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Persuasive Essay: Video Games

Teenagers today often spend a great deal of time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. However, you shouldn’t spend too much time gaming and there are a number of reasons for this: it’s unhealthy, you should spend more time studying, and you need to socialize more.

The primary reason to cut down on gaming time has to be that youths that spend a long time on computers and games consoles are often not getting enough exercise. With high obesity rates, it’s very important for young people to spend as much time being active as possible, especially since studies show that people who are overweight during childhood and adolescence are far more likely to become overweight adults than those of a healthy weight when they’re young. There is just as much, if not more, fun to be had in getting out and about and being active. This doesn’t have to mean going for long runs if that’s not your thing; team sports are both fun and great exercise. Dance or fitness classes are also a good option for those not into sports.

Secondly, getting a good education is that best thing that you can do for your future. If every teenager cut down on their gaming time by 30 minutes per day and used this time to study, the whole of that generation would achieve better results and be more likely to have the career that they want. With education, you get out what you put in, so it’s really up to you to put in the additional effort. If you want to go to a good college, extra study in your own time will be completely vital, but gaming can reduce your concentration span and make this more difficult.

The third main reason that playing video games too often is that it’s no good for your social skills. Some teenagers may argue that because they can now play their games online with friends, they are socializing in their own way. However, you can’t beat face-to-face contact, and if you want to succeed in interviews and build good relationships in later life, you need to develop some proper communication skills. This shouldn’t be a chore, or difficult, because hanging out with friends is far more fun than sitting indoors playing on games all day anyway!

In conclusion, there can be no doubt that spending too much time gaming isn’t good for you. You don’t have to stop all together, but it’s all about moderation. Cut down and allocate your additional free time to doing things that are good for you, and you definitely won’t regret it in later life.

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Essay on Mobile Games

Students are often asked to write an essay on Mobile Games in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look


100 Words Essay on Mobile Games

The evolution of mobile games.

Mobile games have come a long way since the popular ‘Snake’ game on Nokia phones. Today, we have thousands of games available on our smartphones.

Types of Mobile Games

There are different types of mobile games, including puzzle games, adventure games, and multiplayer games. Some games are free, while others require payment.

Benefits of Mobile Games

Mobile games can be educational and help improve problem-solving skills. They can also be a fun way to pass time. However, it’s important not to play excessively.

Mobile games have evolved and offer a variety of experiences. They can be both fun and educational, but should be enjoyed in moderation.

Also check:

  • Advantages and Disadvantages of Mobile Games

250 Words Essay on Mobile Games

The emergence of mobile games.

The advent of smartphones has revolutionized the gaming industry, giving rise to the phenomenon of mobile games. The ubiquity of smartphones coupled with their increasing computational prowess has made them the perfect platforms for gaming.

Mobile Games: A New Age Entertainment

Mobile games have transformed the concept of entertainment. They offer a unique blend of convenience and engagement, allowing users to enjoy gaming experiences anywhere, anytime. From puzzle games that stimulate cognitive abilities to multiplayer games that foster social interactions, the versatility of mobile games is remarkable.

The Impact on Social Interactions

Mobile games have significantly impacted social interactions. Multiplayer games create virtual communities, fostering camaraderie among players worldwide. They have blurred geographical boundaries, enabling people from diverse backgrounds to connect, collaborate, and compete.

Economic Implications

The mobile gaming industry has also become a significant economic force. It generates substantial revenue through in-app purchases and advertisements, contributing to the global digital economy. Furthermore, it has created numerous job opportunities, from game developers to e-sports professionals.

Future Perspectives

With advancements in technologies like AR and VR, the future of mobile games looks promising. These technologies are expected to enhance the immersive experiences of mobile games, making them more realistic and engaging.

In conclusion, mobile games have evolved from simple time-pass activities to complex forms of entertainment, impacting social interactions and contributing to the economy. The continuous technological advancements promise an exciting future for this dynamic industry.

500 Words Essay on Mobile Games

Introduction.

Mobile games, a phenomenon of the digital age, have transformed how we perceive and engage with the realm of gaming. Once confined to bulky consoles and PCs, games have now found a new home in our pockets, revolutionizing the landscape of entertainment and interactivity.

The Evolution of Mobile Gaming

The advent of mobile gaming can be traced back to the late 1990s, with the launch of games like Snake on Nokia phones. However, it was not until the introduction of smartphones and their corresponding app stores that mobile gaming truly began to flourish. The rise of mobile devices, coupled with advancements in technology, has allowed for the creation of games that are not only visually appealing but also complex and immersive. From simple puzzle games to intricate multiplayer online games, mobile gaming offers a wide array of genres catering to diverse tastes and preferences.

Impact on Society and Economy

Mobile games have had a profound impact on society, transcending the boundaries of age, gender, and geography. They have become a universal form of entertainment, serving as a tool for relaxation, social interaction, and even cognitive development. Moreover, mobile games have significantly contributed to the economy. According to reports, the mobile gaming industry generated over $77 billion in revenue in 2020, accounting for nearly half of the global gaming market.

Technological Advancements and Future Trends

The rapid progression of technology has been a key driver in the evolution of mobile games. Developments in AI, AR, and VR have opened up new possibilities for game design, offering more immersive and engaging experiences. For instance, games like Pokemon Go have utilized AR technology to blur the line between the virtual and real world, creating a novel gaming experience.

Looking ahead, trends such as cloud gaming and 5G technology promise to further revolutionize the mobile gaming landscape. Cloud gaming, by eliminating the need for high-end hardware, can make high-quality games more accessible, while 5G, with its high-speed and low-latency, can enhance multiplayer gaming and support more complex mobile games.

Challenges and Criticisms

Despite its popularity, mobile gaming has faced criticism and challenges. Concerns have been raised about the addictive nature of some games, leading to unhealthy screen time habits. Furthermore, the freemium model, where basic gameplay is free but additional features are paid, has been critiqued for promoting a pay-to-win culture.

Mobile games, with their accessibility and diversity, have reshaped the gaming industry, integrating games into our daily lives like never before. While they present certain challenges, the potential they hold, especially with the advent of new technologies, is immense. As we move forward, it is crucial to navigate these challenges responsibly while harnessing the opportunities offered by this dynamic medium of entertainment.

That’s it! I hope the essay helped you.

If you’re looking for more, here are essays on other interesting topics:

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Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games, check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games, read the essay examples featured below for inspiration.

1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay, Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay.

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay, write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters, storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay.

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

If you are interested in learning more, check out our essay writing tips !

Tip: If writing an essay sounds like a lot of work, simplify it. Write a simple 5 paragraph essay instead.

persuasive essay about mobile games

Martin is an avid writer specializing in editing and proofreading. He also enjoys literary analysis and writing about food and travel.

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  • Entertainment

Persuasive Essay: Video Games Are Beneficial

According to research released by the Entertainment Software Association over fifty percent of parents believe video games are a positive part of their child’s life (ESA). Video games are beneficial, because they aid in childhood development, have the ability to relieve stress in people, and their aid in the reduction of cognitive decline in older aging adults.

Video games were first introduced in the 1970s in the form of arcade games but became more common during the 1980s with the introduction of the Atari 2600. During this time parents believed that video games would be atrocious for children’s minds. Their main concern was the violent influence of video games that more commonly appeared in the early-2000s with games such as Call of Duty. Video game systems became very prevalent inside the home during the mid-2000s with Nintendo’s introduction of the Wii. This system changed the view of gaming because the Wii was advertised as a whole family system. After all, the whole family could play together or each family member individually. This system also became the most popular gaming system since it sold many different accessories and games such as the Wii Fit with the Wii Balance Board, this was an exercise-based game that is now generally known as exergaming.       

Currently, we as a civilization are looking to research this topic every day.“Important research has already been conducted for decades on the negative effects of gaming, including addiction, depression and aggression, and we are certainly not suggesting that this should be ignored,” said lead author Isabela Granic, in The Netherlands. “However, to understand the impact of video games on children’s and adolescents’ development, a more balanced perspective is needed.” (American) We have had many debates on this topic and have concluded that video games are not bad for kids and they help them grow as an individual, video games despite good it’s not a one size fits all thing, some games are not appropriate for a certain demographic such as violent bloody games for example call of duty wouldn’t be given to a toddler. Currently, the views from parents and society are that games can help a person develop and it is a great pass time for kids. Video games have a lot more benefits than disadvantages when played safely and in moderation.” In the end, gaming doesn’t have a negative connotation, it is the society that gives it a negative vibe. It has been proven to help better surgeons and military soldiers on countless occasions" (Caviston).Video games are beneficial. because they aid in childhood development, ability to relieve stress in people, and their aid in the reduction of cognitive decline in older aging adults.

One reason why video games are beneficial is they aid in childhood development. Early childhood development is the foundation of whom a person will become and what skills they will possess in the future. According to a blog post from a group at Penn State, there are many skills children can acquire from gaming such as following instructions, problem-solving, resource management, multi-tasking, perseverance, and the introduction to technology (Caviston), which they will need in our ever-changing society.

The second reason why video games are beneficial is their ability to relieve stress in people of all ages. Stress is something everyone of all ages goes through, stress can be from many different things such as an assignment due date, test, the feeling you said something wrong, the worry of fitting in a group or place. Stress comes from many different things and people choose to relieve stress in various ways, some people like to go to a library and read a book, some people like to sleep, some people eat there stress away, and some people like to play video games. Video games have and continue to help people relieve stress and help people prevent stress.

The third reason video games are beneficial is the reduction of cognitive deterioration in older aging adults. As people age, along with the body, one’s mind becomes older too, they begin to be forgetful and may need longer to remember things such as names or information. There are many ways to help prevent cognitive decline and one of those is gaming. Gaming systems such as the Nintendo Wii, the Wii were used in rehabilitation programs to build cognitive skills including memory (Brain Games). According to a study held by the University of Santiago de Compostela, they found in there data “The meta-analyses indicated that the interventions were associated with significant improvements in speed of processing” (Casa). 

The final benefit of video games is they help produce well-rounded individuals. “According to a review of research in American Psychologist, Playing video games, including violent shooter games, may boost children's learning, health, and social skills” (Bowen). In recent research in doctors, in most small surgeries they use robotic tools that have controllers similar to video game controllers and they found that doctors with more experience with video games have a decreased failure rate and faster completion times compared to surgeons without prior videogame experience (Can Video Games...).

Based on findings above, the majority of research concludes video games are beneficial. Their are always cavaouts with these claims, not every game is made the same and thus will not be beneficial for all people such as children and older adults. Video games will olny be effective when used in modoration and when used properly. Do you think video games are beneficial?

"ESA: Majority of Parents Say Video Games are a Positive Part of Kids' Lives." Entertainment Close-up, 30 Apr. 2014. Gale General OneFile, link.gale.com/apps/doc/A366377832/GPS?u=nclivemdtcc&sid=bookmark-GPS&xid=b78f669a. Accessed 8 Nov. 2021.

Caviston, Andrew Montgomery, et al. “SIOWFA15: Science in Our World: Certainty and Controversy.” SiOWfa15 Science in Our World Certainty and Controversy, 7 Oct. 2015, https://sites.psu.edu/siowfa15/2015/10/07/why-gaming-is-beneficial-for-you/.

Casa, Antonio Garcia, and Fernando L Vázquez. “Efficacy of Video Games for Cognitive Decline Prevention: A Meta-Analysis.” ResearchGate, https://www.researchgate.net/publication/329311318_EFFICACY_OF_VIDEO_GAMES_FOR_COGNITIVE_DECLINE_PREVENTION_A_META-ANALYSIS. 

American Psychological Association. Video games play may provide learning, health, social benefits. http://www.apa.org/news/press/releases/2013/11/video-games.

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Chapter 6: 21st-century media and issues

6.5.4 Video games in the world of education (research essay)

Anonymous English 102 Writer

The relationship between education and new technologies, more specifically video games, has long been debated about and judged without a full understanding of the actual potential of the combination of the two. New methods such as using video games as an education tool are almost always overlooked by educators even though they may be missing out on a niche form of education that can keep students far more engaged in the subject they are learning while also encouraging them to continue learning because they are also having fun. It is also often overlooked that playing video games can potentially in some way increase the players’ skills in communication through the usage and improvement of communication required in some games. I share the belief that video games have great potential to be used as a tool for education if more educators would give them a shot and test them out. I also believe that video games have very high potential to improve the communication skills of those who play them. There are also many researchers and educators who share these beliefs and would like to see the use of video games as an education tool more widespread in the future. Many of these researchers and educators that believe in the use of video games as an education tool are of this opinion because they have tested this on students and found results that sway them to see the potential of this form of teaching. Though obviously video games could never become a primary education tool or mainstream form of communication, I think that video games could be utilized well as a form of education and that they could be used by many as a way to improve their communication skills.

Personally, I think video games have a good positive effect on the communication skills of those who play them. I have been playing video games for a large portion of my life and I think the form of communication within some of the more competitive games can have an effect on my communication skills. I think they do this by forcing the player to communicate in the typical form of the game which then have an effect on real world communication skills. In my experience, this increase in communication skill comes from the specific form of communication that happens in competitive video games. This includes games such as one of my personal favorites, Call of Duty Warzone. In order to communicate effectively, the players must communicate through quick and effective bursts of information. In Warzone, my teammates and I must communicate quickly to tell each other important information such as the location of enemies, or where to find valuable resources such as weapons, ammunition and armor. I can do this by either talking to the teammates through a microphone, or using a system called pinging. Pinging is an in game system where you look at an item or location you want to show to your teammates, then hit a button to place a ping there that is displayed to the rest of your team. The most effective way to communicate in Warzone is a combination of both pinging and rapid verbal communication. This way a player can verbally tell their teammates exactly what they are talking about while simultaneously pinging it to show their teammates visually. With the visual indicator on the screen from the ping, and the verbal description from teammates, it should be the most efficient way to tell a teammates something quickly. While some other games also have a pinging system, most force the players to be most reliant on communicating verbally with quick and information packed sentences. This is because while playing these games, the players do not have time to communicate with each other in long detailed sentences. They need to cut down the time it takes to relay information to teammates or often it will be too late for that information to be important anymore. In the time I have played video games I find most of this to be accurate and I believe it has had at least some effect on my communication skills in high stress situations. I also have personal experience with the use of video games education. When I was in elementary school, I frequently used a computer game to help me practice my speed of completing math equations. Even though I was learning the same thing that the teacher was teaching at school, I was much more engaged and interested because a game was more fun that simply doing equations on a sheet of paper. I think that this kind of education can be used much more often to keep students engaged with the subject they are learning. Overall, I have a good connection to this subject and feel confident in the positive relationship between video games and education as well as communication skills.

First, I will explore the research on the topic of the relationship between playing video games and communication skills. A question that I think is important to answer about this topic is how does video game communication effect real world communication skills. Many researchers have studied this relationship to examine video games effects on communication. One such researcher is Kenneth Horowitz in his article “Video Games and English as a Second Language: The Effect of Massive Multiplayer Online Video Games on The Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico”. In this article Horowitz studies a group of students from Puerto Rico who are attempting to learn English while using video games as one of their forms of learning. As they play these games it works on their English communication skills furthering their knowledge of the language. Horowitz regards new technology and the internet as a whole as a fascinating new potential form of education and more specifically a form of improving the communication skills in those who are learning a new language (Horowitz 379). Because this study revolves around students who are learning English rather than improving on the English skills they already have it is a slightly different situation than the research question asks but still mostly related enough to be relevant. The research was gathered through two questionaries given through the internet to the research participants further relating the connection to the internet and technology to education (Horowitz 391). This means there was a variety of ways for the participants of the study to express the affect the study had on them to diversify the results. While the participants played a wide variety of video game titles and genres, the results and levels of communication between the players did not change but stayed at a similar level relative to each other (Horowitz 398). While the messages players communicate to each other in these different games titles and genres may be different it still requires the same kind of communicative skill to get the message across to teammates effectively. Overall, the relationship between the time of video games played and the skill in communication is a positive correlation (Horowitz 398). When applied to the research question about Video Games correlation to real world communication skills, Horowitz’s research would seem to suggest that Video games do in fact have a positive effect on a person’s real life communication skills in a significant way. Another article that deals with this research question is “Games at Work: Examining a Model of Team Effectiveness in an Interdependent Gaming Task” by Sylvia Luu and Anupama Narayan. This article is another one that deals with how video games and gamification can help people work better as a team in other aspects of life other than video games. The term gamification is used frequently throughout the article, and I think this term is a great term to relate to this essay and the research questions within it as a whole. As stated in the article, gamification could be described as a way of applying skills and aspects of video game behavior into real life situations and circumstances as a way to more efficiently handle them when the need arises (Luu and Narayan 110). The gamification of everyday tasks or especially tasks that have to do with communication and education relates directly to the research question of video games having an effect on real world communication skills. In this article’s experiment a wide range of students volunteered to take part by working together in a video game designed to specifically bring out the teamwork and communication skills of those who played it (Luu and Narayan 114). In contrast to Horowitz’s study, this experiment uses its own game in contrast with Horowitz allowing the participants in the study to play whatever game they chose by themselves. This provides a different point of view and wider range of research data to support this main concept of improvement in communication skill. In the end of the study, it was shown that more communication between the players in the game lead to better performance overall and satisfaction between teammates (Luu and Narayan 116). When the players who participated in the study communicated more it led to a higher rate of success and level of approving between teammates which could be translated to communication in real life scenarios and demonstrates how the communication in video games is not all that different from communication in real life. Yet another article that deals with the ways video games have an effect on a person’s communication skills is “Using video game to enhance English communication skills” by Alex Roach and Yeski Utami. Once again, this article similarly dives into the gamification of education and communication and how video games can incentivize and reward the improvement of communication skills. The article goes over several types of games that can benefit from good communication skills including co-operative games which are directly related to the players working together and communicating as well as they can in order to accomplish their tasks effectively (Roach and Utami 202). Multiple different genres and types of video games have varying degrees of connection to communication and how it can be improved. The research done in this article was based on two different games played by several groups of students in order to diversify and expand the range of results possible to be shown in the data of the experiment (Roach and Utami 203). With multiple different games to play it becomes easier to show and more apparent that the results of one game are not an outlier to the hypothesis. In the results of the experiment, it is believed that the communication between players had a very positive effect on the success in playing the games and that good communication was very important and incentivized for a good performance (Roach and Utami 204). When the students in the experiment communicated better, they performed better in the experiment which shows the strong connection between playing video games and communication skills. Another, more specific article on this topic is “Can game-based learning enhance engineering communication skills?” by Cheyrl Bondar and Renee Clark. Obviously, this article is of a similar topic as the last few but is more specifically relegated to the topic of engineering students using video games in a similar way as the others. This article is based on a study on several hundred engineering students who were asked to write and deliver a presentation on a subject while first using video games as a way to see how the effect the skill in communication among these engineering students (Bondar and Clark 25-26). Though the final presentation these students are composing is not about video games or communication skills, the way video games are implemented into the study still creates an effective situation for the research to show how video games can affect communication skills in these students. The way the video games were used in this study was the students developed their own games specifically designed around different types of communication such as verbal, nonverbal and written communication. These games were meant to test each student in how well they can properly use these different types of communication to complete their assigned final presentations (Bondar and Clark 35). As the students play these several different games with varying objectives, they are also working together closely much like how they will need to for their presentations at the end of the year. In the final results of this study, it was discovered that the positive correlation in communication skills was only found in the level of out loud verbal communication skills (Bondar and Clark 39). This finding shows how playing video games improves the communication each of the players have with and between each other. It seems to show that as the players proceed through the games, they mainly communicate out loud with each other even when playing the games designed around other forms of communication therefor having a much greater effect on their verbal communication skills rather than non-verbal communication skills. Overall, this article and its research show that even when working towards an unrelated goal, video game players who are effectively communicating with each other will see a great improvement in their level of skill in that same kind of verbal communication. My second to last piece of writing on this particular research question is a CNN article titled “Video Games Help Children Improve Literacy, Communication and Mental Well-Being, Survey Finds” by Alaa Elassar. This article and its message are based on a survey administered to several thousand teenagers in a small range of different ages on how they believe playing video games effects their lives. They are asked about how they think playing video games has an effect on multiple different aspects including their skill in reading as well as their writing ability (Elassar). Many people including those in the age range of this survey know that playing video games and reading and writing skills are much more closely related than most would think. These teenagers who participated in the survey also report that the video games they play are a major topic of discussion between them and their friends when they talk (Elassar). While this particular finding may not show direct increase in communication skill related to video games, it does show that playing video games can increase the amount of communicating a person does throughout their day both while playing and when they are not. Many of these teens think playing their video games are a fun and entertaining way for them to build connections and friendships both with people they know in real life and with new people they meet online through the games (Elassar). This shows that playing video games creates and strengthens connections between those who play them together. In a somewhat unrelated note, the participants of the survey also report that playing video games helps reduce their stress and other negative feelings (Elassar). Overall, the playing of video games has a positive effect on most children who play them both in their ability to communicate and on their mental well being. Finally, I have one more online article titled “Video Games Level up Life Skills” by Kathryn Hulick. This article is a simple online piece of writing that conveys the message of how video games can build their valuable life skills such as communication and improvisation or resourcefulness (Hulick). As players play video games, they work on these skills by stimulating their minds in a casual and entertaining way. The article references a study conducted in Scotland about students who played video games during their school week to see if it had any effect on their school performance (Hulick). In comparison to the control group that played no video games during the study did not show as big of an improvement in the traits they were asked to report on, resourcefulness, adaptability and communication skills, as the group of students who did play video games consistently throughout the two months the study was conducted over (Hulick). All of these articles display a very strong connection between communication skills and the amount of video games the players play.

The second part of this essay will be focused around a different connection to video games. The research question for this portion is can video games be used as an effective education tool. The first source I would like to use for this topic is “Video Games Can Develop Graduate Skills in Higher Education Students: A Randomized Trial” by Matthew Barr. This article is based on a trail to show how video games can be used as an education tool. The study is about a group of subjects who were asked to play video games and report how they were affected in a cognitive and social context (Barr 86). The participants play a wide variety of games that have the potential to have educational value to explore many different methods of teaching from a video game. By the end of the research, it was shown that the students involved in the study did show good results for a test administered by the researchers possibly indicating a link between video games and effective communication skills (Barr 90). This shows what my research question aims to ask that video games while not a main source of education can be used as a tool for educating in some instances where it applies and for specific skills. The next source for this research question is titled quite simply “Gaming as a Teaching Tool” written by Brandon Baker. This source is another website article that aims to point out a positive connection between video game playing and engaging education for students. The article discusses many ways video games are being used in various different environments including the military, fitness, and of course schools themselves (Baker). With such a diverse range of games and genres it is possible for video games to be used in hundreds of different contexts and environments as an educational tool in one way or another. Professor Yasmin Kafai certifies that video games have a long extensive history in education and that their modern surge in use is nothing new as Professor Kafai verifies with the course she created titled Video Games and the Virtual World which deals extensively with how video games can be used for educational purposes in many different scenarios (Baker). As Professor Kafai’s course most likely verifies, video games have had a long history of educational purposes even when it may not seem very obvious or apparent. There are many games that have very specific educational values and themes that were made exclusively for classroom education purposes rather than for entertainment purposes such as a game titled Math Blasters (Baker). Although there are some games that are made specifically for educational purposes and not for entertainment purposes, it is still possible and even likely that more entertainment focused video game titles are capable of having educational value whether it is intended or not. Recent events, especially the COVID-19 pandemic, have shown that video games and other technology based methods can be extremely effective and sometimes vital to a learning environments benefit (Baker). When the world of education suddenly became almost entirely reliant on technology to administer its lessons to students it is possible that many educators became at least somewhat aware that video games have a much higher potential of educational use than many would have previously thought. In summation, Baker’s article is very aware and expressive of how the world of education is already very much connected to video games and that they have a bright future in the educational field now that technology has taken on such a crucial role in the field. Another source that deals with this topic is “A New Venue for Video Games: K-12 Classrooms” written by Carolyn Jones. This article begins by describing a teacher who struggled to keep his students engaged and interested in the subject matter until he instituted video games as a way to make his class more engaging and fun for the students. He began to use Minecraft: Education Edition as a part of his history class and witnessed as it drastically increased his student’s engagement with the course material (Jones). When students are given a more entertaining way to learn the same material as a more traditional classroom experience can offer, the entertaining option will usually be much more appealing and effective at keeping the students interested in the material. Other educational games such as Dragon Box focus around other school subjects such as math to provide a wider range of teaching ability across multiple different possible forms of presentation (Jones). Many games have specialty areas of education just like different teachers are more informed on certain subjects. My last source for this question is “The Benefits of Gaming in Education: the Build A World Case” which has no listed author. The article states that gaming has numerous social and psychological benefits to its players and that these benefits have countless positive effects even in the area of education (The Benefits of Gaming). These benefits are often somewhat overlooked but have a very great impact on students and other young people who play video games. As students play video games they are idly and subconsciously improving their critical thinking and technical skills due to the quick snap decisions and puzzle solving that many games have included within them (The Benefits of Gaming). Video games are not often made purposfully with the goal of education in mind but they very often include puzzles and other stimulating challenges that require the player to think critically. Overall These sources all seem to indicate that there is a strong relationship between video games and the field of education.

Works Cited

Horowitz, Kenneth S. “Video Games and English as a Second Language: The Effect of Massive Multiplayer Online Video Games on The Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico.”  American Journal of Play , vol. 11, no. 3, Jan. 2019, pp. 379–410.  EBSCOhost , search.ebscohost.com/login.aspx?direct=true&db=eric&AN=EJ1220304&site=eds-live&scope=site.

Luu, Sylvia, and Anupama Narayan. “Games at Work: Examining a Model of Team Effectiveness in an Interdependent Gaming Task.”  Computers in Human Behavior , vol. 77, Dec. 2017, pp. 110–120.  EBSCOhost , doi:10.1016/j.chb.2017.08.025.

Barr, Matthew. “Video Games Can Develop Graduate Skills in Higher Education Students: A Randomized Trial.”  Online Submission , vol. 113, Jan. 2017, pp. 86–97.  EBSCOhost , search.ebscohost.com/login.aspx?direct=true&db=eric&AN=ED608315&site=eds-live&scope=site.

Roach, Alex, and Yeski Utami. “Using video game to enhance English communication skills.”  Proceedings of ISELT FBS Universitas Negeri Padang  5 (2017): 200-204.

Bodnar, Cheryl A., and Renee M. Clark. “Can game-based learning enhance engineering communication skills?.”  IEEE transactions on professional communication  60.1 (2017): 24-41.

Squire, Kurt. “Video games in education.”  Int. J. Intell. Games & Simulation  2.1 (2003): 49-62.

Baker, Brandon, “Gaming as a Teaching Tool.”  Penn Today , 6 May 2020, penntoday.upenn.edu/news/gaming-teaching-tool.

Jones, Carolyn. “A New Venue for Video Games: K-12 Classrooms  .”  EdSource , EdSource, 7 May 2018, edsource.org/2018/a-new-venue-for-video-games-k-12-classrooms/597100.

“The Benefits of Gaming in Education: the Build A World Case.”  Acer for Education , 27 Jan. 2017, acerforeducation.acer.com/education-trends/gamification/the-benefits-of-gaming-in-education-the-build-a-world-case/.

Elassar, Alaa. “Video Games Help Children Improve Literacy, Communication and Mental Well-Being, Survey Finds.”  CNN , Cable News Network, 5 Sept. 2020, www.cnn.com/2020/09/05/health/video-games-literacy-creativity-children-trnd/index.html.

Hulick, Kathryn. “Video Games Level up Life Skills.”  Science News for Students , 3 Dec. 2019, www.sciencenewsforstudents.org/article/video-games-level-life-skills.

Fishman, Andrew. “Video Games Are Social Spaces: How Video Games Help People Connect.”  Video Games Are Social Spaces: How Video Games Help People Connect | ResponseCenter , www.jcfs.org/response/blog/video-games-are-social-spaces-how-video-games-help-people-connect.

Understanding Literacy in Our Lives by Anonymous English 102 Writer is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License , except where otherwise noted.

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110 Video Game Topic Ideas for Essays & Examples

🔝 top 10 video game topics for 2024, 🏆 best video game topic ideas & essay examples, 🎼 good video game research topics, đŸ•č interesting gaming topics to write about, ❓ video game research questions, ✅ simple & easy video game essay topics.

Looking for video game topics for your project? Look no further! Here, we’ve collected excellent essay topics for true gaming enthusiasts. Whether you’re looking for argumentative essay ideas on video games, research topics, or questions for debate, you will find them here.

  • History of Video Game Consoles
  • Myths of Video Game Violence
  • The Global Phenomenon of Esports
  • VR Gaming and Its Future Possibilities
  • How Video Games Influence Cognitive Skills
  • Therapeutic Mental Health Benefits of Video Games
  • Diversity and Gender Representation in Video Games
  • How Multiplayer Games Impact Social Interaction
  • Healthy Gaming Habits Against Video Game Addiction
  • Aesthetic and Narrative Qualities of Artistic Video Games
  • Product Life Cycle & Marketing of Video Game Industry One of the most important advantages of the concept of life cycle can be seen in the sphere of marketing, where if used as a tool it allows adjusting the strategies, including marketing, based on […]
  • Video Game Industry Analysis In 1950, Yamauchi assumed the position of the president in the firm and got on a variety of strategies with the purpose of rationalizing and modernizing the way the firm was controlled.
  • Video Game Effects: Good or Bad? Given the fact that there is indeed a logically sound rationale to such a suggestion, throughout the course of conducting my study, I remained thoroughly observant of the article’s classification-related suggestions, in regards to the […]
  • The Monopoly Tycoon Video Game Review The game is stylistically similar to the board game Monopoly, and it can be played both online and offline. It is important to note that the game has a multiplayer feature, which can be played […]
  • The Video Game Industry Evolution The first mention of the creation of such games dates back to the 1940s, but it was in 1952 that Alexander Shafto “Sandy” Douglas officially presented his dissertation at the University of Cambridge. One of […]
  • The NASCAR Video Game Project Management Plan The plan attempts to draw the features and gameplay mechanics by replicating the thought process of a potential player. At this stage, the game should be well-advertised and ready for release.
  • The Motivation of the Video Game Player For instance, the project gave its players the dynamic and fast pace of the game, a vast and detailed map, various locations, several different weapons, and character skins, and this is not all the possibilities.
  • The “Medal of Honor” Video Game Analysis The game is set to depict the Afghanistan invention in 2002 and the battle between the U.S.military and the Taliban. Due to the close resemblance of the game to the Afghanistan war, the game has […]
  • Human Life: Video Game, Simulation, or Reality? Drawing parallels between the real and the virtual world, one can admit the unreality of the existence of the planet and people and compare everything that happens with the simulation in which we are.
  • Does Video Game Violence Lead to Aggression in Children? Among the gaming community, children participate vigorously in absorbing the plethora of entertaining content, including age-restricted ones where the scenes of violence are abundant.
  • A Role-Playing Video Game Ayiti: The Cost of Life This strategy worked but not to the topmost level simply because the burden of the living cost was gradually weighing down the overall income of my family.
  • BioWare Video Game Project Management For example, Dragon Age: Inquisition, the third installment of the company’s flagship series, switched to the Frostbite engine used by most of the EA games and succeeded in delivering the product despite the technical difficulties […]
  • Video Game History: Overview From the 1990s to Nowadays In addition to arcade car behavior, the game was also famous for its beautiful graphics at the time, with each game in the series being a launch title showing the capabilities of the console.
  • FIFA 10 Football Simulation Video Game A lack of consistency is evident in the various versions of this game as FIFA 10 played on a PC lacks the realism that is exhibited when the game is played on XBOX 360 and […]
  • Video Game Delivery Project: Strategic Marketing To initiate strategies in marketing of Video Game, the company will decide to develop a web based application by ABC CORP and this application is customized to meet the requirements of the project. The purpose […]
  • A Video Game Store’s Business Plan The projected cash flow of the cash in the balance sheet will appear positive for the next five years and will show that the company’s profitability in will be good enough pay for operating expenses […]
  • The U.S. Video Game Industry This was also based on the views of the company’s developers who assumed that the technological advantages of the the16-bit system were extremely less than that of the 8-bit system.
  • Video Game Company Against Online Piracy The purpose of the said DRM software is to protect the intellectual rights of the company. The fourth major issue is the encompassing goal of the VGC to end all types of piracy.
  • Video Game Addiction and Maslow’s Hierarchy of Needs As to me, I was interested in video games when I was a child because this industry was at its beginning and almost every pupil was involved in it.
  • Sony and Nintendo in the Video Game Industry The firm has manufactured several generations of the home console since the 1980s, beginning with the Nintendo Entertainment System, the Super Nintendo Entertainment System released in the early 1990s, and the Nintendo 64 that was […]
  • Twitch.tv and Video Game Streaming Career From this point, in spite of the fact that the Twitch.tv platform can be viewed as belonging to the live-streaming industry, the careers of streamers develop according to the traditional principles of the entertainment business.
  • Nintendo in the Video Game Industry Previously, Atari was a major power to reckon with in the industry but was later toppled by Nintendo. Part of Yamauchi’s vision was to introduce new and cheaper video games in the market than the […]
  • Game designers have the responsibility to design less video game Secondly, the outcome of the video game is unpredictable as compared to movie in which the audience can predict the point at which the story would end thus making the video games more interesting to […]
  • Striving for the Ultimate Knowledge: Eli’s Mission. Video Game Owing to the peculiarities of the movie plot, the game can be shaped in a most intriguing way, with a lot of turns of the plot which lead to the most effective denouement.
  • Analysis of the Counter-Strike Video Game Phenomenon in Computer Gaming
  • Comparison of Three Companies in Video Game Industry; Nintendo, Sony and Microsoft
  • Analysis of Free Will in The Stanley Parable Video Game
  • Analysis of the Effects of Playing a Video Game Used in Computer Science
  • Analysis of the Characteristics and Player Statistics of Bungie’s Video Game Destiny
  • Are Video Games Truly a Game or a Reality?
  • Analysis of the Topic of the Releases in the Video-Game Industry and the Issues of the Violence
  • Analysis of the Rise of the Video Game Empire in Modern Society
  • Two Aspects of Creating a Video Game
  • Analysis of the Third-Person, Console-Based Video Game, The Last of Us
  • Are Users The Next Entrepreneurs? A Case Study On The Video Game Industry
  • Combating Video Game Addiction : A Global Problem
  • Does Playing Video Game Consoles Bring About Plenty of Advantages?
  • Analysis of the Field Work Project and the Topic of a Video Game Community
  • Does Video Game Violence Affect Children?
  • Do Video Games Contribute For Video Game Violence?
  • Is The Video Game Industry an Oligopoly?
  • Is Video Game Violence the Cause of Juvenile Delinquency?
  • Psychological Effects of Video Game Violence on Children
  • What Is the Defining Business and Economic Characteristics of the Video Game Console Industry?
  • Why Play Station 4 and the Xbox One Are the Kings of the Next Generation Video Game Console?
  • What Makes A Video Game Addictive?
  • Competition Among 3 Main Video Game Companies: Nintendo, Sega, And Sony
  • Brief Note On Video Gaming And The Video Game Industry
  • Effects of Television and Video Game Violence on Children and Teenagers
  • Analysis of the Different Genres of Video Game Systems for Children
  • Overview of the Process and Career in Video Game Design
  • Development of the Elder Scrolls Video Game Series
  • Breaking Gender Stereotypes in Traditionally Masculine Sports: The Inclusion of Women in FIFA 16 Video Game
  • Cancer: Video Game and Playing Violent Video
  • Fighting the Online Video Game Wars in China
  • Government Regulation Of Video Game Violence Is Unconstitutional And Unnecessary
  • Japanese video game industry
  • History of the Video Game Industry
  • Microsoft Xbox Entering the World of Video Game
  • The Merchant of Video Games: Adapting the Merchant of Venice into an Adventure Game
  • What Are Some Revolutionary Breakthroughs in the Video Game Industry?
  • What Does It Take To Make It in the Video Games Industry?
  • Why Has the Video Game Industry Exploded Recently?
  • What Is Wrong With the Video Game Industry in This Generation?
  • Is the Video Game Industry Going Downhill?
  • Who Is the Best Voice Actor in the Video Game Industry?
  • What Will Be the Next Breakthrough or “Big Thing” in the Video Game Industry?
  • Is the Video Game Industry in Trouble Right Now?
  • Who Makes More Money: Hollywood or the Video Game Industry?
  • How Has the Coronavirus Impacted the Video Game Industry?
  • What Is the Biggest Missed Opportunity Yet in the Video Game Industry?
  • Does Video Game Violence Induce Negative Affects on Our Youth?
  • What Are the Changes the Video Game Industry Needs?
  • How Large Is the Video Game Industry?
  • Why Is the Video Game Industry in China Dominated by MMOs?
  • Is There a Bubble Forming in the Video Game Industry?
  • What Do Video Game Players Understand That Most People Don’t?
  • How Easy Is It to Make a Video Game?
  • What’s the Best Advice You’ve Received From a Video Game?
  • What Was the First Video Game?
  • What Is the Most Inappropriate Video Game You Know?
  • What Are the Elements of a Good Video Game?
  • How Much Does It Cost to Develop a Video Game?
  • What Can Video Game Consoles Offer You?
  • Why Video Game Addiction Is One of the Urgent Problems Today?
  • How Does Science Create Video Game?
  • How the 1970s Sparked the Video Game Industry?
  • Why Do Video Game Movies Always Fail?
  • What’s the Most Popular Video Game Genre?
  • The Science Behind Brain-Boosting Games
  • How Gaming Reflects and Influences Society
  • How Video Games Participate in Social Justice
  • Pros and Cons of Gamified Fitness and Wellness Apps
  • Gamification, Its Benefits, and Learning Outcomes
  • Virtual Goods in Video Games and Their Real-World Value
  • What Factors Influence Immersion and Player Engagement?
  • Cloud Gaming and the Potential of Streaming Technology
  • Market Trends and Revenue Models of the Video Game Industry
  • Violence, Microtransactions, and Other Ethical Issues in Video Game Development
  • Chicago (A-D)
  • Chicago (N-B)

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How to Write a Persuasive Essay: Tips and Tricks

Allison Bressmer

Allison Bressmer

How to write a persuasive essay

Most composition classes you’ll take will teach the art of persuasive writing. That’s a good thing.

Knowing where you stand on issues and knowing how to argue for or against something is a skill that will serve you well both inside and outside of the classroom.

Persuasion is the art of using logic to prompt audiences to change their mind or take action , and is generally seen as accomplishing that goal by appealing to emotions and feelings.

A persuasive essay is one that attempts to get a reader to agree with your perspective.

What is a persuasive essay?

Ready for some tips on how to produce a well-written, well-rounded, well-structured persuasive essay? Just say yes. I don’t want to have to write another essay to convince you!

How Do I Write a Persuasive Essay?

What are some good topics for a persuasive essay, how do i identify an audience for my persuasive essay, how do you create an effective persuasive essay, how should i edit my persuasive essay.

Your persuasive essay needs to have the three components required of any essay: the introduction , body , and conclusion .

That is essay structure. However, there is flexibility in that structure.

There is no rule (unless the assignment has specific rules) for how many paragraphs any of those sections need.

Although the components should be proportional; the body paragraphs will comprise most of your persuasive essay.

What should every essay include?

How Do I Start a Persuasive Essay?

As with any essay introduction, this paragraph is where you grab your audience’s attention, provide context for the topic of discussion, and present your thesis statement.

TIP 1: Some writers find it easier to write their introductions last. As long as you have your working thesis, this is a perfectly acceptable approach. From that thesis, you can plan your body paragraphs and then go back and write your introduction.

TIP 2: Avoid “announcing” your thesis. Don’t include statements like this:

  • “In my essay I will show why extinct animals should (not) be regenerated.”
  • “The purpose of my essay is to argue that extinct animals should (not) be regenerated.”

Announcements take away from the originality, authority, and sophistication of your writing.

Instead, write a convincing thesis statement that answers the question "so what?" Why is the topic important, what do you think about it, and why do you think that? Be specific.

How Many Paragraphs Should a Persuasive Essay Have?

This body of your persuasive essay is the section in which you develop the arguments that support your thesis. Consider these questions as you plan this section of your essay:

  • What arguments support your thesis?
  • What is the best order for your arguments?
  • What evidence do you have?
  • Will you address the opposing argument to your own?
  • How can you conclude convincingly?

The body of a persuasive essay

TIP: Brainstorm and do your research before you decide which arguments you’ll focus on in your discussion. Make a list of possibilities and go with the ones that are strongest, that you can discuss with the most confidence, and that help you balance your rhetorical triangle .

What Should I Put in the Conclusion of a Persuasive Essay?

The conclusion is your “mic-drop” moment. Think about how you can leave your audience with a strong final comment.

And while a conclusion often re-emphasizes the main points of a discussion, it shouldn’t simply repeat them.

TIP 1: Be careful not to introduce a new argument in the conclusion—there’s no time to develop it now that you’ve reached the end of your discussion!

TIP 2 : As with your thesis, avoid announcing your conclusion. Don’t start your conclusion with “in conclusion” or “to conclude” or “to end my essay” type statements. Your audience should be able to see that you are bringing the discussion to a close without those overused, less sophisticated signals.

The conclusion of a persuasive essay

If your instructor has assigned you a topic, then you’ve already got your issue; you’ll just have to determine where you stand on the issue. Where you stand on your topic is your position on that topic.

Your position will ultimately become the thesis of your persuasive essay: the statement the rest of the essay argues for and supports, intending to convince your audience to consider your point of view.

If you have to choose your own topic, use these guidelines to help you make your selection:

  • Choose an issue you truly care about
  • Choose an issue that is actually debatable

Simple “tastes” (likes and dislikes) can’t really be argued. No matter how many ways someone tries to convince me that milk chocolate rules, I just won’t agree.

It’s dark chocolate or nothing as far as my tastes are concerned.

Similarly, you can’t convince a person to “like” one film more than another in an essay.

You could argue that one movie has superior qualities than another: cinematography, acting, directing, etc. but you can’t convince a person that the film really appeals to them.

Debatable and non-debatable concepts

Once you’ve selected your issue, determine your position just as you would for an assigned topic. That position will ultimately become your thesis.

Until you’ve finalized your work, consider your thesis a “working thesis.”

This means that your statement represents your position, but you might change its phrasing or structure for that final version.

When you’re writing an essay for a class, it can seem strange to identify an audience—isn’t the audience the instructor?

Your instructor will read and evaluate your essay, and may be part of your greater audience, but you shouldn’t just write for your teacher.

Think about who your intended audience is.

For an argument essay, think of your audience as the people who disagree with you—the people who need convincing.

That population could be quite broad, for example, if you’re arguing a political issue, or narrow, if you’re trying to convince your parents to extend your curfew.

Once you’ve got a sense of your audience, it’s time to consult with Aristotle. Aristotle’s teaching on persuasion has shaped communication since about 330 BC. Apparently, it works.

Ethos, pathos and logos

Aristotle taught that in order to convince an audience of something, the communicator needs to balance the three elements of the rhetorical triangle to achieve the best results.

Those three elements are ethos , logos , and pathos .

Ethos relates to credibility and trustworthiness. How can you, as the writer, demonstrate your credibility as a source of information to your audience?

How will you show them you are worthy of their trust?

How to make your essay credible

  • You show you’ve done your research: you understand the issue, both sides
  • You show respect for the opposing side: if you disrespect your audience, they won’t respect you or your ideas

Logos relates to logic. How will you convince your audience that your arguments and ideas are reasonable?

How to use logic in essays

You provide facts or other supporting evidence to support your claims.

That evidence may take the form of studies or expert input or reasonable examples or a combination of all of those things, depending on the specific requirements of your assignment.

Remember: if you use someone else’s ideas or words in your essay, you need to give them credit.

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Pathos relates to emotion. Audiences are people and people are emotional beings. We respond to emotional prompts. How will you engage your audience with your arguments on an emotional level?

How to use emotion in essays

  • You make strategic word choices : words have denotations (dictionary meanings) and also connotations, or emotional values. Use words whose connotations will help prompt the feelings you want your audience to experience.
  • You use emotionally engaging examples to support your claims or make a point, prompting your audience to be moved by your discussion.

Be mindful as you lean into elements of the triangle. Too much pathos and your audience might end up feeling manipulated, roll their eyes and move on.

An “all logos” approach will leave your essay dry and without a sense of voice; it will probably bore your audience rather than make them care.

Once you’ve got your essay planned, start writing! Don’t worry about perfection, just get your ideas out of your head and off your list and into a rough essay format.

After you’ve written your draft, evaluate your work. What works and what doesn’t? For help with evaluating and revising your work, check out this ProWritingAid post on manuscript revision .

After you’ve evaluated your draft, revise it. Repeat that process as many times as you need to make your work the best it can be.

When you’re satisfied with the content and structure of the essay, take it through the editing process .

Grammatical or sentence-level errors can distract your audience or even detract from the ethos—the authority—of your work.

You don’t have to edit alone! ProWritingAid’s Realtime Report will find errors and make suggestions for improvements.

You can even use it on emails to your professors:

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How Can I Improve My Persuasion Skills?

You can develop your powers of persuasion every day just by observing what’s around you.

  • How is that advertisement working to convince you to buy a product?
  • How is a political candidate arguing for you to vote for them?
  • How do you “argue” with friends about what to do over the weekend, or convince your boss to give you a raise?
  • How are your parents working to convince you to follow a certain academic or career path?

As you observe these arguments in action, evaluate them. Why are they effective or why do they fail?

How could an argument be strengthened with more (or less) emphasis on ethos, logos, and pathos?

Every argument is an opportunity to learn! Observe them, evaluate them, and use them to perfect your own powers of persuasion.

persuasive essay about mobile games

Be confident about grammar

Check every email, essay, or story for grammar mistakes. Fix them before you press send.

Allison Bressmer is a professor of freshman composition and critical reading at a community college and a freelance writer. If she isn’t writing or teaching, you’ll likely find her reading a book or listening to a podcast while happily sipping a semi-sweet iced tea or happy-houring with friends. She lives in New York with her family. Connect at linkedin.com/in/allisonbressmer.

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How ‘Among Us’ Helps Students Master Argumentative Writing

In the popular online strategy game, students make claims, listen to counterclaims, and reach a conclusion—skills they need to write a strong argumentative essay.

Teenage girl smiling during remote learning class on laptop at home

Like many other teachers in the world, I have been tasked with the incredible challenge of teaching online to a sea of students who are used to being in a classroom learning, discussing, and connecting with their peers. In just a couple of days, I went from a loud, bustling classroom full of energetic 10th graders to an eerily quiet Zoom call full of black boxes and muted mics. Hearing and seeing my students became a thing of the past. When I began to notice my students struggling to understand argumentative writing, I knew I had to get creative.

In addition to teaching English, I run my school site’s gaming and e-sports clubs. Advising those club meetings was like night and day compared with teaching my English class; I could barely say a word during our meetings because my students were so excited to play games with each other.

It all clicked when my gaming students asked if they could play a game called Among Us . As my students worked together to find the imposter, I noticed them using all the skills I was teaching in my classes; I heard each of them formulate a claim using multiple pieces of evidence. I listened to them respectfully disagree, negotiate, and work together with their peers to analyze the claims they were hearing and ultimately decide as a team which claim was strongest. The best part? None of them even realized that what they were doing was academic. That’s when I knew I needed to bring it into my classroom.

What Is ‘Among Us’?

Among Us is a free-to-play social deduction game, in which you work together with a group of up to 10 people to figure out who is the imposter. You can download the Among Us app or purchase the game for your PC or Nintendo Switch. At the beginning of each game, you are deemed either a crewmate or an imposter. If you are a crewmate, you are assigned tasks to complete as fast as possible without getting killed by the imposter. The violence in the game is pretty cartoonish, and Common Sense Media rates the game as appropriate for kids 10 and older. To win, you must finish your tasks or work with your fellow crewmates to find the imposter(s). If you are an imposter, your job is to eliminate as many crewmates as possible and sabotage the game without getting caught.

When a crewmate finds a dead body, all players are forced into a discussion and voting time that allows them to report out what they saw and who they were with, and raise suspicion against other players. This means that no matter what role you are given at the beginning of the game, strong argumentative skills are key.

Prior to entering my class, most of my students were familiar with the basics of argumentative writing through the claim, evidence, and analysis (CEA) paragraph structure. After putting out our first writing assignment, though, I noticed that there was a disconnect between the claims they made and the evidence they chose. I found myself writing the same feedback over and over again, asking them, “How does this evidence support the argument you are trying to make?”

Among Us video game

Integrating ‘Among Us’ in the ELA Classroom

One of the biggest differences between teaching online and in person is the lack of class discussion. Four-corner activities and casual debate warm-ups were no more, once we transitioned to distance learning, because no one felt comfortable unmuting their mics. I was struggling to show the students the connection between argumentative speaking and writing. The second I announced to my class that we were going to play Among Us , I couldn’t get them to stop talking. I even had a group of students stay through their 30-minute lunch break to keep playing with their classmates.

I began by walking through my Emergency Meeting Argumentative Speeches slides to set up the rules and game-play structure. The biggest change I made between the common game mode and my persuasive speech activity was the structured discussion time.

During the 90-second discussion period, all students must have their mics unmuted and participate so that everyone’s voice is heard. The first 30 seconds are reserved for each student to make a claim. I ask them to report out where they were, what/who they saw, who they believe the imposter is, and why. The next 30 seconds are for counterclaims where students can defend themselves or others. The last 30 seconds are for students to state whose claim they agree or disagree with and why. At the end of discussion time, they each have the option to vote for who they believe the imposter is or skip. This continues until the imposter is caught or the crewmates finish their tasks.

Connecting ‘Among Us’ to Argumentative Writing

Next came the task of connecting what they just did in their favorite game to the not-so-exciting article we were reading as a class. Using Pear Deck , I set up an interactive slideshow with claims from the article with a few pieces of direct evidence. Their goal on each slide was to find the “imposter,” or rather the piece of evidence that did not support the claim, and explain why. Everything finally clicked when I made that small shift in word choice for unrelated evidence, and my students’ writing became much more accurate.

After months of teaching into the abyss, bringing Among Us into my classroom gave my class a breath of fresh air it desperately needed. Not only did playing the game with my students help them refine their writing skills, but it built the classroom community that distance learning had taken away. If you’re struggling to teach writing remotely or looking for an activity to build community and get your students to unmute their mics, mention Among Us  and watch what happens.

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Persuasive Essay: Video Games and Their Harmful Effects

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The contemporary children spend much time playing video games. Usually, adolescents chose them because these games help them to hide in the online world and forget about the problems. These games cause many positive emotions and excitement. Thus, although children consider this hobby as the best way to spend their time, the recent studies prove that there are many reasons why children should not spend too much their time playing the video games. The most common arguments against playing the video games are :

  • People who cannot imagine their lives without the video games and find it difficult to socialize;
  • the games can bring harm to human health;
  • the enormous amount of time spent on video games can lead to addiction which would spoil the academic results.
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Socialization is a particularly important process for every individual. A human can reach the genuine happiness or success only as a part of society. Thus, it is particularly important for every child to find the possibility to communicate with peers and search for some common points of interest. Although the gamers have some communities where they can talk and discuss their game achievements or experiences, nothing can replace the face-to-face contact. Children should meet each other, visit interesting places, talk about their plans for future, and do many other fascinating things. Thus, if the individual wants to be successful in future, he needs to develop and improve his communication skills from the early childhood.

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Also, the video games influence the human health. Thus, the teenagers who spend the enormous amount of time before the monitor suffer from terrible problems with their back and eyes. Without getting g enough physical exercise, children lose their shape. Therefore, very often, these children are suffering from obesity. The parents should realize that it is essential for any child to receive the necessary amount of vitamins and physical exercise. All in all, children should be aware of the necessity of the healthy lifestyle since it is the necessary condition for their further development .

The third, but equally important aspect is that the children who neglect their academic results and prefer spending much time playing the video games, become the addicts who will find it very difficult to find some job in future. Living in the virtual world, children cannot cope with the lightest challenges of the real one. Many studies prove that these children become violent and aggressive. Thus, they show very poor performance, which is the main reason of academic failure.

In conclusion, one should admit that the 21st century brought a lot of controversial technologies and devices. It is clear that too much time spent on playing the video games can bring a lot of harm. Thus, parents should dedicate much time to their children to be able to understand their dreams, opinions, and aspirations. Indeed, the video games should not be totally banned but the time of their exploitation should be reduced for sure.

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Harmful Impact of Video Games on Children

Introduction, harmful effects of video games, counterargument.

A common frustration in society is the impact of violent video games on children. Its popularity among kids is not overstated. According to Greitemeyer (2018), most of the children interviewed were obsessed with the above activity. Centuries of reflection on the impact of violent media have looked at the links between hostile content, aggressiveness, and peer acceptance (Dowsett & Jackson, 2019). Even though some dissenting opinions claim that video games sharpen one’s mind, this essay reaffirms the assertion that these sports are harmful and unhealthy to children and the youth as they promote violence.

Since the official launch of computer games, different studies have been conducted to measure the consequences of viciousness in filmed games on aggressiveness. Still, very few have investigated the influence of the above activity (Chang & Bushman, 2019). Using a video game as stimulation introduces an intriguing possibility because respondents can study directly from their firsthand knowledge. Competitive rivalry in computer games does encourage violence, and the competitiveness of aggressive video games, instead of the actual physical viciousness, has enhanced aggressive behavior. The perceived threat of negative media coverage has been contrasted with the risk of real violence. Playing ferocious video games, in particular, can significantly raise a genuine interest in handguns, such as attempting to shoot a pistol at oneself or someone else (Shao & Wang, 2019). Furthermore, repeated media violence exposure has a significant predictor of threatening behavior in the context of real weapons.

Some dissenting opinions argue that playing computer games can positively enhance an individual’s visualization as long as they are not looking at the display for long hours. Due to excellent spatial resolution, kids who play computer games can comprehend things differently in unstructured scenes (Coyne et al., 2018). They can prepare their intellect to understand tiny details since they are essential in each play. Nevertheless, video games are still dangerous to the young generation more than beneficial because they lead these juveniles to weapons and other hazardous conduct.

As seen above, video games have a primary negative influence on children. It is well-founded that exposure to kids’ media violence increases aggressiveness in the near and distant future. Moreover, intense media exposure promotes risky behavior concerning weapons. As a result, caregivers should be aware of the dangers of exposing their children to this activity; but most pertinently, gun enthusiasts must keep their handguns safe.

Chang, J., & Bushman, B. (2019). Exposure to gun violence in video games on children’s dangerous behavior with real guns. JAMA Network Open , 2 (5), e194319. Web.

Coyne, S., Warburton, W., Essig, L., & Stockdale, L. (2018). Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence. Developmental Psychology , 54 (10), 1868-1880. Web.

Dowsett, A., & Jackson, M. (2019). The effect of violence and competition within video games on aggression. Computers in Human Behavior , 99 , 22-27. Web.

Greitemeyer, T. (2018). The spreading impact of playing violent video games on aggression. Computers in Human Behavior , 80 , 216-219. Web.

Shao, R., & Wang, Y. (2019). The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect. Frontiers in Psychology , 10 . Web.

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Home — Essay Samples — Entertainment — Video Games — Benefits of Video Games For Children

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persuasive essay about mobile games

Teaching Argumentation and Persuasion: 6 Engaging Activities Beyond the Argumentative Essay

how to teach argumentation and persuasion

There are many engaging activities to use when teaching argumentation and persuasion beyond the classic essay. While the argumentative essay can certainly be effective, try something new with one of these 6 engaging activities. Your students will be excited and eager to apply argumentation and persuasion in the classroom and beyond.

When it comes to teaching argumentation and persuasion, I’m like a kid on Christmas morning. I’m eager, excited, and full of energy. Yet, over the years, I’ve found that my students don’t always meet me with the same enthusiasm. Instead, they roll their figurative eyes at the thought of writing yet another essay.

I had to do something to save my favorite holiday– I mean unit– of the year.

I’ve spent more hours than I’d like to admit, wracking my brain for activities that would make teaching argumentation and persuasion, dare I say, fun! But the time and effort paid off. When I started implementing activities beyond the argumentative essays, my students were engaged and active participants. It was a win-win.

Lucky for you, I’ve done the work (and put in the time) so you don’t have to. Instead, simply keep reading to uncover some of my secret weapons for teaching argumentation and persuasion. The following activities can be used instead of or in conjunction with the classic argumentative essay. It’s totally up to you and what will best suit your students’ needs. Regardless, you don’t have to spend the hours brainstorming from square one. You can thank me later. In the meantime, read on, my teacher friends!

Laying the Foundation for Teaching Argumentation and Persuasion

Before jumping into one of the activities below, you need to set your students up for success. Therefore, be sure to teach the essential concepts for effective argumentation and persuasion. Afterall, both argumentation and persuasion are cornerstone communication skills in the 21st century.

So, not only do you want to do these topics justice for the sake of your classroom. But, they’re also some of the most transferable skills your students will use in the real world.

Note: if you’re just looking for the activities, no problem! Keep scrolling– I promise they’re there.

Understanding the Difference Between Argumentation and Persuasion

While these two topics are often taught together, it’s important for students to know that they aren’t exactly synonyms. Instead, you could argue (see what I did there) these two concepts act as compliments to one another. In many cases, persuasion can strengthen an argument, and vice versa. But again, they’re not exactly the same when it comes to speaking or writing. (However, I find it useful to remind students of one of the most important aspects they do share: there has to be at least two sides.) You can clarify the major differences between the two by looking at the main goal for each type of writing or speech:

  • The goal of argumentative writing is to get the audience to acknowledge your stance on a topic. Moreover, a strong argument shows the reader your viewpoint is valid and deserves consideration. Therefore, argumentative writing is heavily rooted in logic and facts and addressed counterclaims.
  • Goal of persuasive writing is to get the audience to agree with you and your stance on a particular topic or viewpoint. While logic most certainly strengthens persuasion, there is also a heavy emphasis on emotional elements as well.

The truth is, the two are often used hand in hand in the real world with everything from marketing and public service campaigns to politics and law. And, in most cases, persuasive writing is more personal and passionate for students. Therefore, I strive to teach the two together to increase student engagement and real word application. Talk about a dream duo for students and teachers alike!

Rhetoric and Rhetorical Appeals

I absolutely love comparing persuasion and argumentation to art. Why? Because it’s a true craft. Do I explain it that way to my students? Abso-freakin-lutely. Why? Because they need to understand that presenting a sound and persuasive argument is a skill. That these writing and speaking skills take time and effort to develop.

Enter: Rhetoric. I always begin this unit by defining argumentation, persuasion, and rhetoric, explaining how the latter literally means the art of persuasion. Then, I introduce the three main rhetorical appeals (shout out Aristotle). Rather than simply giving the students the definitions of ethos, pathos, and logos, I begin by asking questions to help reveal the definitions. Here are some of the questions I use– and that you can most certainly steal for your own classroom:

  • To introduce ethos , I ask, “Who would you trust to give advice about toothpaste? Why?”
  • To introduce logos , I might ask, “If you wanted to learn how to build a successful business, what is the benefit of a successful entrepreneur giving you step-by-step guidance?”
  • To introduce pathos , I ask, “Think about a time where you got emotional during a commercial, song, or movie. What was it that made you so emotional?”

The Power of Words

Once students have an understanding of these essential definitions, it’s time to move on to a more abstract, yet highly significant, concept: the power of words. This is where I introduce the importance (and power) of diction. This is the perfect time to explain how words impact reader/audience experience.

One of the simplest examples to make a case for this claim is asking students to analyze the difference between the terms house and home. I’ve never had a class not come to the conclusion that a house is a structure and place of living, where a home is a place filled with love.

To round out the discussion on why and how words have an impact on the audience, introduce connotation and denotation. Spending a handful of minutes explaining the emotional meaning behind words (connotation) can be a game changer. It reminds students that there is, in fact, emotional power in the words we use. To drive the point home, you can ask them to compare times when they were upset vs. angry vs. furious.

A Fun and Engaging Warm-Up Activity for Teaching Argumentation and Persuasion

What tween or teen doesn’t like arguing with adults? (Trust me. They’re far and few between.) In other words, students will eat this activity up. Rather than focusing on deep and heavy topics that require a great deal of research and unpacking, this activity is a lighthearted warm-up. The goal is to get students to start thinking about what goes into a sound and persuasive argument.

  • Arguing with “Adults”

Working independently or in small groups, students will pick a “silly” or lighthearted topic. Encourage them to think of things they’d like to convince their parents, teachers, or other adults. Since these topics are light hearted and often come from a place of passion, students will have no problem coming up with reasons why their curfew should be extended by an hour or two or why homework should be abolished. They’re excited to argue why their parents should buy them a car or why a puppy is a must-have addition to their family.

Next, allow students five minutes to choose a topic and brainstorm their argument. Then, give them 10-20 minutes to write their argument. (The timing of this activity is flexible, so you can adjust it based on the structure of your class.) After they write out their argument, it’s time to share– and let the discussion unfold. As each student (or group) shares their argument, have fun playing devil’s advocate. Challenge them to push their arguments and reasoning further.

While you might want to guide the students through the discussion, let them really come to terms with the idea of what makes a sound and persuasive argument. And if you really want to play up the fun? Challenge the other students to play that role! Have your students in the audience play the role of the adults to whom the argument is targeted. This will challenge students to find holes in the arguments, brainstorming ways to make an argument even stronger. Additionally, it challenges them to think about the importance of audience perspective , looking beyond their own interests, blind spots, and biases. The end result? Develop a list of student generated “check-points” for an argument that is both powerful and persuasive.

Engaging Activities for Teaching Argumentation and Persuasion

Watching TV. Driving down the highway. Scrolling through social media. The art of argumentation and persuasion are everywhere . So, why not bring some of those real-life examples to your classroom? Because the truth is, persuasion and argumentation comes in all shapes and sizes. Therefore, it might be time to look beyond the traditional argumentative essay. And with these activities, you can.

An oldie but a goodie. In fact, discussing teaching argumentation and persuasion wouldn’t feel right without some sort of debate. So, to begin this student-centered activity, select (or have students choose) a topic to argue. This can be a murder or crime– and you can even have fun with historical topics like the Salem witch trials if it’s around Halloween or you’re reading The Crucible . Alternatively, you can root your debate in an ethical dilemma or an essential question. Generally speaking, you can look toward real life events or literature for inspiration. You can even head to your state bar association website for mock trial resources and cases– like these from the state of NH . As long as there is evidence to be found and a case to make, you should be good to go.

Before really diving into the mock trial, spend time reviewing the basics of the justice system and trials. Then, once you choose your topic, divide students into teams of prosecution and defense. Once the teams are determined, students can dive into researching and crafting their arguments. However, be sure to emphasize the need for evidence based claims while also discussing the power of persuasion in the courtroom. (There are plenty of video clips you can show and analyze to see these two elements in action.) Each group, both the prosecution and defense, are responsible for crafting an opening statement, a claim, a rebuttal, and a closing statement. For smaller classes, you can serve as the judge and jury. For larger classes, you can run several trials, letting the other groups act as the jury if they’re not presenting. Either way, students will be far more eager to win the jury over with their evidence than they are to write a paper.

There’s no better way for students to show off their new persuasive skills and knowledge of ethos, logos, and pathos than to craft their own arguments. And a mock trial allows them to do so in a way other than the classic essay. But with a verdict on the line, there’s a lot at stake. Therefore, this activity amps up eager participation.

Mock Trial Teacher Tip. Mock trials make debating more exciting– especially if you really play up the trial theme. (Have an old graduation gown? Use it as the judge’s robe! A wig? Yes please! A gavel? A must.)  So, grab your gavel and give this engaging activity a try!

  • Students Do Shark Tank

This activity brings the worlds of business, marketing, and advertisements into the conversation. Talk about real world connection! Most older students will be familiar with this show. However, it’s always fun to show a clip for an episode or two just in case. Plus. Who doesn’t love watching videos in class? (Teachers and students alike.) Shark Tank is all about the pitch. So, have fun replicating this idea in your classroom! And instead of presenting to the likes of Mark Cuban, students will present to you . If you’re able, try getting a few other guest sharks on the “show”.

Before diving into the project, in addition to watching a few clips of the show, take some time to analyze the world of advertising. Encourage students to find connections between argumentative and persuasive writing and real-life commercials, social media campaigns, and print advertisements. Then, put students in small groups and together they will create their own product. Alternatively, you can have them pick an existing product they’re passionate about. Then, the fun begins.

Using their new knowledge of persuasive language techniques and argumentation, students must convince the sharks to invest in their product! For a fun twist that gets everyone involved, let the audience in on the investments. Print out a set amount of “money” for each student. After all the presentations, allow them to “invest” in their favorite products. As for the presentations themselves, I like to require a visual advertisement– like a poster– and a written component– like an elevator pitch. Students can then display their visuals as they give their speech. Later, students can view all of the visuals as they decide where to “invest” their money.

Shark Tank Teacher Tip. Looking to beef up the argumentative writing side of things? You can have students submit a short research-based argumentative paper that supports the need for their product. Regardless of the specifics, students will be eager to dive into this activity with such real world application.

  • Speech Remix

From Abraham Lincoln’s  “The Gettysburg Address” and Martin Luther King Jr.’s “I Have a Dream,” history has its fair share of powerful speeches. And they’re great examples of argumentation and persuasion as well. So, begin this activity by analyzing a mentor text as a class. Then, turn it over to the students to showcase their knowledge on their own.

Have students choose a historical speech (you can refer to this bank of speeches here ) to analyze. They can turn in annotations or a short response analyzing the rhetoric of their chosen speech. Here’s the twist. After analyzing the speech, they then use it as a mentor text, implementing its sentence structure, tone and rhetorical techniques as they write their own speech. This is where student choice really kicks up a notch. Allow students to choose a topic, cause, or issue they feel passionate about. However, I always recommend having a list of potential topics on hand for students who need a little more guidance.

Additionally, it might be useful to encourage a backwards design approach. Have students select their topic first, and then find a speech that is a good match. For example, a social justice issue might pair well with Martin Luther King Jr.’s “I Have a Dream” speech. However, be sure students choosing unique and more modern topics are not dissuaded if they can’t find the perfect match. Regardless, in the end, this activity pays homage to great speeches of the past while allowing students to take ownership as they apply the argumentative and persuasive techniques to modern day.

Speech Remix Teacher Tip. Why limit yourself to the four walls of your classroom? This activity is a perfect opportunity for cross-curricular collaboration. Consider reaching out to the history teachers and focus your class study on a speech that lines up with the social studies curriculum. This will allow students to have a more in depth background knowledge, giving them more context for the speaker’s rhetorical approach. Similarly, a speech of this caliber might be less intimidating if they understand the context, allowing them to really focus on the rhetorical approach.

  • #Influencer

In the age of social media, companies make a pretty penny using influencer campaigns. And it’s really quite fitting. Afterall, argumentation and persuasion is all about influence . So, to kick off this activity, spend some time looking at social media ads and influencer accounts. Be sure to analyze everything from photos to captions to hashtags.

After looking at real word examples, it’s time for students to take on the role of an “influencer” – they can be themselves or create an influencer persona. The next step is for them to choose which product of service they are “fit” to promote and, ideally, sell. Students should pick something they have experience with or knowledge about, from video games to make-up. Then, have students write a letter to the “company” (aka you) to convince them that they are capable of being an influencer. This is where they really need to tap into ethos. They should clearly explain why they are a reputable source and should be trusted to sell “your” product. If they’ve convinced you, then they can sign a “contract” (aka the assignment requirements) that outlines the agreement.

Here’s where the fun and creativity happens. While you can determine the specific requirements, students should create a portfolio of campaign materials to promote their chosen product. This is where you can determine how in depth or brief you want the assignment to be. The portfolio can include artifacts like a series of social media posts, youtube videos or scripts, an email funnel, or even blog posts– or a portfolio combining various types of artifacts.

#Influencer Teacher Tip. If you’re looking to amp up the requirements and turn this into a unit-long assignment or a full blown summative assessment, you totally can. Consider adjusting the assignment to be a multigenre project of sorts. Present students with a list and overview of various genres they can include as part of their project. Then, let them select the ones they wish to include in their multigenre portfolio.

  • PSA – The Passion Project

The name alone screams engagement, right? Even better, this activity is engaging.  Instead of assigning a list of overused (and sometimes outdated) argumentative prompts, let students take the reins by choosing a topic that matters to them . So, after teaching your students about rhetorical appeals, the appropriate use of persuasion, and the basics of argumentative writing, let students showcase their newfound skills with the PSA Passion Project. In this project, rather than simply writing an essay for the sake of getting grades, students are diving into an issue of their choice in hopes of raising awareness.

Begin by having students select a social or environmental issue that is important to them. These can range from animal testing in the beauty industry to the impact of social media on mental health. In other words, there’s a wide variety of topics out there, so your students are bound to find something that matters to them. Then, they must plan, develop, and create a public service announcement campaign around the issue. This is where you can really drive home the idea of call to action with persuasion. The challenge with the PSA assignment is crafting an argument that is applicable and persuasive for a mass audience. Afterall, when it comes to wide-spread change, there is power in numbers. (This activity can serve as its own unit or work in conjunction with the study of classic essays like “On The Duty of Civil Disobedience” by Thoreau or “A Letter From Birmingham County Jail” by MLK Jr..

This activity has plenty of room for creativity and student choice. However, that doesn’t mean you have to give up a writing component. Instead, require students to complete a minimum of two items: a written piece and a visual or media element. The writing pieces can range from a more traditional argumentative essay to back up their media component. Alternatively, they can write a speech, persuasive letter, or educational blog post. Then, for the media components, they can create a poster, a video, a social media post, or an infographic– just to name a few. Now, if you’re really looking to diversify the elements of this project, consider turning the PSA Passion Project into a full blown multigenre project!

PSA Passion Project Teacher Tip. Despite your best efforts, some students will claim they can’t find a topic they’re passionate about. (Teenagers.) That’s why I always come prepared with a list of topics students can choose from. Even students eager to choose their own topic might like to see a list for inspiration. Save yourself some time by giving them ideas from this list of engaging argumentative writing prompts!

A Final Note on the Art of Teaching Argumentation and Persuasion

Remember, I’m not saying traditional essays are bad. But I think it’s worth looking beyond the traditions and asking ourselves, how can we make this better ? Better for the students. More reflective of and applicable to the world we live in. If there’s some fun to be had along the way, so be it! (In fact, I encourage it!)

So, as you go one to try any one (or all!) of these activities in your classroom, feel free to make adjustments as needed. And If you’re still looking for a more traditional essay to be your summative assessment, that’s A-OK too! In fact, the activities above can be shortened and adjusted to serve as a mini-lesson or formative assignments before writing a more traditional argumentative essay.

The bottom line is this


Ever since I changed my approach to teaching argumentation and persuasion, it’s become something my students and I enjoy together . Imagine that!

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awesome advice and ideas. My semester just got a lot better!!!

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Times when children would spend their entire free time playing with peers in the streets have mostly gone. Modern children and teenagers prefer calmer forms of entertainment, such as watching television, or in a large degree, playing video games. Although video games can contribute to a child’s development, many of them, unfortunately, are extremely violent. Moreover, games propagating murder and violence, such as Mortal Kombat, Outlast, Grand Theft Auto, and so on, are popular and are being advertised everywhere, making teenagers willing to play them; the fact that they are marked by the ESRB (Entertainment Software Rating Board) does not help much. However, considering the nature of such games, they should not be allowed for teens to play.

For the human brain, there is no big difference between a real-life situation, and an imaginary one; this is why we get upset even if we think about something unpleasant. For children and teens, who usually have a rich imagination, everything is even more intense. Virtual experiences for them may feel as real as daily life; this happens due to advanced technologies, making computer graphics look extremely close to reality, and also because players take a first-person role in the killing process (often with the view “from a character’s eyes”). If they would passively watch a violent game, it would make less harm than acting as a character who makes progress through a plot by murdering people and destroying what is in the character’s path. This situation is negative, as a child’s or teen’s brain forms new connections every day—they actually learn and memorize what is going on in their favorite games ( HuffingtonPost ).

Moreover, violent games directly reward violent behavior; many modern games do not simply make make players kill virtual reality characters of other players online, but also grant them with scores (experience) or points for successful acts of violence. These points are usually spent on making a player’s character even more efficient in killing, unlocking new cruel ways of murdering, and so on. Sometimes, players will be even praised directly, verbally; for example, in many online shooters, after conducting a killing, players hear phrases like “Nice shot!” encouraging further violence. This is much worse than watching TV, as TV programs do not offer a reward directly tied to the viewer’s behavior, and do not praise viewers for doing something anti-social ( ITHP ).

According the American Psychological Association, violent video games increase children’s aggression. Dr. Phil McGraw explains, “The number one negative effect is they tend to inappropriately resolve anxiety by externalizing it. So when kids have anxiety, which they do, instead of soothing themselves, calming themselves, talking about it, expressing it to someone, or even expressing it emotionally by crying, they tend to externalize it. They can attack something, they can kick a wall, they can be mean to a dog or a pet.” Additionally, there’s an increased frequency of violent responses from children who play these kinds of video games ( Roanna Cooper ).

Unfortunately, many modern games incorporate violence. Having youth play these video games are dangerous, as teenagers and children usually take a first person role in the killing process, and even get rewarded or praised for doing so. According to numerous studies, this leads to an increase of aggression in them.

John, Laura St. “8 Ways Violent Games Are Bad for Your Kids.” The Huffington Post. TheHuffingtonPost.com, n.d. Web. 09 Apr. 2015.

“The Effects of Violent Video Games. Do They Affect Our Behavior?” ITHP. N.p., n.d. Web. 09 Apr. 2015.

“Children and Violent Video Games.” Dr. Phil.com. N.p., n.d. Web. 09 Apr. 2015.

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Guest Essay

The Age of the Open Letter Should End

“Please stop it,” handwritten in all capital letters.

By Roxane Gay

Contributing Opinion Writer

Once upon a time, it is often suggested, people with starkly different viewpoints were able to convene and compromise and find hallowed common ground. This all happened in a “better time,” one invoked in fraught political discussions in which the discourse is not happening in exactly the way the invoker prefers. If only we could get back to that place, we could solve all our problems. We could overcome our differences. We could create lasting change.

It’s easy to look upon the past with rose-colored glasses, to assume that whatever compromises people were once able to make came easily to well-mannered gentlemen and perhaps a few gentlewomen engaged in debates. Our assumption that the past was more civil is such a beautiful lie, one that serves only the people so desperately willing to believe it.

Open letters are not new; they have served as rhetorical tools for at least two centuries, from Émile Zola’s “J’accuse” to the Rev. Dr. Martin Luther King Jr.’s “Letter From Birmingham Jail.” As a means of personal empowerment, they allow people to use their voices, to advocate causes for which they hold affinity, to bring attention to important social issues, to express outrage, to defend decisions, to chastise ignorance, to affirm humanity. Open letters are persuasive arguments, but they are also entreaties. Please, hear me, the writers of open letters implore. Please act. Please change. Please.

I am not a fan of open letters, though I recognize their value. I’ve signed a few over the years because doing so felt urgent and necessary. But once the letter was released, I felt a little lost and had no idea where to put the energy of the letter and its pleas. The open letter, as a genre is, in this way, far too limited. We speak with conviction, and then what?

We need not have solutions to every issue we bring attention to, but the constant volley of open letters does not really address the problems with which they are concerned. In some cases, these letters only encourage audiences to become even more attached to their convictions. If, in the best case, an open letter really influences people to change their minds, where do they go with their newfound perspectives? If an open letter offers practical steps forward, how does it create space for what happens after we vote or bring awareness about an issue to our social circles?

In 1962, James Baldwin wrote a searing letter in which he grappled with the fraught, racist future into which his nephew would come of age. Mr. Baldwin wrote, “You were born where you were born and faced the future that you faced because you were black and for no other reason. The limits to your ambition were thus expected to be settled. You were born into a society which spelled out with brutal clarity and in as many ways as possible that you were a worthless human being. You were not expected to aspire to excellence. You were expected to make peace with mediocrity.”

This was a message for his nephew, but it was also for any Black person or other person of color trying to reconcile the realities of racism. And it was a reckoning for a white audience about the ways bigotry seeks to limit the Black imagination. That’s the beauty of open letters: There is your intended audience and then all the ancillary audiences to which you have access, by virtue of the open message.

But open letters are not always as profound or noble or edifying. At their worst, they are thinly veiled opportunities for the writer(s) to air grievances to like-minded individuals or share unfiltered, unrefined opinions of little substance. They purport to reach a specific audience for a specific reason, but really, these letters are often undisciplined monologues. The writers are preachers, standing at powerful pulpits, all call and little interest in response.

Before the rise of the internet, open letters could have a significant impact because most people had few avenues for expressing their ideas to a large audience. But now, when we send a tweet or post an image on Instagram or make a TikTok, we are, in a sense, sharing a tiny open letter. Please, we say, please hear me. Please see me.

I cannot nor would not dare try to adjudicate a decades-long conflict no person or entity has ever been able to resolve. But over the past several months, I have been struck by the sheer number of open letters various individuals and groups have written in support of Israel, in support of the Palestinians, in support of war, against war, demanding cease-fire, rejecting cease-fire and on and on.

Instead of having conversations, many people have taken to talking at their intended audiences, composing arguments as unimpeachably as possible and trusting that little more needs to be said. Or, because someone else has done the work of crafting an argument, people co-sign a letter’s sentiments without having to expend unnecessary effort or original thought — all reward, little risk.

We are six months past Oct. 7 and the brutal Hamas incursions into Israel. Hamas is still holding more than 100 hostages. At least 33,000 Palestinians, according to the local Health Ministry, have been killed by Israeli military attacks. There is no end in sight to the hostilities. A great many of us are feeling helpless in the face of such an intractable conflict. We want to say and do the right thing without necessarily knowing what that looks like. Open letters have allowed us to scream into the void, innumerable calls begging for some kind of response that might bring an end to so much suffering.

Open letters about Gaza are not a recent phenomenon. In 2014, physicians and scientists wrote a letter for the people of Gaza, denouncing Israeli aggression. In December 2023, Doctors Without Borders and other humanitarian groups wrote an open letter to the U.S. secretary of defense, Lloyd J. Austin, sharing concerns about the civilian casualties of war and requesting that the United States take steps to protect civilians in Gaza. Jewish elected officials in New York wrote a letter, articulating the effects the war has had on their constituents and urging the Israeli government to find a peaceful resolution and protect Palestinians from settler violence. Museum employees and volunteers at the Metropolitan Museum of Art wrote an open letter encouraging the museum to call for an end to the bombing in Gaza and showcase more Palestinian artwork. Workers at several other museums took similar stands. American political appointees wrote an open letter decrying President Biden’s stance on Israel.

These open letters are not solely an American endeavor. More than 60 nongovernmental agencies in Britain wrote an open letter to members of Parliament about the extent of the humanitarian crisis in Gaza and requesting support for a cease-fire motion. Journalists from around the world have written open letters in support of Palestinian journalists and demanding better access to Gaza to report on the destruction and demanding that media outlets more effectively and accurately report on the brutal realities of the war.

In Hollywood there has been a slew of open letters. In one such letter, released days after Oct. 7, actors and entertainment industry executives wrote passionately in defense of Israel, condemned Hamas and demanded the release of the Israeli hostages. In another, actors and artists wrote an open letter to Mr. Biden, calling for a cease-fire. Poets and writers have written open letters, and so have university faculty, lawyers, artists and art workers, philanthropists, college students, researchers, congressional staff members, philosophers and even Holocaust survivors .

Each open letter, no matter what stance it adopts, is earnest, incisive and unequivocal. All the writers and co-signers believe they are right and know the best way forward. As the war continues, so does this chorus of open letters. They are coalescing into a historical record of how people are responding to one of the greatest humanitarian crises of our lifetimes. We need this record, but we also need so much more.

As with the conflict itself, there is, seemingly, little common ground beyond a collective desire to speak and be heard and remain confident in one’s correctitude. This reveals one of the biggest weaknesses of the open letter. We know what the writers of these letters think and feel. We know what they want. But we don’t really know if anyone is listening. We don’t know how to translate those words into meaningful action. We don’t know what could happen if, instead of talking at one another by way of open letters, we found better ways to talk with and listen, truly listen, to one another — to participate in both the call and the response.

Change is difficult. It is incremental. Sometimes, compromise and progress demand sacrifice. Rarely do all people get everything they want. And, I suspect, that’s why we keep turning to open letters. They may not lead to workable solutions, but they do allow us to speak. They won’t provide food and medical care to the people of Gaza, and they won’t bring the hostages home or bring about a cease-fire, but we can articulate what we want without having to engage in the messy and unsatisfying but necessary work of compromise. We can hold fast to our deeply held beliefs without having to question them or grapple with doubt. We can mitigate any helplessness with performance rather than practice.

The Times is committed to publishing a diversity of letters to the editor. We’d like to hear what you think about this or any of our articles. Here are some tips . And here’s our email: [email protected] .

Follow the New York Times Opinion section on Facebook , Instagram , TikTok , WhatsApp , X and Threads .

Roxane Gay  is the author, most recently, of “Opinions: A Decade of Arguments, Criticism, and Minding Other People’s Business” and a contributing Opinion writer. Write to her at  [email protected] . @ RGay

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