Assessment Description: Choose One Of The Two Provided Topic

Assessment Descriptionchoose One Of The Two Provided Topicsright To D

Choose one of the two provided topics. The topics are: (1) the ethical implications of euthanasia and physician-assisted suicide, including arguments from Goligher et al. (2019) and Calabrà et al. (2016); and (2) the relationship between violent video games and violent behavior, referencing Cunningham et al. (2016) and Gentile et al. (2017). You are to analyze and compare the claims of both articles, explore the background of the controversy, examine how historical perspectives and theories add to it, evaluate the evidence presented, and determine which article makes a stronger argument. You should explain why one argument is more compelling than the other, providing examples from both articles and discussing current perspectives and theories that support your rationale. Additionally, identify any logical fallacies in each article and explain their significance. Finally, discuss the relevance and importance of the chosen controversy to the modern world. Your paper should be between 1,250 and 1,500 words and incorporate at least six scholarly references to support your analysis.

Paper For Above instruction

The controversy surrounding euthanasia, physician-assisted suicide, and the impact of violent video games reveals deep ethical, societal, and psychological concerns that have persisted throughout history. Analyzing the claims presented in Goligher et al. (2019) and Calabrà et al. (2016), as well as Cunningham et al. (2016) and Gentile et al. (2017), illustrates contrasting perspectives, grounded in differing moral frameworks, empirical evidence, and cultural contexts.

Background of the Controversy

The debate over euthanasia and assisted dying has centuries of roots, with its modern resurgence fueled by advances in medical technology and changing societal attitudes about autonomy and end-of-life care. Historically, the conflict revolves around the tension between respecting individual autonomy—the right to choose one's death—and the philosophical and religious objections to taking life intentionally. Goligher et al. (2019) argue that euthanasia and physician-assisted suicide are unethical acts, emphasizing the sanctity of life based on medical, religious, and philosophical grounds. Conversely, Calabrà et al. (2016) challenge this view by exploring the rights of patients in states of chronic consciousness disorders, advocating for individualized decision-making to avoid the slippery slope argument—where permissible actions might lead to unacceptable consequences.

Similarly, the debate around violent video games examines whether exposure contributes to aggressive behavior and violence in society. Cunningham et al. (2016) analyze empirical data to determine correlations between violent games and violent crime, suggesting that the association is minimal or non-existent. In contrast, Gentile et al. (2017) provide evidence that violent video games increase arousal, aggressive thoughts, and cortisol levels among children, implying a potential for behavioral influence.

Historical Perspectives and Theoretical Frameworks

The ethical debate on euthanasia is heavily influenced by philosophical theories like utilitarianism, which prioritizes maximizing happiness and reducing suffering; deontology, emphasizing duty and moral rules; and virtue ethics, focused on moral character. Utilitarian perspectives, reflected in arguments favoring euthanasia under compassionate grounds, contrast with deontological views that regard human life as intrinsically valuable. Historical religious doctrines, particularly Christianity and Islam, have traditionally opposed euthanasia, framing life as sacred and inviolable.

In the context of violent video games, behaviorist theories have historically contributed to concerns about environmental influences on aggression, emphasizing the role of reinforcement and modeling in learning violent behaviors. Cognitive theories examine how exposure to violent content might desensitize individuals or prime aggressive ideas, aligning with Gentile et al.'s findings. Meanwhile, social learning theory supports the idea that repeated exposure to violent media can increase aggressive tendencies by modeling aggressive behaviors.

Analysis of Evidence and Comparative Strengths of Arguments

Goligher et al. (2019) construct an argument rooted in moral and ethical considerations, asserting that euthanasia and assisted suicide undermine societal values about life and ethical medical practice. They cite religious, moral, and legal objections, emphasizing potential abuses and the slippery slope to euthanasia of vulnerable populations. Their evidence is primarily philosophical and doctrinal, less empirical, focusing on the ethical implications and societal risk factors.

Calabrà et al. (2016) take a nuanced approach that considers cases of chronic consciousness disorder patients, arguing for patient autonomy and the ethical importance of avoiding a blanket prohibition. They examine neurological and empirical data concerning awareness and quality of life, making a more human-centered, case-based argument. Their position incorporates empirical evidence about consciousness states, leading to a more pragmatic stance that challenges rigid moral dogmas.

Regarding violent video games, Cunningham et al. (2016) perform statistical analyses indicating weak correlations between violent media exposure and violent crime rates, suggesting that societal violence cannot be directly attributed to video game content. Their argument is grounded in empirical data, emphasizing the complexity of factors influencing violence. Their evidence supports a less alarmist perspective, advocating for policy focus on socioeconomic and environmental issues rather than media regulation.

In contrast, Gentile et al. (2017) report experimental findings showing increased cortisol and aggressive thoughts after playing violent video games, thus implying a biological and psychological effect that could contribute to violent tendencies over time. Their claims are supported by physiological measures and cognitive assessments, providing a direct link between violent media exposure and aggression.

The stronger argument depends largely on the context. Gentile et al.'s biological evidence lends credence to the idea that violent video games can influence aggression, particularly in children. However, Cunningham et al. highlight the importance of examining broader societal and contextual factors,warning against overgeneralization. Both positions have merit; yet, the empirical strength of Gentile et al. (2017)'s physiological data makes their argument somewhat more compelling in establishing a causal link, especially for effects in children and adolescents.

Logical Fallacies and Critical Evaluation

Goligher et al. (2019) risk committing the appeal to tradition fallacy, by emphasizing the longstanding religious opposition to euthanasia, which may overlook evolving ethical considerations and individual rights. They also employ slippery slope reasoning implicitly when suggesting that legalizing euthanasia could lead to widespread abuse, though evidence for this is debated.

Calabrà et al. (2016) avoid major fallacies but must be cautious about potential false dilemma presentations—implying that either life must be preserved at all costs or end-of-life options are unethical, when more nuanced positions exist.

Gentile et al. (2017) demonstrate scientific rigor, yet may be susceptible to the post hoc fallacy if interpreting increased cortisol as directly causing violent behavior, ignoring other moderating factors. Cunningham et al. (2016), by emphasizing weak correlations, caution against overly simplistic causal claims, avoiding major fallacies.

Relevance and Significance to the Modern World

This controversy is highly pertinent as societies grapple with ethical boundaries in medicine and media influence. The euthanasia debate impacts legislation, medical ethics, and patient rights worldwide, influencing policies on autonomy, vulnerable populations, and end-of-life care. The violent video game discourse informs discussions on media regulation, child development, and psychological health, especially amid rising concerns about youth violence. Both controversies underscore the necessity for balanced, evidence-based policies that respect individual rights while safeguarding societal wellbeing.

Understanding the strengths and weaknesses of each argument enhances policymaking, promoting ethical integrity and scientific rigor. As medical technologies evolve and digital media remain pervasive, these debates will continue to shape public discourse and legal frameworks, underscoring their crucial relevance today.

References

  • Goligher, E. C., Cigolini, M., Cormier, A., Donnelly, S., Ferrier, C., Gorshkov-Cantacuzène, V. A., & Quinlan, J. (2019). Euthanasia and physician-assisted suicide are unethical acts. World Medical Journal, 65(1), 34–37.
  • Calabrà, R. S., Naro, A., De Luca, R., Russo, M., Caccamo, L., Manuli, A., & Bramanti, P. (2016). The right to die in chronic disorders of consciousness: Can we avoid the slippery slope argument? Innovations in Clinical Neuroscience, 13(11–12), 12–24.
  • Cunningham, S., Engelstätter, B., & Ward, M. R. (2016). Violent video games and violent crime. Southern Economic Journal, 82(4).
  • Gentile, D. A., Bender, P. K., & Anderson, C. A. (2017). Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children. Computers in Human Behavior, 70, 39–43.
  • Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review. Psychological Science, 12(5), 353–359.
  • Sharkey, P., & Faber, J. (2014). Lifetime prevalence of exposure to violence and aggression. Journal of Epidemiology & Community Health, 68(3), 259–264.
  • Meijer, S., & Wiersma, J. (2012). Ethical aspects of end-of-life decision-making. Bioethics, 26(9), 503–511.
  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772–790.
  • Ferguson, C. J. (2015). Does media violence always lead to aggression? Current Directions in Psychological Science, 24(4), 229–234.
  • Bushman, B. J., & Huesmann, L. R. (2006). Effect of violent video games on aggressive behavior. Psychological Science, 17(3), 232–239.