she is writing
about. In this article, the writer is able to establish his credibility by
discussing his involvement in recent actions to secure the right restrictions
behind the distribution of video games. The author has been extremely
involved with a few different organizations and groups to push his view and
the scientific studies behind his reasoning to the public. Having the
knowledge on the use of ultraviolent games allows for a strong opinion on
this matter. The writer works with the California Psychological Association
and the American Academy of Pediatrics, just to name a couple of groups
that are trying to push this view.
In the article, we find several places where the author uses tactics to
move the audience towards him and his groups side. A huge tactic is logos,
or logic. Once credibility is established, he is able to add all of the facts,
stats, and scientific information in to persuade the reader. An audience will
take in every single use of logic and eventually move towards his view.
Several studies by the Journal of the American Academy of Pediatrics, the
American Psychiatric Association, and the American Psychological
Association conclude that adolescents who play violent video games may
become increasingly aggressive over time (Yee, 453). This was the start of

Kyle Duncan
2/13/15
Comp II
Heather Hummel

his logic approach. He then added that over 100 researchers from around the
world agree with the studies that violent videos games contribute to
childhood and adulthood violence. By stating that high end executive people
have voiced their opinions, he is not only using a logical standpoint but also
he is adding to his articles credibility. The article states that Chief Justice
John Roberts questioned the industrys position that the legislature cannot
pass a law that says you may not sell to a 10-year-old a video [game] in
which they set school girls on fire (Yee, 454). By combining both of the
above rhetorical strategies, Ethos and Logos, the author is able to create a
solid argument for his view on the topic.
As you read the article you find that it may also pull at your emotions.
This Pathos side of the writing is what will really persuade people over
anything else. The writer does not use any direct appeal to the readers
emotion, but he uses more of an inferred approach. Making claims towards
the action of the children once they have grown can tug at a person through
the thought of knowing what possibly can happen in our society. Daily we see
tragic things happen, whether it be theft or shootings at schools allowing
parents to restrict what their children play and watch could be detrimental to
saving lives and our civilization.
For the world to be a safer place for us to live and also a more civilized
place, we need to begin to give credibility to Dr. Yees idea of putting a stop
to unrestricted video game distribution. There should be more strict limits on

Kyle Duncan
2/13/15
Comp II
Heather Hummel

what is available to the general public. He used several ways to convey his
message to the reader and presented an argument that helped out the
future of our children and also of the United States. By using rhetorical
strategies such as Ethos, Pathos, and Logos, he broke down his side of the
argument and left no grey area for error on his part. I, too, agree with Dr. Yee
that parents should be able to control what kids watch, due to how the
research shows that violent games can affect a childs future behavior and
also based on my past experiences with these ultraviolent games. If my child
ever got into trouble or possibly danger and I was able to link it back to the
violence I allowed them to see on certain video games I would have a hard
time dealing with that. To end violence, we need to take the process one step
at a time, and be the parents in this society we need to be. Adding
restrictions to video game distribution is a step in the right direction.

Kyle Duncan
2/13/15
Comp II
Heather Hummel

References
Ramage, John, John Bean, and June Johnson. "Parents Should Be Able to Control What
Kids Watch." Writing Arguments A Rhetoric with Readings. Custom ed. Boston: Pearson, 2013. Print.