Free Essay with Rhetorical Analysis of the Article Dedicated to Game Violence

Published: 2022-02-25
Free Essay with Rhetorical Analysis of the Article Dedicated to Game Violence
Essay type:  Rhetorical analysis essays
Categories:  Video games Violence
Pages: 5
Wordcount: 1177 words
10 min read

The article titled "Games don't kill people, do they?" written by game consumer Greg Costikyan, who is also a veteran game designer addresses various vital issues about Video game violence. The article's primary interest and regard are on the effects that video game has on the consumers, especially the teenagers and young adults. In this article, the author elaborates the concept of violence as far as a video game is concerned and espoused further on how the idea aids to enhance the game. Moreover, Costikyan argues that the aggression in the virtual platforms known, as video games have been perceived negatively upsetting many people in what he termed as unjust reasons (Costikyan 18). He also claims that majority of people does not understand the true meaning of violence in the video game entirely though attacks it and air their views over the same. The thesis of the article lies in the author's understanding as he uses gaming logic, personal experience and consumer appeal to bring out a strong argument on the topic video game violence (thesis).

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About the concept of video game violence, Costikyan's argument is very valid to a more considerable extent he not only incorporate the experiences and facts he beholds in the gaming industry but also incorporates misunderstandings around the concept. He also includes the fallacies and misconceptions as well as the negative views more so those who view the whole idea from the end user point of view. The personal involvement and participation in the industry and the manner in which he clarifies issues give strong credibility to his statement on the concept. The author's experience in the industry validates and adds weight to his account since he not only elaborates the concept vividly but also he uses first-hand examples to bring his point home.

In his preliminary argument, he pinpoints from the onset how a video game is used just as a tool rather than the effects or the results of the same for purposes of enhancing gameplay. In one of his comments to support the gaming industry, he defends his argument by remarking that the cynical people will disapprove the game thus flop consequently. The author addresses another fundamental issue that I conquer with in support of his notion. He posits that a handful people attack the issue video game violence with complete ignorance hence only fallacies and misconceptions in the name of facts. The argument is very valid in my viewpoint because an empty can sounds louder, meaning the faster spread of factless information. The first impression or encounter dictates one's reaction to something, false information concerning a game or the entire industry lower the reputation as well as the commerciality of these virtual gaming platforms.

`On the other hand, Costikyan's article appears ineffective. Looking at the structure of the whole text or writing, the transition and the flow of points in several cases and are not relating or smooth; precisely it's difficult for one to relate what the author is addressing and the subject matter. I tend to think that due to much experience and too many information to express and at the same time sort of confused the author. The observation is evidenced by the manner he jumps from one idea to another making it hard to tress his line of thought. The writer's article appears more rubric and mixes up points of arguments and details hence not easy to follow.

Nevertheless, the article drew quite some online users and viewers since it is mostly pathos-based. Conceivably, Costikyan having vast experience in the field of virtual gaming hence uses virtual gaming jargons and a wealth of personal experiences to make his points and explanations thus making his articles more effective and attractive to readers. The author's idea of starting with a first-hand example and a flashback conversation is a crucial idea since it instills suspense to the readership to read more (Fox 12).

After an excellent introduction of flashback conversations, Costikyan presents heavily logo-based sentiment. The author's understanding of the meaning of virtual games is in-depth and depicts his competence, knowledge skills in the field since he looks game in all angles as being interactive, goal oriented and a puzzle. The explanation of the meaning of the game is sufficient and informed as they can make one understand the real meaning of virtual gaming and the details. He upholds and elevates violence is gaming and consider it paramount claiming that it is the easiest way to make obstacle worthy of struggle and more exciting (Costikyan 20).

Contrary to the reasoning of many, Costikyan's understanding of violence in video gaming is different; he asserts that the force in gaming is human nature in the sense humans are fundamentally attached to violence since aggression according to the author is part of humans' psychology. He gives the imposing type of abuse to support his point that instead of running away from a monster endlessly why not kill it. Furthermore, he argues that his violence is only a representation and that it is violence employing virtual images and not real hence do not harm anyone. Moreover, he considers the video games a break from strict environment young adolescent males live in the ad that they get so much pleased and pleasure interacting with violence experience in gaming.

The author's point of view of violence in gaming is positive; his personal experience rich explanations evidence this assertion. Firstly, He regards to video game violence as appealing stuff to the young adolescent males. Second, he alludes the gaming experience itself to human psychology. The author also views virtual gaming performs as a soother and a place where people get to release their inner feelings. He argues that the gaming houses the violence within people and acts as a platform in which the sense of violence is released to virtual creations and not real creations. I agree with the author's viewpoint because most of this virtual gaming is just simulation of real-life situations. Thus the person interacting with it may perceive some reality in it.

While some would argue that violence is terrible to the adolescent, he disputes this idea that video game violence has adverse effects on the young males. Instead, he alluded the fact to social settings. He termed human nature immutable and that it is the society that can change, to put in place mechanism and institutions that can alter anti-social impulses to prosocial impulses.

In conclusion, with the current advancement of highly sophisticated technology in our contemporary society, the understanding of issues such as the video game violence is paramount. The article houses very informative and very strong argument rich with personal experience from the different angles of virtual gaming, external media, gamers, and designers. His experience in the industry bequeath him a liberal mind to make strong and healthy arguments and gives his sentiments more credible, hence his arguments are reasonable and well backed up.

Works cited

Costikyan, Greg. "Games Don't Kill People-Do They?" The Contemporary Reader. Ed. Goshgarian, Gary. Longman, 2002. 243 -247.

Fox, Robert. "Video Games, Violence Linked." Communications of the ACM. 43 (2000): 9- 10

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