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Add 2 more steps into this essay: 6. For your revision: select AT LEAST TWO of the suggestions from the instructor and revise. EMBOLDEN your revisions and annotate them. Embolden

your revision and include a note at the beginning or end of the essay explaining what you have revised and WHY. If you revise something that cannot be emboldened, such as a deleted paragraph, you can tell the instructor about this revision in your note. 8. Embolden places where you believe you are making appeals to logos and kairos. You have already done this for the first draft, but many of us forgot to do it or need to fix one or more of our attempts. So let's try one more time. In the reflection for this module, I will ask you to comment on HOW you made these rhetorical appeals in your essay. Just one correction...you should be explaining the rhetorical appeals at the end of the essay, not in a reflection. I think there are two different directions in two different places, but I've corrected it. Word limit- don't pass 2000 words for total word limit in that essay (make it in 250-300 words)/n Name: Khang Tan Class: English 101 Date: 11/15/2023 How game online addiction affects our lives In the ever-evolving landscape of entertainment, electronic games, particularly online games, have emerged as a seemingly benign source of enjoyment. As an individual navigating the challenges and opportunities of the modern world, my exploration into the realm of game addiction stems from a concern for the well-being of today's students, whose academic pursuits are often overshadowed by an apparent addiction to electronic entertainment. However, my claim is that beneath the surface of this seemingly harmless pastime lies a complex issue that warrants careful consideration. With the rapid advancement of science and technology such as 4.0 technology, automation, etc., the proliferation of electronic games has raised questions about their societal impact, particularly among students. This phenomenon of game addiction, marked by an overwhelming devotion to video games, poses significant risks, from academic neglect to potential harm to both individuals and society at large. Game addiction often occurs in young people, especially students and teenagers. The manifestation of this phenomenon is that players spend too much time and money playing games. At student age, we can see students skipping school, truanting, stealing money from parents and friends to play games, topping up cards in games, etc. What is the cause of this phenomenon? The game has outstanding features such as diverse forms, attractive graphics systems, operations, and gameplay that have a strong impact on the tastes of players. It is also important to consider that players themselves do not have political opinions and do not clearly understand entertainment activities, leading to uncontrolled game addiction. Particularly for students, the cause of game addiction also comes from the lack of attention from parents and teachers, and the lack of correct and strict educational methods. Games are one of the entertainment activities accepted by society, but game addiction causes unpredictable consequences for players and society. Therefore, we - the generation of students - need to clearly understand the nature of games in particular and entertainment activities in general, and use it in the most civilized and reasonable way. In delving into the dialectical method to dissect the issue of game addiction, it is essential to explore the multifaceted aspects of this phenomenon. Examining it from different perspectives can enhance our understanding and provide a comprehensive view of the challenges at hand. Drawing from the article “Is Video Game Addiction a Disorder? (2021)" by Rashmi Parmar, and Julian Lagoy, the influence of video games on aggressive behavior becomes a focal point. Concerns that violent video games such as Mortal Kombat and CSGO may increase aggression in children surfaced in US Congressional hearings. I completely agree with this opinion, in psychology, people have two instincts: aggressive and sexual. The aggressive instinct has been abused by game makers. I think the claim is unequivocal that video games, especially those with violent content, can activate aggressive instincts, influencing behaviors from hand-to-hand combat in gaming to real-world aggression with realistic weapons such as swords, knives, guns, and even saws, and machine hooks. While game publishers argue for the necessity of resistance in games, the lack of a clear metric for measuring violence raises concerns about the potential normalization of violent acts within both virtual and real societies. There is no exact measure to say whether a game is more or less violent, but actions such as stabbing, killing, and slaughtering are all violent, barbaric, and unacceptable even in games. An illegal act in a game such as brutal murder that is considered normal will easily lead to illegal acts in real society. The danger is that many gamers will accept and consider these things as normal, forming a lifestyle that defies the law from violent games. The psychology of young people is that when they often see violent acts in games, they will feel and accept that image, and over time will form trust (immerse themselves in life in the game). When virtual reality is mixed, gamers will become haunted by those behaviors, eventually accepting them and considering their normal behavior in real society. Here, it not only affects the conscious and subconscious mind but also affects each person's unconscious area where people cannot control themselves. Transitioning to personal experience, my uncle's internet shop became an unexpected battleground fueled by the competitive spirit of gaming. My uncle told me about many fights in the shop and one time I witnessed one. Specifically, two people of school age played a shooting game with each other and competed to see who could shoot better. After a while, the two sides argued and fought. My uncle had to call the police, because both of them were fighting and their heads were bleeding, and worse, they also caused heavy damage to my uncle's shop. At that time, I was 15 years old and was aware enough of the seriousness of game addiction, and how it affected the human brain. Witnessing the physical altercations and the subsequent damage to the shop underscored the seriousness of game addiction. This personal anecdote serves as a bridge, connecting the broader societal issues discussed in the previous paragraph to the tangible consequences observed in real-life scenarios. When it comes to dealing with game addiction, it's crucial to be aware of ourselves and take control of our actions. We need to know the difference between what's right and wrong and avoid getting addicted to games. Playing games isn't a problem on its own, but getting addicted is something we should strongly avoid. The consequences of addiction go beyond just our personal well-being; they affect how society sees and recognizes us. If we disconnect from our real-life responsibilities, we risk becoming invisible and unacknowledged. In this context, the appeal to logos becomes clear. It goes beyond debates about violence and aggression, focusing on the core idea of responsible gaming. It stresses the importance of understanding the difference between harmless play and harmful addiction. This emphasis highlights the need to think about the broader impact on society, encouraging people to make ethical choices for a balanced and acknowledged life. In addition, game addiction also affects health. Based on the article "Negative effects of video games" by author Cam Adair. The author states that in 2020, there are an estimated 2.7 billion gamers worldwide and this number is still growing. The growing popularity of video games has led to a significant increase in the number of people looking into the negative effects of video games. I also completely agree with the author's opinion, and this is my opinion on the issue that long-term online game addiction will cause physical weakness. Physical weakness is a state of chronic fatigue due to many different causes, in game addiction it is a cause that few people expect. When suffering from this disease, children often eat and live erratically. My mother's friend's child is about 10 years old, but my mother's friend exposed him to games too early, and now he has become seriously addicted to games. To the point where he refused to eat or drink, and just lay in bed all day playing games. About 10 days ago he was taken to the hospital to be treated for appendicitis because he had been fasting and eating irregularly for a long period. Luckily, the treatment is not too complicated, and you will recover soon if you have treatment and a reasonable diet. My mother also taught me a lot about this issue and did not expect me to fall into that situation. I have concluded that children should not be exposed to games too early, to avoid affecting their health. If children are exposed, they must have a fixed time of use. It cannot be denied that online games are considered healthy entertainment games. Every entertainment game will have a purpose, which is to help the mind relax and show us comfort after stress. Based on the article “The Impact of Gaming on Mental Health for People With Disabilities” by theablegamercharity group. The article talks about how video games can provide mental health benefits that are especially valuable for this population. They provide an inclusive, accessible space where people with disabilities can interact with others and experience a sense of belonging. This sense of community can help reduce feelings of isolation and improve mental health outcomes. In my opinion on this issue, games are a means to help children escape the boredom and difficulties of everyday life, helping them compete and communicate with others. It seems that when everything is lost, the game takes on a deeper meaning, which is to be able to feel the magic. And the positive impact of the game on their lives is huge. When I was at Chief Sealth High School, I had the opportunity to interact with and help children with disabilities, this was a wonderful time for me. In the process of helping children, I have seen how much technology has developed. Gaming equipment for people with disabilities has helped them a lot psychologically in general and physically in particular. Video games also have their two sides. If you know how to control yourself and play games for a reasonable amount of time, video games help people train their thinking, agility, quick hands, and quick eyes to handle challenging situations creatively and skillfully. Furthermore, some video games are imported from abroad, so when we play we will improve our English vocabulary and expand our understanding of the outside world. At the same time, video games also help us relax and reduce stress after tiring hours of work and study. If we know how