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Thesis statement about Video Games and Adolescents
I am trying to form an essay around the idea of video gaming and adolescents. I plan to argue that certain video games can actually give adolescents insight and knowledge akin to that gained from literary merit, and perhaps throw in a few other upsides to gaming. I am using Zelda and Metal Gear Solid series as my examples for the themes and characters they possess. What I need help with though, is coming up with a viable question that this essay will be answering, or basically something that will lead me around a strong thesis.
Right now, I am not entirely sure that I have a strong enough base for the rest of my essay, and fear that it will yield a weak paper if I continue on what little I have here. Can anyone pull together the little pieces I have written above into a good question for the paper to answer? (I'm sorry if my English is not too clear; I can reiterate if needed.)
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Re: Thesis statement about Video Games and Adolescents
how about "Can video games be beneficial to an adolescent?" From their, argue that it can be. Your thesis should essentially read "Yes, video gaming can be beneficial because of, put your subtopics here"depending on how long this needs to be come up with a few specific areas where gaming can be beneficial and provide evidence to back it up. The standard is three subtopics, but if this is a longer essay you'll need more.
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/ WW, PH, ST, LOZ, AOL OoT \ MM, TP, LttP, LA, OoX placement of FS series pending. Quote:
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Re: Thesis statement about Video Games and Adolescents
Remember that the questions of an investigation derive directly from it's objectives.
It's not that difficult actually. A simple example: Objectives: 1) "Prove" that certain video games can actually give adolescents insight and knowledge akin to that gained from literary merit. 2) Determine what types of video games give adolescents insight and knowledge akin to that gained from literary merit. Questions: 1) How can videogames give adolescents insight and knowledge akin to that gained from literary merit? 2) What types of video games give adolescents insight and knowledge akin to that gained from literary merit? Two examples of the top of my head but it's really as simple as that. No need to complicate things for yourself.
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Re: Thesis statement about Video Games and Adolescents
How about "Of what benefit, beyond entertainment, are video games?"
or "Are Active and Interactive Entertainments (such as videogames) preferable to Passive Entertainments (such as television)?". With that one, you can use comparison of brain development and activity when engaged in both types. You can also emphasise the social development and experimentation encouraged and/or discouraged by online games such as Evony and World of Warcraft. One could argue either way about WoW's impact on a person's social life - in one sense, it introduces them to friends from around the country or even the world, but in another sense, it has a tendency to produce obsessive behaviour and isolation in the physical world. You could also examine whether the increased emphasis on online social development as opposed to real-world social development reflects the changing nature of social interaction today, with the advent of text messaging, social networking sites etc. That is to say, it might seem to hinder a person's social development in the traditional sense, but it MAY (you'd need to do research) be preparing them for the way humankind will interact in future. |

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