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Persuasive Essay: Video Games

Teenagers today often spend a great deal of time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. However, you shouldn’t spend too much time gaming and there are a number of reasons for this: it’s unhealthy, you should spend more time studying, and you need to socialize more.

The primary reason to cut down on gaming time has to be that youths that spend a long time on computers and games consoles are often not getting enough exercise. With high obesity rates, it’s very important for young people to spend as much time being active as possible, especially since studies show that people who are overweight during childhood and adolescence are far more likely to become overweight adults than those of a healthy weight when they’re young. There is just as much, if not more, fun to be had in getting out and about and being active. This doesn’t have to mean going for long runs if that’s not your thing; team sports are both fun and great exercise. Dance or fitness classes are also a good option for those not into sports.

Secondly, getting a good education is that best thing that you can do for your future. If every teenager cut down on their gaming time by 30 minutes per day and used this time to study, the whole of that generation would achieve better results and be more likely to have the career that they want. With education, you get out what you put in, so it’s really up to you to put in the additional effort. If you want to go to a good college, extra study in your own time will be completely vital, but gaming can reduce your concentration span and make this more difficult.

The third main reason that playing video games too often is that it’s no good for your social skills. Some teenagers may argue that because they can now play their games online with friends, they are socializing in their own way. However, you can’t beat face-to-face contact, and if you want to succeed in interviews and build good relationships in later life, you need to develop some proper communication skills. This shouldn’t be a chore, or difficult, because hanging out with friends is far more fun than sitting indoors playing on games all day anyway!

In conclusion, there can be no doubt that spending too much time gaming isn’t good for you. You don’t have to stop all together, but it’s all about moderation. Cut down and allocate your additional free time to doing things that are good for you, and you definitely won’t regret it in later life.

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Videogames: A Discursive Essay

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Whenever the issue of the benefits and harms of videogames has been brought up, the responses are always controversial. The importance of this subject is derived from its popularity amongst the masses, most significantly in children of the ages of 11-16. If these children are going to make up the next generation, it is imperative that we investigate the effects they have.

The incentive people have to play videogames stem from the idea that they are real-life simulations from the graphics and sound to the interactivity. In addition to this, the game developers are employing a new strategy in order to attract customers: they claim, while backed up by doctors and researchers, that they have medical benefits. This is in the midst of research and claims linking videogames with violence, crime, photosensitive epilepsy, headaches, hallucinations, nerve and muscle damages and even obesity in the long run. While it is confirmed that long hours spent playing videogames could cause Repetitive Strain Injury, this would apply to almost any other activity which involved computers and the television.  

Videogames and Violence

The notion that videogames are linked with violence is a very common objection people have with videogames. In the year 2000, the observer reported that a “definitive” piece of research had been published showing that “physiological damage could be inflicted on even occasional players of videogames”. They cite as an example of this the Columbine High School shootings in Colorado where two teenage boys killed twelve class mates in addition to the teacher and themselves. In a video they left behind, they stated that the slaughter would be just like “doom”.

Game developers and those working for them disagree. They bring forward the principle “correlation is not causation”. They assert that such people as the teenagers mentioned above were already mentally disturbed which is why they were attracted to the game in the first place. They contend that the results would be similar whether they watched a violent or TV program and that the game did not specifically alter the workings of their brains to cause such results.

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On the other hand, the study cited by the Observer, maintains that playing such videogames are more detrimental since when watching a violent movie you are merely observing , while the player of the videogame is actively identifying his/herself with the aggressor.  Another study, also quoted in the Observer’s article, run by someone who had studied 300 college students declared that the adolescents who make up the majority of the demographics with regard to videogames, are still in the process of developing their ideas and attitudes. He believes that the graphically violent scenes of many of the games are going unnoticed by parents and are affecting the children.

What are  clear, lucid and obvious, however, are the common themes of violence running through many videogames. After weighing the evidences, it is clear that although the arguments with regards to this are polarized i.e. the game developers claiming that videogames are an outlet for children to release their aggression in a way that does not affect anyone while others claim that these themes in the games increase the chance of the players acting violently when interacting with others. In my opinion, these opinions are too simplistic and naive: both have the potential of being a reality and this depends on many factors.

Firstly, it should be known that certain children could play an endless amount of violent videogames without being affected in the slightest way. On the other hand, others could be affected by playing the game with a minimal amount of violence. In other words, there are always exceptions.

Secondly, the importance of caring, understanding and openly talkative parents is a major factor. A child, spending endless hours playing violent videogames, who has not other means of venting frustration and no real guide to help him distinguish between the fantasy gaming life and the real life, would most probably be greatly affected by the games.

Another important factor, I believe, is the styles and objectives of the game. A real-life scenario setting is obviously going to have more of an effect on the child than a fantasy setting. In addition to this, if the player is winning points for the violence, as in the case of games like Doom and Carmageddon, the children are likely to respond with violent behaviour.

Videogames, Addiction and School Work

There have been a number of cases where “videogame addiction” has been diagnosed. This refers to a compulsive use of computer and videogames which interferes with the essential tasks of life such as study. There is a vast amount of debate and discussion as to what this constitutes, what its consequences are, how serious it is and whether it should be classed as a physiological disorder.

There have been many groups who believe it should be classified as a psychiatric disorder. They include the American nation’s largest Doctor Group. They claim that videogame addiction is as serious as the likes of alcohol addiction due to the compulsive element that it entails. On the other hand, the videogame makers in addition to their mental health experts believe that their products do not cause any form of dependence.

One of the studies which support the existence of this addiction was implemented by Hauge and Gentile. The study’s results stated the following points:

  •  Addicted adolescents spend more time playing video games  
  • Males were significantly more likely to be addicted than females
  •  Addicted adolescents were significantly more likely to report having been in a physical fight in the last year
  •  Addicted adolescents had higher hostile attribution scores
  •  Addicted adolescents had more arguments with friends and more arguments with teachers
  •  Addicted adolescents reported lower academic grades

It is clear from the studies which have taken place as well as first hand reporting that Videogame addiction exists, is a serious problem, and impacts the victim in their lives due to their neglect for ordinary day-to-day duties.

Despite the above, it is also clear that the ratio of those addicted compared with those who are not is minute. With this in mind, I believe it is safe to conclude that an average player who is supervised and whose hours playing are restricted and balanced out with activities such as household chores and homework will not be affected. In this respect, the verdicts of the game makers could be accepted. However, players who are not restricted starting from a young age are far more likely to develop this addiction due to the fact that they seek to fulfil their physiological needs through the virtual games rather through reality due to the artificial rewards, freedom and friendship through connection with other players.

A separate, perhaps less serious, issue is the videogames effects on the vast majority of children and adolescents lives and their studies. According to Michael Brody ((Psychiatrist), M.D., head of the TV and Media Committee of the American Academy of Child and Adolescent Psychiatry), the use of videogames has the effect of displacing “physical activity and time spent on studies, with friends, and even with family” on certain individuals. For this reason, many people are totally against the use of videogames.

Nonetheless, most game makers respond by saying that there is no difference with regards to videogames than any other type of leisure activity. Whatever one does in excess one will necessary fail in other aspects of life. They assert that there is no solid evidence to differentiate videogames with any other form of leisure activity and hold that if one were to ban or place restrictions on videogames one should do the same for all other types of entertainment including the television and computer.

Upon weighing the evidences and conclusions of both sides in respect to addiction as well as the general effect on studies and life, I believe it would be safe to conclude the following:

  • Game addiction is a serious matter which clearly exists and displaces the essential tasks of an individual
  • This type of addiction is relatively rare
  • For the vast majority of children, video gaming is no different from other leisure activities and everything should be done in moderation.

The Benefits of Videogames

So far, the discussion has been about the harms of videogames. In this section we will explain people’s views on the benefits of videogames.

According to a study conducted by Mark Griffins, playing videogames of whatever genre causes a number of benefits which include reductions in reaction times, improved hand-eye co-ordination and a raise of the players’ self-esteem. In addition to this, the engaging and challenging nature of videogames has the capacity to incorporate educational themes so that the player is learning as well as having fun. He does admit, though, that most games n the markets are not of this type. Furthermore, Griffin maintains that videogames can be used as a powerful distraction from mental and health conditions. Examples include those with attention deficit disorders, children undergoing chemotherapy and treatment for sickle cell anaemia.

Although many would disagree with me, I sincerely believe that the situation is not as black-and-white as it seems too many people and even some specialists. Firstly, it is important we acknowledge that there are always exceptions presenting examples of extreme reactions. Such are the examples I have mentioned earlier on violence in games: certain people would only have to play for half an hour on a violent game to have the themes stuck in their head and to have that particular type of behaviour manifest through their interactions with others, but this is clearly not the case for the vast majority of people. Another example is of videogame addiction: although it does exist and has affected many people, the vast majority of people are not affected. This is also true with other conditions possessed only by a minority of people such as photosensitive epilepsy. On the other hand, others are not at all affected even after playing violent games for hours on end. What is clear is that the majority of people are affected negatively by videogames due to its overuse. That is to say they restrict most of their free time to playing these videogames, often times without support from parents/carers. The solution to this, in my opinion, is the job of parents: it is their duty to balance their children’s time with videogames with other activities such as homework. In addition, it is their duty to monitor the content of the games and talk to their children about the behaviour they witness when playing. If these simple guidelines were followed most people would not be affected negatively by videogames whether it is violent behaviour or addiction.

Videogames: A Discursive Essay

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  • Subject English

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Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games, check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games, read the essay examples featured below for inspiration.

1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay, Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay.

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay, write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters, storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay.

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

If you are interested in learning more, check out our essay writing tips !

Tip: If writing an essay sounds like a lot of work, simplify it. Write a simple 5 paragraph essay instead.

discursive essay about video games

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Best Video Game Essay Topics for Students

Video Game Essay Topic Ideas

Choosing the right essay topic is crucial, and for students who love video games, it’s an opportunity to combine their passion with academics. In this article, we’ll explore a variety of exciting and various video game essay topic ideas for students of high school and college. This blog includes argumentative, analytical, persuasive and other types of essays related to video gaming.

Video Game Essay Topics for High School Students

  • How Video Games Improve Problem-Solving Skills.
  • Understanding the World of E-sports.
  • The Importance of Balanced Gaming Habits.
  • Exploring the History of Gaming Consoles.
  • Video Games: Entertainment and Cultural Influence.
  • Gender Representation in Video Games.
  • Gamification in Education: Learning through Play.
  • Game Design and the Art of Video Games.
  • Tracing the Growth of the Video Game Industry.
  • Social Connections in Online Gaming Communities.
  • Video Games and Mental Health Benefits.
  • Exploring Careers in Game Development.
  • Ethical Choices in Video Games.
  • The Impact of Music in Video Games.
  • Making Video Games Accessible to Everyone.

Video Game Essay Topics for College Students

  • The Educational Value of Video Games in College Curriculum.
  • The Growth and Impact of E-sports in the Sports Industry.
  • Gaming Habits and Academic Performance: A College Study.
  • Game Engine Comparison: Unity vs. Unreal Engine.
  • Gender Representation in Video Games: A College Perspective.
  • Analyzing Game Narrative Structures in Popular Titles.
  • Moral Choices in Video Games: Implications and Outcomes.
  • The Psychology of Player Motivation in Gaming.
  • Virtual Reality in Higher Education: Opportunities and Challenges.
  • Career Prospects in Game Development: Paths and Insights.
  • Ethical Dilemmas in Video Game Content Creation.
  • The Role of Music and Sound in Video Game Immersion.
  • Indie Game Development: Innovations and Success Stories.
  • Video Game Preservation: Saving Gaming History.
  • AI in Gaming: Enhancing NPC Behavior and Gameplay.

Common Essay Topics Related to Video Games

  • The Influence of Video Games on Academic Performance.
  • Video Game Violence: Separating Fact from Fiction.
  • The History and Evolution of Mobile Gaming.
  • The Role of Gaming in Building Teamwork and Collaboration.
  • The Psychology of In-Game Rewards and Achievements.
  • Virtual Reality (VR) Gaming: A Glimpse into the Future.
  • Gaming and STEM Education: Learning Science through Games.
  • The Representation of Diversity in Video Games.
  • The Impact of In-Game Advertising on Players.
  • The Benefits of Gaming for Stress Relief and Relaxation.
  • The Importance of Responsible Gaming.
  • The Art of Game Mods: Customizing and Enhancing Games.
  • E-sports Scholarships and Opportunities for Students.
  • The Environmental Impact of Video Game Consoles.
  • Gamers for Good: How Gaming Communities Contribute to Charity.

Argumentative Topics for Video Game Essays

  • Do Violent Video Games Promote Aggressive Behavior in Players?
  • Should There Be Age Restrictions on Purchasing Violent Video Games?
  • Are Video Games a Viable Educational Tool in Schools?
  • Is Video Game Addiction a Real Concern, and How Should It Be Addressed?
  • Do Video Games Enhance Problem-Solving and Critical Thinking Skills?
  • Should Parents Be More Involved in Monitoring Their Children’s Gaming Habits?
  • Is E-sports a Legitimate Sport and Worthy of Recognition?
  • Does Playing Video Games Improve Hand-Eye Coordination?
  • Are Video Games a Form of Art, and Should They Be Treated as Such?
  • Should the Video Game Industry Be Regulated More Strictly for Content?
  • Do Video Games Have a Positive or Negative Impact on Social Skills?
  • Is There a Link Between Video Games and Obesity in Children?
  • Should Professional Gamers Be Considered Athletes and Eligible for Sports Scholarships?
  • Does Gaming Culture Foster Toxic Behavior and Harassment?
  • Can Video Games Help Alleviate Stress and Anxiety in Players?

Didn’t find any topic of your interest? No worries! We have listed 100+ Argumentative Essay Topics for Students here, you can go through the article and choose the best one as per your needs. This blog has various niche topics and can assist to find the best one for you.

Informative Video Game Essay Topics

  • The History of Video Games: From Pong to Present.
  • A Deep Dive into the World of E-sports.
  • How Video Games are Made: Game Development Explained.
  • Exploring Different Genres of Video Games: Action, RPG, Simulation, etc.
  • The Evolution of Video Game Graphics and Technology.
  • Iconic Video Game Characters and Their Impact on Pop Culture.
  • The Science Behind Gaming: How Game Engines Work.
  • Video Game Consoles: Past, Present, and Future.
  • The Importance of Storytelling in Video Games.
  • The Role of Sound Design and Music in Gaming.
  • The Influence of Video Games on Architecture and Design.
  • Video Game Streaming and Content Creation: A New Career Frontier.
  • The Psychology of Gaming: Why We Love Video Games.
  • The Cultural Significance of Video Game Events and Conventions.
  • The Rise of Gamification in Education and Training.

Compare & Contrast Video Game Essay Topics

These compare and contrast essay topics are chosen by our experts and are specifically related to video gaming. These are general and easy to write on.

  • Console Gaming vs. PC Gaming: Which Is Better?
  • Single-Player vs. Multiplayer Games: Which Do You Prefer?
  • Mobile Games vs. Console Games: Pros and Cons.
  • Classic Games vs. Modern Games: What’s Changed?
  • First-Person vs. Third-Person Shooter Games: Which is More Immersive?
  • Xbox vs. PlayStation: Comparing Gaming Communities.
  • Video Games vs. Board Games: Which Provides More Fun?
  • Old Game Graphics vs. New Game Graphics: A Visual Evolution.
  • RPGs vs. Action Games: Gameplay Differences.
  • Retro Games vs. Modern Games: Nostalgia vs. Innovation.
  • Open-World Games vs. Linear Games: Freedom vs. Guided Storytelling.
  • Strategy Games vs. Puzzle Games: Challenges in Gaming.
  • Video Games vs. Movies: Storytelling Approaches.
  • Online Shooters vs. Battle Royale Games: Teamwork vs. Solo Play.
  • Exclusive vs. Cross-Platform Games: Your Gaming Options.

Analytical Topics for Video Game Essays

  • Strategies for Success in Online Multiplayer Games.
  • Analyzing Game Elements in Role-Playing Games (RPGs).
  • In-Game Purchases and Their Impact on Player Progress.
  • The Design of Levels in Platformer Games: A Critical Look.
  • Difficulty Levels in Video Games: Effects on Player Experience.
  • The In-Game Economy: How It Works and Influences Players.
  • The Significance of Tutorial Levels in Game Learning.
  • Character Development in Video Games: Evolution and Influence.
  • Linear vs. Non-Linear Storytelling in Video Games.
  • Morality Systems in Games: Player Choices and Consequences.
  • AI and Machine Learning in Video Games: Advancements and Applications.
  • User-Friendly Game Interfaces: Design Principles and Importance.
  • Game Analytics: Measuring Success in the Gaming Industry.
  • Visual Design and Its Impact on Player Immersion.
  • Cultural Adaptation in Video Game Localization.

Read more: Best Analytical Essay Topics

Persuasive Essay Topics on Video Gaming

  • Why Schools Should Use Video Games for Learning.
  • The Importance of Age Ratings in Video Game Sales.
  • Video Games: Tools for Enhancing Problem-Solving Skills.
  • How Video Games Can Improve Mental Well-being.
  • Debunking the Myth: Video Games and Real-Life Violence.
  • Promoting Diversity in Video Game Characters.
  • Parents’ Role in Monitoring Kids’ Gaming Habits.
  • Gamification in Education: Making Learning Fun.
  • Addressing Video Game Addiction as a Health Issue.
  • Teamwork and Cooperation in Multiplayer Games.
  • Ethical Game Development: Fair Monetization Practices.
  • The Need for More Research on Video Game Violence.
  • Combatting Toxicity in Online Gaming Communities.
  • Exploring E-sports Career Opportunities.
  • Making Video Games Accessible for Everyone.

Read more: Best Persuasive Essay Topics

Best Video Game Essay Topics in 2023

  • The Impact of Video Games on Society Today.
  • Gaming and Sustainability: How Can Gamers Go Green?
  • NFTs in Gaming: What You Need to Know.
  • Virtual Reality Gaming: The Next Big Thing.
  • Making Games Accessible for Everyone.
  • AI’s Role in Video Game Development.
  • Gaming Habits Post-Pandemic: What’s Changed?
  • In-Game Advertising: Friend or Foe?
  • 5G Technology and Its Effect on Gaming.
  • Video Games and Mental Health: A Closer Look.
  • Augmented Reality Games in Learning and Fun.
  • Collectibles and In-Game Economies: Explained.
  • Gaming Across Cultures: Challenges and Solutions.
  • The Power of Online Gaming Communities.
  • E-sports: The Future of Competitive Gaming.

These gaming essay topics would surely help you select the best topic of your choice, all various topics are suggested by our qualified experts keeping in mind the capabilities of an average student. If you want to hire our assignment writer for your gaming topics, feel free to reach us and get your essay done by experts.

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Video game genres and discourse communities

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Under the supervision of Bernard Perron , Dominic Arsenault and Carl Therrien .

In the beginning, we set out to delineate and study a corpus of breakthrough games for five major genres (first-person shooter, adventure game, roleplaying game, platform game, and strategy game). We were confronted to the disparity of canons for each genre. Who were we to decide which games were worthy of scholarly attention, for instance by excluding the “best games” listings produced by the fan communities on Youtube?

This research project addresses epistemological and methodological issues about the production and dissemination of knowledge in various communities. We are studying more specifically four broad “discourse communities”: gamers, industry workers, game critics and scholars. Our goal is to reflect on discursive and interpretive strategies for each of these groups. We are studying a variety of “discursive genres” (top list, editorial, essay, audiovisual presentation, etc.) in order to highlight how these constructions structure (more or less consciously) the way in which members of a community share their conception of a video game genre, and determine relevant games. We are delineating the modes of production and diffusion of discursive practices, and argue that these modes determine in part the imaginary conception of video game genres.

In short, this project seeks to propose an open-minded conception of game genres by acknowledging and analysing the points of view of many discourse communities, in order to better understand how certain conceptions of game genres crystalize over time.

SSHRC grant: "Video Game History as a Challenge to Video Game Theory: A Study of the Formal Aspects and Reception of Video Game Genres" (2013-2017)

Research assistants.

  • Pierre-Marc Côté (2013-2015)
  • Simon Dor (2013-2018)
  • Mikaël Julien (2013-2016)
  • Maxwell Landry-Martineau(2013-2015)
  • Hugo Montembeault (2013-2018)
  • Andréane Morin-Simard (2013-2018)
  • Pascale Thériault (2015-2018)

Results Top of the page

Publications top of the page, books and journals.

Therrien, Carl, and Martin Picard. 2015. “Enter the bit wars. A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch”. New Media & Society , Vol. 18, No 10 (April 29th), p. 2323-2339. [ Online ]

The Archives: Post-Cinema and Video Game Between Memory and the Image of the Present

Perron, Bernard, et Simon Dor. 2014. "Addressing the Preservation of Gameplaying: Archiving Actional Modalities (Execution, Resolution, and Strategy)". In Bernard Perron and Federico Giordano (eds.), The Archives: Post-Cinema and Video Game Between Memory and the Image of the Present , p. 177-200. Milan : Mimesis International.

The Routledge Companion to Video Game Studies

Arsenault, Dominic. 2014. "Action". In Bernard Perron and Mark J.P. Wolf (eds.), The Routledge Companion to Video Game Studies , p. 223-231. New York and London : Routledge.

This essay describes two different phenomena: action games, understood as a genre of games in which the player’s sensori-motor skills prevail over his cognitive activity, and a general theory of action-taking in context of the game-playing practice. Through a short history of the main genres and sub-genres traditionally identified with “Action games”, and the conclusion that such a categorization pertains to a mode of action rather than a given genre, the properties of action games are identified as involving a standardized repertoire of actions, emphasis on sensori-motor skills, and short-term action sequences.

Book chapters and articles

Cinémas

Deslongchamps-Gagnon, Maxime, and Hugo Montembeault. To be published in 2019. "The Walking Simulator’s Generic Experiences". Press Start .

Cinémas

Montembeault, Hugo, Maxime Deslongchamps-Gagnon and Bernard Perron. 2018. « Le jeu vidéo et la notion de montage : se “couper” du cinémato-centrisme ». In Santiago Hidalgo and Bernard Perron (eds.), Cinémas (Montréal), Mutations du montage. Esthétiques, technologies, pratiques et discours , vol. 28, No 2-3, p. 133-154.

Games and Culture

Therrien, Carl, Isabelle Lefebvre and Jean-Charles Ray. 2019. "Toward a Visualization of Video Game Cultural History: Grasping the French Touch". Games and Culture: A Journal of Interactive Media . [ Online first ]

Kinephanos

Perron, Bernard, Hugo Montembeault, Andréane Morin-Simard, Jean-Charles Ray and Pascale Thériault. 2019. "Introduction : Splendeur(s) et misère(s) des genres vidéoludiques". Kinephanos , p. 1-8. [ Online ]

Cinémas

Perron, Bernard, Hugo Montembeault, Andréane Morin-Simard and Carl Therrien. 2019. "The Discourse Community’s Cut: Video Games and the Notion of Montage". In Jeff Thoss and Michael Fuchs (eds.), Intermedia Games—Games Inter Media , p. 37-68. New York : Boolmsbury.

Cinémas

Perron, Bernard. 2018. "“You have once again entered the world of survival horror. Good luck!”". The World of Scary Video Games: Study in Videoludic Horror , p. 31-65. New York : Bloomsbury.

Other relevant publications Top of the page

”Conserveries

Montembeault, Hugo, and Simon Dor. 2018. "What do gameplay archives think of? A historiographic approach to videoludic experience". Conserveries mémorielles , No 23. [ Online ]

gamestudies_thumbnail

Dor, Simon. 2018. "Strategy in Games or Strategy Games: Dictionary and Encyclopaedic Definitions for Game Studies". Game Studies , Vol. 18, No 1. [ Online ]

Perron, Bernard. 2014. "Conventions". In Bernard Perron and Mark J.P. Wolf (eds.), The Routledge Companion to Video Game Studies , p. 74-82. New York : Routledge.

Thèse

Arsenault, Dominic. 2011. "Des typologies mécaniques à l’expérience esthétique. Fonctions et mutations du genre dans le jeu vidéo". Doctoral thesis (not-published), Bernard Perron (ed.), Université de Montréal. [ Online ]

Loading...Journal of the Canadian Game Studies Association

Arsenault, Dominic. 2010. "Introduction à la pragmatique des effets génériques : l’horreur dans tous ses états". Loading...Journal of the Canadian Game Studies Association , Vol. 4, No 6. [ Online ]

Eludamos. Journal for Computer Game Culture

Arsenault, Dominic. 2009. "Video Game Genre, Evolution and Innovation". Eludamos. Journal for Computer Game Culture , Vol. 3, No 2. [ Online ]

Examining the usage of video game genre labels through a brief survey of a few generic taxonomies will reveal multiple different ways of organizing them according to a multitude of criteria. If we accept genre to be a fruitful model to identify the multiple kinds of video games that are out there, we have to account for its transformations, adaptations and reinventions. Admitting genre evolution requires us to properly address the topic of innovation that lies at its basis. Consequently, a model of innovation specific to the video game industry has to be devised. Such a model will reveal that, far from being reducible to a simple checklist of specific game mechanics, video game genres play the part of the middle-man in a complex ecosystem of functional considerations and aesthetic ideas.

Events Top of the page

Deslongchamps-Gagnon, Maxime, and Hugo Montembeault. 2018. "Cartographier les effets génériques du walking simulator au-delà du genre : Les cas de The Long Dark et de Kona ". Proceedings from "Journée d'études LUDOV 2.0" (Montreal, June 13, 2018), University of Montreal.

Deslongchamps-Gagnon, Maxime, and Hugo Montembeault. 2018. "Profil Ludique et LUDOV : Portrait d’une synergie". Proceedings from "Symposium des laboratoires universitaires de recherche francophone en études du jeu et de la ludification" (Montreal, May 14-16, 2018), Université du Québec à Montréal; Université de Montréal; École des arts numériques, de l’animation et du design; Université du Québec en Abitibi-Témiscamingue.

Montembeault, Hugo. 2017. "Repenser l’histoire “condamnée” du FPS". Splendeur(s) et Misère(s) des Genres (vidéo)ludiques . Proceedings from "Symposium Annuel Histoire du Jeu 2017" (Montreal, June 28-30, 2017), Bibliothèque et Archives nationales du Québec.

Morin-Simard, Andréane, and Hugo Montembeault. 2016. "The Discourse Community’s Cut: Video Games and the Notion of Montage". Energizing Communities / L’énergie des communautés . Proceedings from "Association Canadienne d’études cinématographiques / Film Studies Association of Canada (FSAC 2016) – Congress of the Humanities and Social Sciences" (Calgary, May 31 - June 2, 2016), University of Calgary.

Therrien, Carl, Hugo Montembeault. 2015. "The Authority of Discourse Communities. Disseminating Techno-Industrial Glorification from Marketers to Academics". Diversity of Play : Games – Cultures - Identities . Proceedings from "Digital Games Research Association (DIGRA 2015)" (Lüneburg, May 14-17, 2015), Leuphana University.

Morin-Simard, Andréane, Hugo Montembeault, Bernard Perron and Guillaume Roux-Girard. 2015. "Les genres vidéoludiques au cœur de l’imaginaire des communautés discursives". Les Imaginaires de la Communauté . Proceedings from "Colloque international FIGURA RADICAL" (Montreal, March 5, 2015), Université du Québec à Montréal.

Perron, Bernard, Dominic Arsenault, Hugo Montembeault, Andréane Morin-Simard and Guillaume Roux-Girard. 2014. "Video Game History as a Challenge to Video Game Theory: A Study of the Formal Aspects and Reception of Video Game Genres". Borders without Boundaries . Proceedings from "Association Canadienne des études vidéoludiques / Canadien Game Studies Association (CGSA 2014) – Congress of the Humanities and Social Sciences" (St. Catharines, May 29, 2014), Brock University.

Montembeault, Hugo and Carl Therrien. 2014. "Négocier le First-Person Shooter : Exemplification méthodologique". Atelier sur les Jeux Vidéo . Proceedings from "Centre de recherche Interdisciplinaire sur les Technologies Émergentes de l'Université de Montréal (CITÉ 2014)" (Montreal, March 21, 2014), Université de Montréal.

Selected conference papers Top of the page

Recommended links top of the page.

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Video Games as a Legitimate Sport Essay

Memory training, cognitive and emotional development, counterargument.

The technological breakthrough that has been taking place over the past few decades has led to massive changes in people’s lives, including the areas such as leisure, sport, and hobbies. Video games have become part and parcel of many people’s pastime; furthermore, modern video games have evolved to the point where they demand to be recognized as a legitimate sport. Since video games include the elements that allow promoting social, emotional, and cognitive development, as well as provide opportunities for sensor development and a better control of one’s sensory experiences, it will be reasonable to claim that video games should become a sport.

The opportunities for memory development and the further enhancement of the relevant skills acquisition must be regarded as the key characteristic that makes video games a legitimate sport. According to the research produced by Basak, Boot, Voss, and Kramer (2008), executive control processes, which are linked directly to memory, deteriorate approximately after 60 years. The use of video games as the means of training the specified ability, in turn, has proven very efficient, which means that the identified activity should be recognized as a legitimate sport. For instance, the outcomes of the research point to the fact that the use of video games allows enhancing participants’ flexibility levels (Basak et al., 2008). As a result, the opportunities for helping them train their analytical skills are created. Indeed, it is essential for a sportsperson to be able to adjust to the ever-changing environment of a competition and be able to perform the tasks of varying difficulty. The application of video games, in turn, will build the foundation for training the habit of using analytical skills in order to assess a sudden change in the environment, define the available opportunities, assess possible risks, and identify the most appropriate solution. The skills listed above align with the criteria set for sportspersons taking part in competitions and other sport-related activities.

The opportunities for training one’s sensory abilities and engaging in the process of active cognitive development should also be considered as a piece of evidence in favor of making video games a sport. According to a recent study, video games create vast opportunities for extensive training of attention and memory, as well as the ability to control one’s actions. Particularly, the authors of the study announce that video games help improve not only visual and attentional skills but also a broader range of abilities, including the ones associated with carrying out “memory, reasoning, and executive control tasks” (Boot, Kramer, Simons, Fabiani, & Gratton, 2008, p. 388). Therefore, the use of video games allows training the skills that can be used for improving the performance of the members of the air force, as the authors explain (Boot et al., 2008). In other words, video games not only provide participants with exciting pastime but also contribute massively to their further development, including emotional, cognitive, and physical domains. The opportunities for training skills and excelling in the further performance can be regarded as a profound basis for listing video games among other kinds of sport. Furthermore, the study revealed that playing video games with the level of complexity increasing gradually, one will be able to improve steadily (Boot et al., 2008). Furthermore, the results of the study indicate that the active use of video games allows for a seamless transfer from the simulated tasks to actual experiences:

All game groups improved significantly. For MOH, firing accuracy improved significantly (45% and 52% pre- and post-practice, respectively, t(18) = 3.36, p <.01) as did the ratio of hits taken to enemies killed (.72 and 1.01 pre-and post-practice, respectively, t(18) = 2.43, p <.05). (Boot et al., 2008, p. 391)

In other words, video game players do not require additional training to deploy the newly acquired skills to resolve a real-life problem. Instead, they engage in the process of task management directly and use the skills that they have recently developed in a very efficient manner (Boot et al., 2008). The specified observation can be viewed as a direct argument in favor of including video games in the list of official sports. Furthermore, it can be linked to the idea of helping participants experience a wide range of emotions and, thus, enhance their emotional skills successfully. Specifically, the chance to “experiment with social experiences and simulate alternative emotional consequences” (Granic, Lobel, & Engels, 2014, p. 67), which video games give to people playing them, must be recognized as an essential argument in favor of listing video games among the existing kinds of sports. Indeed, with the recent technological breakthrough and the introduction of extensive opportunities for interactions between players, which can be observed in modern video games, the latter are no longer viewed as the activity that isolates one socially and emotionally from the rest of the community. Quite on the contrary, modern video games create premises for a successful interaction between players and, therefore, the basis for their further professional and personal development, which makes video games indistinguishable from other types of sport.

It should be noted, though, that there are several legitimate arguments that do not allow recognizing video games as a sport immediately. While the identified statements do not have enough validity to prove that video games do not belong to the said category, they point to some of the evident problems with defining the subject matter as a sport. The assumption that any video game involves a certain element of luck tops the list of the arguments against defining video games as a kind of sport. Indeed, due to the specifics of programming, the possibility of a random combination of events that will ultimately lead to the success of a particular player exists in the realm of video games. Therefore, the possibility of one player having an unfair advantage over the rest of the participants makes the idea of turning video games into an actual sport rather questionable.

Despite the fact that the element of luck cannot be controlled in video games, the latter still qualify as a sport since other kinds of sports activities also incorporate the factors that cannot be regulated by referees and other members of the sports jury. For example, personal issues such as the well-being of a player, their health status, and other factors linked to the individual characteristics of the participants imply that modern types of sport also incorporate the element of luck as one of the factors that lead to the ultimate victory of a player. Furthermore, there are other extraneous factors that are linked directly to the possibility of victory, ranging from weather conditions to diet to personal issues. Excluding each of them from sports competitions is impossible, which means that traditional kinds of sport may also be deemed as the activities carried out in the environment that does not necessarily provide equal conditions for each participant. Therefore, the phenomenon of randomness that can be observed in modern video games and that may imply that some of the participants may be provided with more chances to win than others must not be viewed as legitimate. The low probability rates of the specified phenomenon occurring should also be regarded as an argument in favor of making video games a legitimate sport.

Providing ample opportunities for socioemotional and cognitive development of a player, offering a chance to enhance one’s sensory skills, and introducing options for several players to participate, video games must be recognized as a form of sport. Although the process of engaging in a video game does not involve establishing a physical contact with an opponent, it requires the ability to concentrate and use one’s analytical, cognitive, and other types of skills to the same extent as any other kind of sport does. Furthermore, video games create opportunities for the further development of a player. They build the foundation for training successfully; furthermore, with the recent technological breakthrough, the simulated experiences that players have when engaging in certain video games is very close to the actual ones. In other words, due to the effort and creativity out in their development, modern video games help blur the line between reality and the virtual world. The range of emotions that both the participants of other types of sports and the players of video games experience runs a full gamut. Consequently, video games must be recognized as a legitimate sport. Video games provide a solid basis for successful training, engage both participants and viewers emotionally, and allow maintaining the consistent communication with the opponent, therefore, qualifying for a sport like any other activity that is currently defined as such.

Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008). Can training in a real-time strategy video game attenuate cognitive decline in older adults?. Psychology and Aging, 23 (4), 765-777. doi:10.1037/a0013494

Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129 (3), 387-398. doi:10.1016/j.actpsy.2008.09.005

Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69 (1), 66-78. doi:10.1037/a0034857

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  • Our Official List of Great Video Game Essay Topics

Content our official list of great video game essay topics

Any essay that you write should be well-written, accurate, and interesting to your audience. That begins with finding a great topic for your essay. Check out our list of the best essay topic ideas. You should be able to write a great essay about gaming with one of these topics. If you struggle with it, you can always order a custom essay on video games.

Topics on Social Issues

The topic of video games comes up quite frequently when various social topics are being discussed. If you are taking classes such as sociology, public health, political science, or journalism, your essay might focus on the many social issues relating to video games. Writing essays on violence in games is always an option, but there are others as well. Here are a few topic ideas:

Persuasive Essays Related to Social Issues

  • Do Violent Games Cause Behavior Problems?
  • Convince readers, in an essay about violence in games, that the average person will not be affected in a negative way.
  • Should video game rating systems be more stringent?
  • Are parents ultimately responsible for what their kids play?
  • As a society, do we unfairly blame video games when we should be focusing on personal responsibility?

Narrative Essays on Video Games And Their Impact on Society

  • Write about a video game that you played as a child that was too violent for you
  • Have you ever been addicted to online gaming? What was that like.
  • Talk about an incident of harassment that you witnessed when playing online video games.
  • Write essays on violence in gaming and the impact of that in early dating relationships

Expository Essays on The Social Impact of Video Gaming

  • Write a  short essay  on the impact of video gaming on health and wellness
  • Compose a research paper that addresses the effects of allowing young children to do violent video games
  • Write a case study about a young adult who has never been exposed to video games vs. one who has been

General Essay Ideas That Relate to Social Issues

  • What should be done about sexism in gaming?
  • How can the gaming industry become more inclusive as a whole?
  • Why is sex and violence such a common theme in video games?
  • Does early exposure to video games impact the ability of children to self-regulate?
  • What are the biggest social problems related to gaming?

Video Game Essay Topics New Technology

If you are an avid gamer, you probably keep up with the latest technologies, reading specialized magazines, and eagerly await the latest and greatest releases. You may have even been part of a beta testing new things or involved in open source gaming projects. Most importantly, you likely have lots of knowledge and opinions on gaming technology. Check out these essay ideas:

Persuasive Essays on Gaming Technology

  • Will virtual reality impact video game technology or is it simply a fad?
  • Which release is causing the most buzz?
  • Streaming will replace consoles, yes or no?

Expository Essay Ideas on Gaming Technology

  • Pick an up and coming technology and explain how it works
  • Explain the history and development behind an upcoming technological advancement in video tech
  • Discuss the trend of gamers as designers

Other Video Technology Essay Ideas

  • Write a compare contrast essay on virtual reality in gaming vs. augmented reality
  • Write a review of a new gaming system that you have recently tried out.

Topics About Educational Games

Persuasive Essays on Video Games in Education

  • Should children spend more time focusing on lectures and hands-on work than gaming?
  • Argue which educational video game parents of toddlers should choose
  • Video games have no place in education. Argue a side
  • Is gaming a possible solution when dealing with disengaged students?

Expository Essay Ideas For Gaming in Education

  • Explain how gaming is used in special education
  • Describe the features that make a game educational vs. entertainment
  • Research and explain the process educators use to integrate gaming into the classroom

Other Educational Essay Ideas

  • Review the most popular educational games that have been released this year
  • Write a paper about the differences between educational games today vs. 10 or 20 years ago
  • Write a case study about a school that incorporated gaming into their classrooms    

Essay Topics For Passionate Gamers

If you don’t find anything that interests you above, don’t fret. You can still improve your writing skills while expressing your passions for gaming. If you have an interest in gaming, you have many options when it comes to writing essays. This is especially true when it comes to classes where you have a bit more flexibility in your writing assignments. Check out these topic ideas:

  • Write a descriptive essay about the first gaming experience you have had
  • What are your predictions about the future of console gaming
  • What is the funniest thing that happened to you in an online gaming experience
  • What 10 worst things that impact the world of video gaming be opinionated!
  • Compare and contrast the first release of a video game with the most current
  • If you could invent a video game, what would it look like
  • Write a review of the most popular game available today

Remember that you must balance your passion for the topic of gaming with good writing skills and factual knowledge. You will still have to research, cite your sources, and do the other work that goes into writing a good paper. As always, if you need help with a gaming essay remember that we are available to help as we are top essay writing service . Happy gaming!

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Are video games really a good way to keep fit? What do you think?

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Home — Essay Samples — Entertainment — Video Games — Discussion On Whether Video Games Are Bad Or Good For Us

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Discussion on Whether Video Games Are Bad Or Good for Us

  • Categories: Effects of Computers Video Games

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Published: Mar 18, 2021

Words: 789 | Pages: 2 | 4 min read

Works Cited

  • Fox, J. (n.d.). Video games are bad for you. Psychology Today. Retrieved from https://www.psychologytoday.com/us/blog/the-mysteries-love/201503/video-games-are-bad-you
  • Wu, C. (n.d.). Student opinion: Video gaming can be harmless and even helpful. The New York Times. Retrieved from https://www.nytimes.com/learning/students/featured_articles/20090505tuesday.html
  • Institute for the Study of Labor. (2014). Video games can improve your vision. IZA World of Labor, 6, 92.
  • Kühn, S., & Gallinat, J. (2014). Amount of time spent playing video games positively correlates with attention and impulsiveness in young adults. Frontiers in Psychology, 5, 611.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • Primack, B. A., Carroll, M. V., McNamara, M., Klem, M. L., King, B., Rich, M., ... & Nayak, S. (2012). Role of video games in improving health-related outcomes: A systematic review. American Journal of Preventive Medicine, 42(6), 630-638.
  • Russoniello, C. V., O'Brien, K., & Parks, J. M. (2009). The effectiveness of casual video games in improving mood and decreasing stress. Journal of CyberTherapy & Rehabilitation, 2(1), 53-66.
  • Subramanian, V., & Kirsch, L. J. (2014). The impact of video games on training surgeons in the 21st century. Archives of Surgery, 149(4), 359-362.
  • Wack, E., Tantleff-Dunn, S., & Thomson, J. A. (2013). The impact of media exposure on males' body image. Journal of Social and Clinical Psychology, 32(1), 82-106.
  • Wu, C. (n.d.). Yes, video games are good… for your mind and body. The New York Times. Retrieved from https://www.nytimes.com/learning/students/featured_articles/20121214friday.html

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TITS UP: What Sex Workers, Milk Bankers, Plastic Surgeons, Bra Designers, and Witches Tell Us About Breasts, by Sarah Thornton

It’s a testament to the sociologist Sarah Thornton’s central thesis — women’s breasts are unjustly sexualized, trivialized and condescended to — that I expected her new book, “Tits Up,” to be a light read. In fact, her impassioned polemic makes a convincing case that the derogatory way Western culture views tits (Thornton contrasts her chosen slang with the relatively “silly” and “foolish” boobs ) helps perpetuate the patriarchy.

Breasts have been seen as “visible obstacles to equality, associated with nature and nurture rather than reason and power,” Thornton announces upfront. Over five, sometimes fascinating, sometimes frustrating chapters, each examining mammaries in a different context, “Tits Up” asks readers to reimagine the bosom, no matter its size and shape, as a site of empowerment and even divinity.

The author of a similarly discursive survey of the early 2000s art world , Thornton arrived at her new topic not entirely by choice. In 2018, after one too many stressful biopsies, she underwent a double mastectomy. But neither a fraught origin story nor Thornton’s argument that women are unfairly restrained by their mammalian status prevents “Tits Up” from being funny, too. Keen to make peace with her larger than expected implants — Thornton had requested more modest “lesbian yoga boobs” — she names her new pair Ernie and Bert.

The three of them soon hit the research road.

First stop: the Condor, a historic strip club in San Francisco, where Thornton interviews a racially and size-diverse group of strippers, who paint a relatively sunny portrait of a notoriously sleazy industry. Additional interviews with feminist sex activists and performance artists such as Annie Sprinkle — if you’re in need of a good laugh, Google “ Bosom Ballet ” — lead Thornton to conclude that, even when breasts are targets of overt objectification (after all, most patrons of topless bars are male), they might be thought of less as “sex toys” than as “salaried assistants.”

Feminists have been fighting about what’s now known as “sex work” for as long as feminism has been around. Thornton comes down squarely on the side of the workers. But she goes further than that. “I think the most fundamental issue inhibiting women’s autonomy — our right to choose what we do with our bodies — is the state’s policing of sex work,” she writes. “If some women can’t sell their bodies, then none of us actually own our bodies.” Reading these lines, I admit my first thought was, Huh? Should women’s ability to prostitute themselves really be the measure of our liberation?

But the chapter that follows, a cri de coeur on behalf of breastfeeding and the legacy of communal “allomothers” — women who nurse children who are not their own — seems to make a counterargument in favor of configuring breasts outside both capitalism and sexuality. After interviewing the women who run, provide and reap the benefits of a San Jose-based nonprofit milk “reservoir” (Thornton prefers the term to “bank”), she writes, “In a capitalist society where women’s breasts are commodified like no other body part, here their jugs are the key players in an economy that is not about money.”

It’s to Thornton’s credit that, her polemical tone notwithstanding, she is open-minded enough to entertain paradoxes. (And entertain she does.) While she despairs at the discouraging lingo that surrounds nursing — “milk letdown” comes in for particular condemnation — she admits to having felt conflicted while breastfeeding her own, now grown, children, insofar as the practice evoked for her the enervating specter of the selfless mother.

Semantics are at the heart of “Tits Up,” as Thornton rightly notes that the words we use inform the ideologies we subscribe to. But, again, the contradictions mount. Even as Thornton employs trans-activist-approved jargon such as “AMAB,” for assigned male at birth, and insists that both men and women have breasts, she draws the line at the term “chest feeding,” pointing out that “the expression obfuscates the highly gendered history of this maternal labor.”

Is it highly gendered or highly sexed? Either women’s lives are too much hampered by the fetishization and fear of their anatomy, or — paging Judith Butler — sexual difference is socially constructed and therefore, at least in theory, susceptible to change. I don’t quite see how these arguments can coexist.

Another research trip lands Thornton in the studio of a mass-market bra designer, where she decides that, although the brassiere is an impressive feat of engineering designed to make women feel safe, it’s past time we stopped hiding our nipples. In the operating room of a high-end plastic surgeon who performs augmentations, lifts and reductions, she concludes that breast alterations are not simply capitulations to normative beauty standards. Instead, such procedures might be understood in terms of female agency — as gestures that exist outside the logic of resistance or submission. Finally, she attends a neo-pagan retreat for women in the California redwoods, where she reflects on how alternative spiritual practices provide more space for aging female bodies — the kind of woman once referred to as a “crone” — and fantasizes half in jest about a world where saggy breasts are regarded as “sagacious.”

Drawing on her art history background, Thornton also leads us on an enlightening tour of female deities and their bosoms, including the Greek goddess of the hunt, Artemis (frequently depicted with multiple breasts); a Buddhist goddess of compassion, Guanyin (always portrayed as pancake flat); and the Virgin Mary, who, in portraits of her nursing baby Jesus, often appears to have only one boob. (Go figure.)

What does it all add up to? “Women have no federal right to breastfeed or to obtain an abortion, but we have the right to fake tits,” Thornton writes, noting that since 1998 health insurance companies have been required to pay for breast implants following medically necessary mastectomies. But what would a “federal right to breastfeed” look like, anyway? This declaration is among countless thought-provoking ones in this deceptively trenchant if inconsistently argued treatise. In any event, I eagerly await the sequel: “Asses Down”?

TITS UP : What Sex Workers, Milk Bankers, Plastic Surgeons, Bra Designers, and Witches Tell Us About Breasts | By Sarah Thornton | Norton | 307 pp. | $28.99

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