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ARGUMENTATIVE ANALYSIS FORM

Name : …. Class:
NIM : …. Group:

PART A
DIRECTION: Put the original argumentative essay here! Write or put the link under the essay!

Should the Online Games be Banned in Indonesia?

Have you ever heard of criminal news in the Kompas.TV (Kompas.TV, 2022) about two
students in Samarinda, East Kalimantan killed their teacher because the mobile phone was kept by
the teacher? This event may also happen in the future when online games, unrestricted movies, or
social crimes can easily be accessed by young learners because, in this digital era, they have
become increasingly popular among them and students in higher education. They may seem
harmless and entertaining, but they pose significant dangers that can negatively impact the
development and well-being of young minds. Therefore, this essay aims to argue the potential risks
associated with online games and emphasize the importance of saving the young generation from
mental illnesses, learning loss, and sleeping time disorders.

The first potential risk of playing online games is mental illness, a psychological
situation in which health conditions of people change in emotion, thinking, behaviour or a
combination of these. Psychologists state that mental illnesses can be associated with distress
and/or problems functioning in social, work or family activities. One of the activities is playing
online games in the social context or family. The intense focus and competitive nature of these
games can induce stress, anxiety, and even aggression, which may trigger social crimes or riots in
a country because the constant exposure to virtual environments may blur the line between reality
and fantasy, potentially leading to a distorted perception of the world. Also, the more they play the
games the more they neglect other aspects of their life. Many studies revealed the negative effects
of playing online games on people's mental health. One research result shows that up to 89% of
gamers' problems are diagnosed with depression in addition to video game addiction. Furthermore,
Emmanuel Macron, the French president, confirmed that youths were taking to the streets leading
the social chaos, and riots across the country in France in July 2023 to act out the video games
(RT, 2023). Also, the study results of lowa State University showed that the more time people
spent playing video games the more impulsive they were and the more attention problems they had
(Lin Sternlicht & Aaron Sternlicht, 2023). This evidence strongly proves that high contact with
online or offline games causes symptoms of attention deficit hyperactivity disorder (ADHD), and
mental health and well-being suffer.

The second potential risk of playing excessive online games is learning loss. Learning
loss is a situation in which the knowledge or skills of someone are lost because of learning
discontinuities. Learning loss might be caused by some factors such as long holiday breaks, school
absence, course scheduling, or ineffective learning after school times. Students with ADHD are
careless and lack attention to detail and inability to focus on completing work with high
concentration. However, becoming a successful learner, for example, high concentration,
resilience, and self- directed learning are the critical prerequisites. According to Zare, Rubin,
Stern, and Rubin & Thompson (in Tigarajan, et al., 2016), some good language learners take
responsibility for their learning, organize language information, are creative and try experimenting
with grammar and words, and create opportunities for practice inside and outside of the classroom.
These habits are very hard for excessive online gamers because of addiction, and the reduced
ability to control emotion, concentration, and completing learning tasks. Consequently, these
conditions lead them to the learning loss opportunity.

The third potential risk of excessive online gamers is sleeping time change and difficulty
falling asleep. Sleeping is very important for human health. It is good sleep increases the human
brain's performance, mood, and emotion control. Lack of sleeping time has a potential risk for
physical, psychological or mental diseases and habitual disorders. Gamers usually spend their time
playing online or offline games using a laptop or mobile phone until midnight and some do it till
early morning. In the morning, they asleep, go to bed, and sleep times disorder happens. The
research results revealed that gamers experienced greater social jetlag and had higher odds of
experiencing difficulties falling asleep and a greater extent for addicted gamers (Hamre, et al.,
2022).

Some people might disagree with the statement that online games should be banned to
protect the young generation from mental distractions. They argued that online games raise
economic benefits for the people, increase taxes for the country, and trigger the critical and
creative thinking skills of the students. Because of the high interest and demand for online games,
it provides a large financial benefit for internet providers and data package resellers. Guiteng
(2023) confirmed that global gaming is booming. As reported by the Entertainment Sofware
Association in 2020, the US video game industry employed more than 143,000 people with 215.00
jobs. However, this opinion is a top-down principle of economic growth. If it is considered from a
bottom-up view, playing online games takes the money out of villagers to the global internet and
the game application owners or foreign industries. This situation leads to a high potential risk for
villagers’ economic health and development and unpredictable inflation because the money goes to
foreigners’ internet and platform industries. Furthermore, the other proponents claim that online
game businesses can raise tax income. It might be true, but the critical negative impacts of playing
games lead to high potential risk for the youth or human resource quality development such as
Indonesia for competing with other industrialized countries in terms of technological devices
development and other economic sectors. Also, some proponents might think that playing online
games can trigger the critical and creative thinking skills of young people. When someone plays
online games, they usually search for two different characters for the games. The process can
actively trigger their brain to think of the objects, match, analyze, and design technical solutions
for solving any problem regarding the game goals. Indeed, the process of playing some online
games, such as searching and classifying multiple characters and objects in the games, is
recognized critical and creative issue. However, in Indonesia, playing online games is not under
the government's and parents’ control. Online games can be easily accessed across the ages
without control and the internet does not know the ages or gender. In some countries, people and
governments reacted to online or offline games. For example, Pokémon games, one of the series,
was attacked by a fundamentalist Christian group. They argue that it promoted Satanic themes.
The other example controversial game is Postal, which can be operated with a personal computer,
Android, iOS, or PS4. This game can wash the player’s brain and mental exercise for violence and
anti-law, racism, sexual themes, and drug use. In some countries such as Germany, New Zealand
and Australia, this game was banned because of the high potential risks for social riots and
violence.

In conclusion, although it has positive impacts on financial growth, promoting critical


and creative thinking skills for young learners, and other economic reasons, playing online or
offline games leads to high potential risks for the young generations’ mental health, academic
achievement, and human empowerment to face high global competitiveness in the world.
Excessive gamers have potential social risks because of the unawareness treatment with the
internalization of game tricks and hidden missions for mental illness construction to the young
generation. To earn money, people can do anything. Also, robbers might treat their mental
exercises and develop their critical thinking skills to rub their targets. Consequently, the
government should consider banning high-potential risk games to save the Indonesian brilliant
young generation. The security system in blocking dangerous games is a critical need for
protecting the social chaos. For university students, resilience, self-sensor, and self-directed
learning are some of the most important things that can be done to avoid game addiction. Next,
parents’ control of the children playing online games is also very crucial. They need digital literacy
for self-sensor, restricting the children on what should be watched and played. Finally, the less you
play the games, the more you save from mental illness, learning loss, and other physical or
psychological bad habits.
PART B

DIRECTION: Put your result analysis using the coloring technique!

Have you ever heard of criminal news in the Kompas.TV (Kompas.TV, 2022) about two
students in Samarinda, East Kalimantan killed their teacher because the mobile phone was kept by
the teacher? This event may also happen in the future when online games, unrestricted movies, or
social crimes can easily be accessed by young learners because, in this digital era, they have
become increasingly popular among them and students in higher education. They may seem
harmless and entertaining, but they pose significant dangers that can negatively impact the
development and well-being of young minds. Therefore, this essay aims to argue the potential risks
associated with online games and emphasize the importance of saving the young generation from
mental illnesses, learning loss, and sleeping time disorders.

The first potential risk of playing online games is mental illness, a psychological
situation in which health conditions of people change in emotion, thinking, behaviour or a
combination of these. Psychologists state that mental illnesses can be associated with distress
and/or problems functioning in social, work or family activities. One of the activities is playing
online games in the social context or family. The intense focus and competitive nature of these
games can induce stress, anxiety, and even aggression, which may trigger social crimes or riots in
a country because the constant exposure to virtual environments may blur the line between reality
and fantasy, potentially leading to a distorted perception of the world. Also, the more they play the
games the more they neglect other aspects of their life. Many studies revealed the negative effects
of playing online games on people's mental health. One research result shows that up to 89% of
gamers' problems are diagnosed with depression in addition to video game addiction. Furthermore,
Emmanuel Macron, the French president, confirmed that youths were taking to the streets leading
the social chaos, and riots across the country in France in July 2023 to act out the video games
(RT, 2023). Also, the study results of lowa State University showed that the more time people
spent playing video games the more impulsive they were and the more attention problems they had
(Lin Sternlicht & Aaron Sternlicht, 2023). This evidence strongly proves that high contact with
online or offline games causes symptoms of attention deficit hyperactivity disorder (ADHD), and
mental health and well-being suffer.

The second potential risk of playing excessive online games is learning loss. Learning
loss is a situation in which the knowledge or skills of someone are lost because of learning
discontinuities. Learning loss might be caused by some factors such as long holiday breaks, school
absence, course scheduling, or ineffective learning after school times. Students with ADHD are
careless and lack attention to detail and inability to focus on completing work with high
concentration. However, becoming a successful learner, for example, high concentration,
resilience, and self- directed learning are the critical prerequisites. According to Zare, Rubin,
Stern, and Rubin & Thompson (in Tigarajan, et al., 2016), some good language learners take
responsibility for their learning, organize language information, are creative and try experimenting
with grammar and words, and create opportunities for practice inside and outside of the classroom.
These habits are very hard for excessive online gamers because of addiction, and the reduced
ability to control emotion, concentration, and completing learning tasks. Consequently, these
conditions lead them to the learning loss opportunity.

The third potential risk of excessive online gamers is sleeping time change and difficulty
falling asleep. Sleeping is very important for human health. It is good sleep increases the human
brain's performance, mood, and emotion control. Lack of sleeping time has a potential risk for
physical, psychological or mental diseases and habitual disorders. Gamers usually spend their time
playing online or offline games using a laptop or mobile phone until midnight and some do it till
early morning. In the morning, they asleep, go to bed, and sleep times disorder happens. The
research results revealed that gamers experienced greater social jetlag and had higher odds of
experiencing difficulties falling asleep and a greater extent for addicted gamers (Hamre, et al.,
2022).

Some people might disagree with the statement that online games should be banned to
protect the young generation from mental distractions. They argued that online games raise
economic benefits for the people, increase taxes for the country, and trigger the critical and
creative thinking skills of the students. Because of the high interest and demand for online games,
it provides a large financial benefit for internet providers and data package resellers. Guiteng
(2023) confirmed that global gaming is booming. As reported by the Entertainment Sofware
Association in 2020, the US video game industry employed more than 143,000 people with 215.00
jobs. However, this opinion is a top-down principle of economic growth. If it is considered from a
bottom-up view, playing online games takes the money out of villagers to the global internet and
the game application owners or foreign industries. This situation leads to a high potential risk for
villagers’ economic health and development and unpredictable inflation because the money goes to
foreigners’ internet and platform industries. Furthermore, the other proponents claim that online
game businesses can raise tax income. It might be true, but the critical negative impacts of playing
games lead to high potential risk for the youth or human resource quality development such as
Indonesia for competing with other industrialized countries in terms of technological devices
development and other economic sectors. Also, some proponents might think that playing online
games can trigger the critical and creative thinking skills of young people. When someone plays
online games, they usually search for two different characters for the games. The process can
actively trigger their brain to think of the objects, match, analyze, and design technical solutions
for solving any problem regarding the game goals. Indeed, the process of playing some online
games, such as searching and classifying multiple characters and objects in the games, is
recognized critical and creative issue. However, in Indonesia, playing online games is not under
the government's and parents’ control. Online games can be easily accessed across the ages
without control and the internet does not know the ages or gender. In some countries, people and
governments reacted to online or offline games. For example, Pokémon games, one of the series,
was attacked by a fundamentalist Christian group. They argue that it promoted Satanic themes.
The other example controversial game is Postal, which can be operated with a personal computer,
Android, iOS, or PS4. This game can wash the player’s brain and mental exercise for violence and
anti-law, racism, sexual themes, and drug use. In some countries such as Germany, New Zealand
and Australia, this game was banned because of the high potential risks for social riots and
violence.

In conclusion, although it has positive impacts on financial growth, promoting critical


and creative thinking skills for young learners, and other economic reasons, playing online or
offline games leads to high potential risks for the young generations’ mental health, academic
achievement, and human empowerment to face high global competitiveness in the world.
Excessive gamers have potential social risks because of the unawareness treatment with the
internalization of game tricks and hidden missions for mental illness construction to the young
generation. To earn money, people can do anything. Also, robbers might treat their mental
exercises and develop their critical thinking skills to rub their targets. Consequently, the
government should consider banning high-potential risk games to save the Indonesian brilliant
young generation. The security system in blocking dangerous games is a critical need for
protecting the social chaos. For university students, resilience, self-sensor, and self-directed
learning are some of the most important things that can be done to avoid game addiction. Next,
parents’ control of the children playing online games is also very crucial. They need digital literacy
for self-sensor, restricting the children on what should be watched and played. Finally, the less you
play the games, the more you save from mental illness, learning loss, and other physical or
psychological bad habits.
PART C

DIRECTION: Use the following table to analyze the assigned argumentative essay model! Discuss all
items of this instrument before you use it to evaluate the essay.

DOMAINS/INDICATORS RESPONSES DESCRIPTION (give evidence


WRITING STRUCTURE Yes (WHY) No (WHY) from the essays)

1. Does the essay follow


the argumentative
writing structure or
organization?
2. Do the components of
the introductory
paragraph consist of a
hook, background
information, and thesis
statement/claim?
3. Does the main body
paragraph consist of
argument and
counterargument
paragraphs?
4. Does the concluding
paragraph consist of a
restatement of the thesis
statement/claim with a
different structure or
paraphrase?
5. Does the title give a real
lead-in to the
introduction paragraph?
Introduction
6. Is the thesis statement
clear, specific, and
provable stated in one
or possibly two
sentences?
7. Is the hook interesting?
8. Is the background
information connected
to the hook and the
thesis statement?
9. Are the comparison-
contrast or cause-effect
connectors or
transitions used to
introduce the thesis
statement?
Body Paragraph
10. Does each paragraph in
the main body
paragraph refer to the
thesis statement?
11. Does each paragraph
have or start with a
topic sentence?
12. Does every sentence in
the paragraph add
support, clarification,
expansion, or
description, and provide
examples to the topic
sentences?
13. Are the sentences in
each paragraph all
linked to each
other/connected?
14. Does each paragraph
contain adequate
supporting details for
the points that elaborate
on the main points?
15. Is the sequence of
paragraphs logical?
16. Do the paragraphs flow
smoothly from one to
the others?
17. Are the body
paragraphs persuasive?
18. Are the arguments
stated strongly?
19. Is there any
counterclaim
paragraph?
20. Are the
counterarguments
(opposing ideas)
presented logically
(relevant to the topic)?
21. Is there any sentence
for refutation or
rebuttal?
22. Is/Are the refutation or
rebuttals presented in
logical reasoning with
evidence?
23. Is each
counterargument
refuted?
Evidence
24. Is statistical data used
to provide evidence?
25. Are facts used to
provide the evidence?
26. Are experts’ opinions or
theories quoted to
provide evidence?
27. Is the evidence
provided to prove the
counterargument?
28. Is the evidence of
counterargument stated
strongly?
29. Is the quotation written
according to APA
styles?
Concluding Paragraph
30. Is the conclusion
relevant to the thesis
statement/claim?
31. Does/Do the writer(s)
provide suggestions?
32. Does/Do the writer(s)
provide predictions for
the future?
Grammars
33. Are the capitalization
and punctuation
correct?
34. Are the sentences clear
and varied in patterns,
from simple to
compound-complex
sentences?
35. Are the grammar of the
sentences correct?

PART D

PROS AND CONS CHART

DIRECTION: Write some domains/categories based on the criteria that you can draw from the
target essay (essay that you analyzed in previous parts. Next, write the arguments in the column
PROS and counterargument/opposing ideas in the column CONS!

Essay Tittle :
Writer :
Source : put the link here
DOMAINS (write PROS (write arguments that stand CONS (write counter/opposing arguments that
criteria/sub-topics using on the claim/thesis statements. Write stand on the arguments. Write evidence types the
keywords in the essay that evidence types the writer provides. writer provides)
you analyzed) Then write your logical reasons WHY
you decide the sentences)

Thesis Write thesis statement/claim here


Statement/Claim
Domain_1 Main Point_1: write a phrase Main Point_1: write a phrase as the
as the summary of the summary of the counter-argument_1
argument_1
Supporting Point_1.1: write a phrase that
Supporting Point_1.1: write a supports the main point
phrase that supports the main point Supporting Point_1.2: write a phrase that
Supporting Point_1.2: write a supports the main point
phrase that supports the main point Supporting Point_1.3: write a phrase that
Supporting Point_1.3: write a supports the main point
phrase that supports the main point
Domain_2 Main Point_2: write a phrase Main Point_2: write a phrase as the
as the summary of the summary of the counter-argument_2
argument_2
Supporting Point_2.1: write a phrase that
Supporting Point_2.1: write a supports the main point
phrase that supports the main point Supporting Point_2.2: write a phrase that
Supporting Point_2.2: write a supports the main point
phrase that supports the main point Supporting Point_2.3: write a phrase that
Supporting Point_2.3: write a supports the main point
phrase that supports the main point

Domain_3 Main Point_3: write a phrase Main Point_3: write a phrase as the
as the summary of the summary of the counter-argument_3
argument_3
Supporting Point_3.1: write a phrase that
Supporting Point_3.1: write a supports the main point
phrase that supports the main point Supporting Point_3.2: write a phrase that
Supporting Point_3.2: write a supports the main point
phrase that supports the main point Supporting Point_3.3: write a phrase that
Supporting Point_3.3: write a supports the main point
phrase that supports the main point

Add the domain or


category if you get it
more in the essay
that you analyzed

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