Ellie Weisel is a survivor of the Holocaust, and a former prisoner of the death camp Auschwitz as well as Buchenwald. Sadly when he entered he was only fifteen years old. He endured many hardships but soldiered on that is what makes him a great man. “Neutrality helps the oppressor never the victim Silence encourages the tormentor never the tormented.” That is one of Ellie’s quotes in his speech. The message he is trying to convey is that is that sitting there and doing nothing will not help anybody except the one’s causing the violence.
Ellie: Part 1 In the beginning of the novel Ellie is very innocent and adventurous, rural teenager, she is loyal to her friends and her family. She is a natural leader, she knows what she is doing and how to do things. From a farmer girl Ellie became less innocent and someone who was ready to go to war. “At that moment I stopped being an innocent rural teenager and started becoming someone else, a more complicated capable person, a force to be reckoned with even, not just a polite obedient kid.” (Ellie,Chapter 7). Bit later in the book Ellie became more worried about killing people, she was worried about going to war because she was worried about being punished for her actions.
While juvenile crimes have declined, and personal backgrounds effect actions, it cannot be proven that video game violence has no to little effect on America’s youth. Sternheimer begins with introducing us to a “first person shooter” game called “Doom”(214). With this multi-billion dollar game industry rising, she points out that there are three school shooting cases that the press emphasizes the shooters being “video-game experts” (215) to the game Doom, only making the “critics’ predictions” (214) about video games come true. Sternheimer begins by explaining how video game violence has become “folk devils” (214). This term allows media and politicians to “channel the blame and fear to remedy what many believe to be a growing problem” (214).
Over the past decade video games have grown a lot since the first console to the recent one. Although today 's video games have been more violent, and disturbing, causing society to blame them for teens killings. With all these violent video games society has been more aware and has caused more controversy. This has caused parents to stop letting their children play violent video games. However I feel video games don 't create violence instead they do positives for you.
Joel did not allow Ellie to use a gun at the beginning, where now, he developed the trust Ellie wanted from him, he trusted her with his life. Consequently, Ellie became more of a confident individual and strengthened mentally. These are very important aspects to obtain for her to progress through her journey ahead and becoming more of an independent individual. In relation to the apprentice’s maturity as the plot progresses, he or she develops a sharper
Strong, intimidating, loud, knowing what she wants, smoking, and opposing established patriarchal systems by all force, represented in the movie by her father. Over the course of the film, Ellie’s image as the New Woman begins decreasing when she has to be saved multiple times by Peter Warren. Ellie turns out be the opposite of how she is presented in the exposition. She is arrogant, forgetful, helpless, incapable of managing her finances until Peter takes charge of them. She would not have made it as far towards New York if it was not for Peter saving and protecting her.
The number of violent video game-related massacres is on the rise as new, more realistic, bloody and gory games are soaring in popularity during recent years ("Issue Overview: Do video games cause violence?" 2). The issue of whether violent video games are a cause of real life violence or desensitize children to blood or gore first arose around 1976 when the game, Death Race, was first released. The game was based on driving cars recklessly down a road and running over human like stick- figures. People were conflicted on whether this game was just for fun or was too inappropriate for young children, so protesters ran the game out of production ("Issue Overview: Do violent video games cause violence?"
Postmodernism is not a style but a cultural dominant. The traits of postmodernism are seen as the norm within society. It is a notion that allows all different and inferior features within society. Older modernism was seen as ugly, obscure and anti-social. Jameson also claimed that there was a mutation within the cultural sphere that declared the attitudes within older modernism as outdated.
But everything is not absolutely right or wrong. The violent video game also has the good effect. By playing violent video games, it can provide opportunities for children to explore virtually the consequences of violent actions and to develop their moral compasses. According to a study, “The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents”, by Dorothy Salonius-Pasternak and Holly Gelfond , Violent video game can simulate the moral issue such as “war”, “violence”, and “death” without real world consequence. A researcher at the Harvard Medical School Center for Mental Health and Media wrote about her research: “Many war-themed video games allow or require players to take the roles of soldiers from different sides of a conflict, perhaps making players more aware of the costs of war."
As many would agree, stress is an integral part of every teenager’s life, whether is due to exams, assignments, or social reasons. Video games makes it possible for them to completely take their mind off their real world problems by offering deep story lines which devours the user into the virtual world. Teenage gamers use this virtual world to experience illusions of power and wealth, to explore and master what they may identify as exciting and lifelike environments, and to release anger or relieve stress (Greenberg, 2015). With violent video games, the gamers get an opportunity to let loose in these virtual worlds without having to worry or be troubled by the consequences of the damage being cost. Thus, violent video games provide these teenagers with the opportunity of releasing anger, relieving stress and helping them confront uneasy feelings such as being impotent and the fear of