Week 5 Final Paper PHI103 Informal Logic

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Are video games the cause of harmful behaviors? Instructor: Elton Hollon PHI103: Informal Logic University of Arizona Global Campus March 22, 2021
Since 1972, when the first video game console, The Odyssey, arrived, video games have become a household staple for families everywhere. To either sate boredom or purely entertainment purposes, video games are apart of our everyday lives. It wasn’t until a 1993 congressional hearing argued that video game brutality was “glorifying violence and teaching children to enjoy inflicting the most gruesome forms of cruelty imaginable” (Hsu, 2018) that a shift occurred in the conversation about video games and the possible harmful tendencies they could cause. With video games so easily accessible to many across different platforms, many are left asking questions about video games and the behaviors they possibly contribute to. This paper will explore the particular question of whether video games are the cause of harmful behaviors. This paper will also present both sides of this issue: video games cause harmful behaviors and video games are not the cause for harmful behaviors. This paper will also analyze the reasoning of each argument, addressing the arguments and their quality. Defense of Argument: Video games are not the cause of harmful behavior Premise 1: Various studies have been completed on video games as beneficial to cognitive development, and an amalgamation of their data creates well-grounded reasoning to determine that video games are not the cause of harmful behaviors (Reynaldo, 2020). Premise 2: Data shows that video games are linked to an increase in cognitive skills and decision-making skills (2020). Premise 3: A longitudinal study of data from a five-year study shows little evidence that video games cause long-term effects in behavior, but it is minor and can be controlled (Coyne et al., 2018).
Premise 4: Other factors such as paternal, peer, and individual characteristics are more a factor in harmful behavior than video games (2018). Premise 5: If used in a controlled, regulated environment, video games’ harmful effects are outweighed. Conclusion: Therefore, video games are not the cause of harmful behavior. Many studies have been conducted in defense of the argument that video games are not the cause of harmful behavior. An amalgamation of data from the literature review, Using Video Games to improve Capabilities in Decision Making and Cognitive Skill: A Literature Review , combined 27 publications of the same subject, video games, and cognitive skills. This research proved that video games do more good than harm. Each publication weighed heavily in favor of video games improving cognitive skills, decision-making, time management skills, memory, and cognitive enhancement. The publication used those who are considered the authority in their field, making these results definitive and supporting the first two premises. Though evidence has been shown that video games are attributed to minimum aggressive behavioral traits, these effects can be alleviated, for example, by adult supervision for children or self-regulation. In the study , Violent Video Games, Externalizing behavior, and Prosocial behavior: A five-year longitudinal study during adolescence , it was shown that “to dissuade negative behaviors, it appears that self-regulation facilities positive social behavior, including prosocial behavior towards family, friends, and strangers” (Padilla-Walker & Christensen, 2011: Coyne et al., 2018). As video games are now a broad-reaching platform with many devices that use the technology to connect with people halfway around the world, it stands to be concerned about how video games affect those who play them. But in conjunction with two studies , Violent
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video games, catharsis seeking, bullying, and delinquency: A multitude analysis of effects and Violent Video Games, Externalizing behavior, and Prosocial behavior: A five-year longitudinal study during adolescence , similar outcomes were reached. “It seems that outside factors such as family, individual, and peer violence, in particular, can be seen as predictive of aggressive behaviors” (Coyne et al., 2018: Ferguson et al., 2014). The fifth premise is open for interpretation as different variables come with a controlled environment. However, various studies have concluded that video games can be seen as helpful tools in a controlled environment with supervision specifically for children. Many have argued that contributing externalizing behavior, social factors, and problem behavior are considered pivotal in harmful behaviors. If many different determinates are considered extenuating factors to harmful behavior, video games are not the sole blame for these harmful behaviors. Defense of Opposing Argument: Video games are the cause of harmful behavior Premise 1: Violent video games are associated with increased aggression among individuals of various ages (Yao et al., 2019). Premise 2: Violent video games cause an increased denial in the humanness of other people, increasing aggressive and antisocial behavior (Greitemeyer & McLatchie, 2011) Premise 3: Video games cause addiction, causing an impaired control over gaming that leaves other interest and daily activities have less of a priority (Parrott, Rogers, Towery, & Hakim et al., 2020). Premise 4: Pathological and excessive video game playing is directly correlated to addictive behaviors (Qureshi et al., 2013).
Premise 5: As dangerous as any addictive substance, video games can be abused. Conclusion: Therefore, video games are the cause of harmful behaviors. Supported by studies that concluded that video games cause harmful behaviors, the first four premises have substantial support about each negative behavioral trait stated in these premises. As there are variables that cannot be accounted for when it comes to video games, such as the daily use, time played, and outside factors, it is unknown to what degree these can affect video game users. Nevertheless, the studies referred to and cited offer support that strongly suggests that video games cause lasting damaging harmful behaviors. As the final premises links the first four premises and the conclusion, it shows that video games can cause significant damage, much like an addiction proving the conclusion’s truth. Additionally, the last premise makes a point to show that video games can be classified in the same category as any addictive substance that can be abused, leading to addiction no matter how much one plays video games. Video games have shown “an increase in dehumanization, leading to an increase in aggressive behavior” (Greitemeyer & McLatchie, 2011). This research indicates that the risk associated with video games should be regulated as it could increase negative behavioral traits. To nullify the negative aspects of video games, caution should be taken regarding how often video games are played. Analysis of the Reasoning of Both Sides Both arguments are supported by peer-reviewed scholarly studies, literature reviews, and research. As well as being supported by scholarly publications, each argument provides support for each of their conclusion; each premise is leading into another making a solid connection between the premise and conclusion. For example, the argument in defense of video games
provides substantial evidence to justify the conclusion. As both arguments are deductive, considering that all the premises for both the opposing and defense argument are true guaranteeing the conclusion’s truth, thus making the argument present as valid and sound. In the examination of both sides of the argument, fallacies are committed throughout these arguments. For example, in the opposing argument, the fallacy the slippery slope is committed making it seem as though playing video games will lead to harmful behavior, leading to bad habits, leading into addiction. The defense and opposing arguments commit the cherry-picking fallacy as neither argument fully expands on all the evidence that could not support the conclusion. The defense argument makes a stronger case than the opposing as more evidence was provided in support of the video games not being the cause of harmful behavior. In contrast, the opposite argument did not provide substantial support in the position. Though each argument provided support, the defensive argument provides support that makes the argument strong as not easily able to tear apart. Conclusion In conclusion, having researched the topic of video game usage and its possible harmful behaviors, it is unknown whether video games are the cause of these types of behaviors, only that it comes down to those who play them and how they are responsible for this tool. Thinkers often chose one position and only look for evidence that supports the position of their side. To be a connoisseur of truth, critical thinkers have to consider that the argument doesn’t just have two sides but to view all the sides of those challenging questions. When critical thinkers consider
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more than one side to an argument, the mind expands past those biases becoming open-minded and neutral to differing viewpoints.
References Coyne, S.M., Warburton, W.A., Essig, L.W., &Stockdale, L.A. (2018). Violent Video Games Externalizing Behavior, and Prosocial Behavior: A Five-Year Longitudinal Study during Adolescence. Developmental Psychology, 54(10), 1868-1880. Ferguson, C. J., Olson, C. K., Kutner, L. A., & Warner, D. E. (2014). Violent video games, catharsis seeking, bullying, and delinquency: A multivariate analysis of effects. Crime & Delinquency, 60(5), 764–784 . https://doi-org.proxy- library.ashford.edu/10.1177/0011128710362201 Greitemeyer T., & McLatchie N., (2011). Denying Humanness to Others: A Newly Discovered Mechanism by Which Violent Video Games Increase Aggressive Behavior. Psychological Science, 22(5), 659–665 . https://doi-org.proxy- library.ashford.edu/10.1177/0956797611403320 Hsu, T., (2018, March 8). When Mortal Kombat Came Under Congressional Scrutiny. The New York Times. https://www.nytimes.com/2018/03/08/business/video-games-violence.html Parrott, S., Rogers, R., Towery, N. A., & Hakim, S. D. (2020). Gaming Disorder: News Media Framing of Video Game Addiction as a Mental Illness. Journal of Broadcasting & Electronic Media, 64(5), 815–835 . https://doi-org.proxy- library.ashford.edu/10.1080/08838151.2020.1844887 Qureshi, H.S., Khan, M.J., Masroor, U. (2013). Increased Aggression and Loneliness as Potential Effects of Pathological Video-Gaming among Adolescents. Pakistan Journal of Social & Clinical Psychology; 2013, Vol. 11 Issue 1, p66-71, 6p. https://www-proquest-
com.proxylibrary.ashford.edu/docview/1678772031/fulltextPDF/BA3457C5E4284C5CP Q/1?accountid=32521 Reynaldo, C., Christian, R., Hosea, H., A. S. Gunawan, A., (2021). Using Video Games to Improve Capabilities in Decision Making and Cognitive Skill: A Literature Review. Procedia Computer Science, Volume 179, 2021, Pages 211-221, ISSN 1877-0509 https://doi.org/10.1016/j.procs.2020.12.027 . Yao, M., Zhou, Y., Li, J., & Gao, X. (2019). Violent video games exposure and aggression: The role of moral disengagement, anger, hostility, and disinhibition . Aggressive Behavior, 45(6), 662–670. https://doi-org.proxy-library.ashford.edu/10.1002/ab.21860
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