Professional Documents
Culture Documents
Lovella Santos
English 1301.127
16 November 2021
Long before gaming existed kids would play outside and enjoy their childhood, but once
video gaming was introduced into the world, kids slowly started to lose interest in the outside
world and started playing video games. According to History, video games have been part of the
world “since 1952 when professor A.S. Douglas created the OXO also known as Tic-Tac-Toe”
(The Early Days). Now a days children waste their time playing video games and ignore the
importance of their daily lives. Hülya KÖK EREN and Özlem ÖRSAL, in an article tilted,
“Computer Game Addiction and Loneliness in Children,” use ethos, logos, and pathos to
effectively persuade their audience by presenting research to show that gaming is not good for
The authors of the article Hülya KÖK EREN and Özlem ÖRSAL are nurses who focus in
psychiatric and public health in Iran. They both study at Eskişehir Osmangazi University,
Eskişehir, Turkey. Which gives credibility, authority and professional expertise to their article in
which they conduct research on children who are primary students in the 4th grade who are ages
9-10. They both aim to “determine the level of computer game addiction and loneliness of the
children” (1505). Hülya KÖK EREN and Özlem ÖRSAL did not sample the children they
reached the children’s families and made them answer personal information such as “gender,
number of brothers/sisters, education level of the parents, number of hours spent playing games
each day’’ (1505). Both Hülya KÖK EREN and Özlem ÖRSAL want to see if gaming does
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affect children and if so, they want to see if there is a solution to the problem by persuading them
To begin with, gaming has evolved throughout the years and so do children and not for
the better. Nowadays, games are all about violence win which it affects the social development
of children causing them to be physically and mentally unhealthy. According to Hülya KÖK
EREN and Özlem ÖRSAL, “the social development of the children, who widely use the internet
and spend this time with computer games, has slowed significantly, the self-confidence of these
children is low, whereas their social anxiety level and aggression behavior were found to be
high” (1504). In other words, children who play video games to an extent are affected with
anxiety, depression, become violent and more. It is evident that Hülya KÖK EREN and Özlem
ÖRSAL are using pathos and logos as their main rhetorical appeal to persuade and overall show
the audience that the children who play video games have a high risk of getting depression,
anxiety and other mental illnesses. Mentioning these mental health disorders trigger the emotions
of the audience to feel empathy towards the children who play video games for an extended
amount of time.
Furthermore, Hülya KÖK EREN and Özlem ÖRSAL conduct their research on gaming addiction
and loneliness within families in children. For example, on pages 1506-1507 there are two tables
in which they show Hülya KÖK EREN and Özlem ÖRSAL’s research. These tables illustrate the
children which the research was conducted on, by showing their suffrage from game addiction
and loneliness amongst families. In the first table on page 1506, both male and female children
revealed similar personal information in which it showed the percentages of loneliness within
their families. This feeling of loneliness was caused by the absences of their family members
which resorted to their escape to gaming. On the second table it is seen the number of hours that
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were played, the number of hours slept, the emotions felt when restricted from gaming, and lastly
difficult encounters. The data shown in the second table shows the dangerous outcomes that
children can experience if they play too many video games. The two tables help the authors’
article by letting them see the records that were taken as well as observe if games do or do not
affect kids. It will also help their audience have a deeper understanding about gaming addiction
and loneliness in families by using logos and pathos as their main rhetorical appeal.
As mentioned before, both tables provide evidence in which the results show that males have a
higher negative effect towards gaming than females. According to Hülya KÖK EREN and
Özlem ÖRSAL, the “outcomes of our study, performed to determine the level of computer game
addiction and loneliness among children, computer game addiction scores for the males are
higher than females” (1508). As stated by Hülya KÖK EREN and Özlem ÖRSAL, “The average
score that males obtained from loneliness scale were greater than females” (1507). Both Hülya
KÖK EREN and Özlem ÖRSAL use logos as their main rhetorical appeal to persuade and show
their audience their results in which they both found out that male children have a higher risk on
game addiction and loneliness within their families than female children. In these two quotes
Hülya KÖK EREN and Özlem ÖRSAL use logos and ethos to show their audience the results
that were found based on their research by showing them that gaming does affect kids specially
males. Making the audience feel concerned for these children since they are suffering from
In “Computer Game Addiction and Loneliness in Children,” Hülya KÖK EREN and Özlem
ÖRSAL mention in their conclusion that “Our study revealed a significant relationship between
students’ game addiction and loneliness, in other words, as game addiction increases, loneliness
increases” (1509). Meaning that whenever children paly video games their loneliness increases
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and in order to get involved in children’s addiction to gaming, a solution must be developed to
resolve these issues. As stated in their conclusion children can attend “a rehabilitating treatment
among school-hospital-family for abnormal cases” (1509) to stop any unhealthy activity that can
be caused by gaming. In both quotes Hülya KÖK EREN and Özlem ÖRSAL use logos, ethos
and pathos as their rhetorical appeal by showing their audience that their research worked and by
also providing their audience with a solution that can help kids who suffer from game addiction
In conclusion, gaming is played form all ages from adults to teenagers to kids, but playing to
much video games can cause to not be active and create unhealthy habits such as depression,
anxiety, aggressiveness, social development issues and loneliness. And so Hülya KÖK EREN
and Özlem ÖRSAL use ethos, pathos, and logos in their article titled “Computer Gaming and
Loneliness in Children” to effectively show their audience that gaming can be bad for children
on certain ages. Both Hülya KÖK EREN and Özlem ÖRSAL are not against children playing
video games, but by their research they recommend for children who are young to not play video
games due to the fact that they can be affected with mental and physical health issues.
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Work Cited
History.com Editors. “Video Game History.” HISTORY, A&E Television Networks, 21 Aug.
2021.
Hülya KÖK EREN, and Özlem ÖRSAL. "Computer Game Addiction and Loneliness in
Children." Iranian Journal of Public Health, vol. 47, no. 10, 2018, pp. 1504-1510.
ProQuest, https://tamiu.idm.oclc.org/login?url=https://www.proquest.com/scholarly-
journals/computer-game-addiction-loneliness-children/docview/2351545070/se-2 .
Accessed 27 Oct.