Depression Essay

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Rachelle Abrams Mr. Totten English W233-08 September 29th 2013 Rhetorical Analysis 1: Depression Playing video games has been proven to cause depression in early stages of development due to lack of social interactions face to face. In an article in the New York Times called Video Games and the Depressed Teenager, by Roni Caryn Rabin he makes very compelling points and noted research about how studies have be conducted in other countries with diverse cultures. I believe that this is true based on his article points and studies. The issue focused in the article is, does playing video games cause depression in children who play video games at an early age in elementary school and children that are thirteen to eighteen years old? Does it hinder their social interactions with others that in return causes depression? Roni Caryn Rabin argues that video games are not a habit to ignore in children based on the studies conducted in Singapore and China. The two studies followed large groups of teenagers over time to asset their mental health and how much time they spend playing video games. Their gaming habits were calculated at the start of the study period, and the researchers then followed them for a year or two to see how they often they played video games in a day. The information about the studies can be found and have proof about the risk. Roni Caryn Rabin does not seem biases about the issue and from my perspective, the article is just raising the awareness that video games cause depression. The audience that is the focus of this article is concerned parents, teachers, and in general people who have children. Another targeted audience is researchers that maybe performing tests about the risk of playing video games over socializing. This article focuses on children’s health so naturally it targets parents of all economical walk of life that have

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