1. Violence in movies, music, and video games is often perceived as negatively influential to young perceptions of the world. So much so, that they say the youth is inclined to act on the influences they perceive in the violent video games. The general public sees violence in video games and movies as a gateway to actual violence in real life. However, the majority of teenagers that indulge in violent video games, are impacted far less than the public realises. Mostly, when youth or even young adults play video games, it is used merely as entertainment, and nothing more. On the contrary, most youth that participate in listening to violent music or violent video games are unaffected and know that the violence portrayed in the games and movies result in severe consequences if acted upon. For the truth, the games show, that as a result of the mindless violence, there are consequences for the actions they've chosen to pursue.
2. In the introduction to "They say/ I say": The Moves That Matter in Academic Writing, Gerald Graff and Cathy Birkenstein, provide templates to designed to make academic writing argument easier to accomplish easier to understand. Specifically, graff and birkenstein argue that the types of writing templates they offer
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