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Buy custom Video Games And Violence: Both Sides Of The Argument

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Topic: Humanities
Number of pages / Number of words: 13 / 3465
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When reading the article, one notices that the writer uses many absolutes ("not to blame at all," "total opposite," etc.), and never uses any "probability" words (e.g. "may," "possibly," "could," etc.), except when such use favors his argument: "In videogames, it is sometimes possible to be a violent character...


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"may," "possibly," "could," etc.), except when such use favors his argument: "In videogames, it is sometimes possible to be a violent character." The selective use of this vocabulary clearly shows that the writer intends absolute certainty with this argument.

The writer also exaggerates and generalizes excessively to sway others to his point of view: "Music is just that, music, and nothing more...


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General points of the essay

Video Games And Violence Research Paper This is written in response the article: Don't Blame Me! Video Games and Violence, Is there a Connection? Violence in video games - Intro Video Games And Violence: Both Sides Of The Argument Models for Aggressive Behavior: The Attributes of Violent Characters in Popular Video Games - article review Opposite Argument Paper School Violence and video games Violence and Video games Violence in Video Games video games and violence Childhood Obesity: Video Games Not to Blame Is There a High Degree of Violence in Video Games Persuasive Essay on Violence In Video Games violence in video games, is it really that bad?

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