Your Name: Michael A. Southerland
COMS 101 Section _D__
Date Due: Aug 2, 2011
Organization: This speech uses problem-solution organization.
Audience analysis: The average age of the audience is between 28 and 35 years of age with ages ranging from 18 to 35. The audience consists of 2 females and 1 male.
Central Idea: Video game violence and children.
Specific Purpose: To inform my audience about videogame violence and children and to persuade parents to become more knowledgeable about game violence.
Introduction: I. Attention-getter A. As parents we protect our children from watching all types of media from T.V, DVDs, and the internet. In today’s culture the media today displays tons of violence, sex, and profane language that we don’t want our children to learn from. But what do parents do about video game violence in their home? B. When it comes down to videogames, parents neglect their children by not becoming aware with what their kids are buying. As a parent and videogame player, I’m aware of the many violent videogames that are being sold to children and teens. Many of these games sold require no ID verification, or parents consent which raises a huge moral issue. II. Establish Credibility – Through my personal experience of playing violent video games and research I am here to explain the importance of informing parents to become more involved on the purchasing of video games and to persuade them to be more responsible to what they allow their children to play. II. Thesis Statement – Even though we don’t expect our children to commit violent acts as they mature into young adults, why do parents allow children to interact with a violent game which focuses on death, gore, foul language, and adult situations? III. Preview Statement – Today I would like to give you some information about the following: A. Today’s video game culture B. How violent