azza1625/createdebate-arguments huggingface dataset:
Debate: 4th Block: Which is more powerful, the executive or legislative branch?
Side: The legislative is ++ powerful

The congress have the power of the purse to limit executive branch’s budget. Stated in Article I, Section 8 and 9 , the power of the purse is the ability of one group to manipulate and control the actions of another group by withholding funding, or putting stipulations on the use of funds. The most well-known example of this is regarding the drinking age, where Congress passed a law to withhold 10% of federal funds for highways in any state that did not raise the age to 21. The President submits a budget request to Congress. The House and Senate pass budget resolutions. House and Senate Appropriations subcommittees "markup" appropriations bills. The House and Senate vote on appropriations bills and reconcile differences. The President signs each appropriations bill and the budget becomes law
Debate: 4th Block: Which is more powerful, the executive or legislative branch?
Side: The legislative is ++ powerful

Congress can override a presidential veto. Congress overrides Obama’s veto of 9/11 bill that states that families of 9/11 victims can sue Saudi Arabia. If ⅔ of congress vote to override, the bill will be passed to a law, disregarding the president's veto. The first successful override was on March 3, 1845 of John Tyler’s veto of S. 66. 106 vetoes have been overridden
Debate: 4th Block: Which is more powerful, the executive or legislative branch?
Side: The legislative is ++ powerful

Congress can impeach the President with 2/3 super majority.The founding fathers intended for more presidential impeachments to happen. “ His recommendation is for the Senate to conduct impeachment proceedings as apolitically as possible.”Andrew Johnson was Impeached February 24, 1868, on charges of violating the Tenure of Office Act by removing Secretary of War Edwin Stanton from office.Congress uses this to subpoena the media.
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Responsible

Violent video games have been shown to influence violent behavior in teenagers in real life.This is because violent acts are continually repeated throughout the video game. This method of repetition has long been considered an effective teaching method in reinforcing learning patterns.In a murder case on August 2008, an eighteen-year old Thai student murdered a 54-year old taxi driver while trying to recreate a scene from the Grand Theft Auto computer game. Polwat Chino, who was said to be an obsessive player of the controversial game, stabbed the taxi driver ten times. 'He said he wanted to find out if it was as easy in real life to rob a taxi as it was in the game,' chief police investigator Veeravit Pipattanasak said.This clearly shows that violent video games can in fact cause teenagers to perform extremely violent and aggressive acts in real life.
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Not responsible

I disagree with my reputable opponent. I would like to enquire on your definition of violent behaviour, as violent behaviour and crime are two different things entirely. The link between violence and crime is not justified
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Responsible

My definition of violence is a physical act that is injurious or destructive. In the incident, the teenager did perform an injurious physical act that eventually resulted in a death. Thus, the teenager did, in fact, perform a violent act. I do agree that not all crimes are violent such as cheating or pickpocketing. However, in this particular case, violence was clearly performed in the form of an attack and murder.
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Not responsible

I would like to humbly and respectfully disagree with the proposition speaker. Firstly, any person who cannot comprehend the fact that violent game themes and plots are completely fictional and has a huge difference to the real world, are themselves mentally unstable. They are treating a game as their second world, a world that is nonexistent in the real world. This means that they already have mental problems differentiating between reality and games even before embarking on the computer game. Secondly, violent computer games cannot be the sole party taking all the blame. Take into account whether the student has self-discipline and can control the time he spends on the computer. It is a human choice, the computer game itself is harmless. I would therefore like to conclude that violent computer games are NOT responsible for aggressive behaviour in teenagers.
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Not responsible

Me and my friends play violent video games . We don't go on shooting rampages . You know how many violent video games are sold per year ? Millions and millions . You know how many people who play said games go on rampages ? 1-3 per year . If violent video games have any effects it is minute . These people are mentally unstable to begin with and they were going to find some excuse for them to play out their sick twisted fantasies . They would find some outlet to push them over the edge , if they didn't play videogames they would find some way to express their true nature
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Responsible

I believe that violent computer games are responsible for aggressive behaviour in teenagers.Recent acts of extreme violence involving teens and associated links to violent video games have led to an increased interest in video game violence. Research suggests that violent video games influence aggressive behavior, aggressive affect, aggressive cognition, and physiological arousal. Anderson and Bushman [Annu. Rev. Psychol. 53 (2002) 27.] have posited a General Aggression Model (GAM) to explain the mechanism behind the link between violent video games and aggressive behavior.Another study conducted by Gentile, Lynch, Linder & Walsh (2004, p.6) "adolescent girls played video games for an average of 5 hours a week, whereas boys averaged 13 hours a week". The authors also stated that teens who play violent video games for extended periods of time: Tend to be more aggressive AND may engage in fights with their peers. Since violent acts are continually repeated throughout the video game teenagers would feel that it would be normal to behave as such to do it in real life as well. Hence, from these statistics, i conclude that violent computer games are responsible for aggressive behaviour in teenagers.
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Responsible

Yes, I agree that violent video/computer games are responsible for agressive behavior in children and teenagers. Teenagers and children who play violent video/computer games may see  those violent actions as normal actions. This is because, when they play violent video games, they may think that it is "Normal" for them to act that way as the characters they play can act like that, too ignorant to the real world.Eventually it becomes "normal" in their thinking, as in gangs, and that situation is often brought up in court when young people commit crimes of violence similarly to the violent games that they play. This is because, they can be inspired by it, influenced by it due to the repetition of violent actions in violent video/computer games. They may want to try to do them themselves, as in in real life and not just in the computer games world.For example, Gentile & Anderson (2003) state that playing video games may increase aggressive behavior because violent acts are continually repeated throughout the video game. This method of repetition has long been considered an effective teaching method in reinforcing learning patterns.Thus, violent video/computer games are responsible for aggressive behaviour in children and teenagers as they can be affected by it in some ways.
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Responsible

i agree that violent video games are responsible for aggressive behaviour in teenagers. firstly, i would like to make it clear that my stand on responsible is that it a sort of influence that makes the teenagers have violent thoughts. Video games are excellent teaching tools because they reward players for engaging in certain types of behavior," study author Dr. Bruce Bartholow, associate professor of psychology at the University of Missouri, said in a written statement. "Unfortunately, in many popular video games, the behavior is violence." For the study - published in the Journal of Experimental Social Psychology - researchers at the university had 70 young adults play either a violent or nonviolent video game for 25 minutes. After the game, the subjects looked at neutral pictures - like a man on a bike - or violent pictures - like a man with a gun - as the researchers measured their brain wave activity. It turned out that when shown a violent image, those who had played a violent game showed a smaller brain response than those who had played a tamer game. In other words, the violent games desensitized players to violent imagery - and subsequent testing showed that gamers who played violent games like "Killzone" and "Grand Theft Auto" behaved more aggressively against their gaming opponents.maybe only one or two exposures to these kind of video games may not exactly cause a teenager to become a mass murderer, or else we would be having massacre almost everywhere. however, long term exposure may make long term influences on a teenager's mind that steers them to violent ways of dealing with problems
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Responsible

A new study conducted by Craig Anderson (PhD in Psychology), which analyzes 130 research reports on more than 130,000 subjects worldwide, proves conclusively that exposure to violent video games makes more aggressive, less caring kids, regardless of their age,sex or culture. Exposure to violent video games is a casual risk factor for increased aggressive thoughts and behaviour and decreased empathy and prosocial behaviour in youths.Computer games have a negative impact on the development of children, especially contributing to aggressive and anti-social behaviour. Playing computer games has a greater negative effect because it involves interactivity which impacts on learning processes of the child.The impact of computer games are especially influential since the games are highly engaging, children are rewarded by violent behaviour and they repeat this behaviour over and over as they play. Psychologists know that these three methods (active involvement, rewarding and repeating) improve learning. This is linked to a psychological term called "social learning" where a child learns by watching or imitating others, and its a process where a child's behaviour is negatively influenced by the aggressive, violent nature of computer games.
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Not responsible

I would like to humbly disagree with the proposition team. Firstly, although many studies have shown that violent video games makes kids become more aggressive, however, countless of other studies also show that violent movies causes kids to become more aggressive too. A study by Dartmouth researchers, published in the journal Pediatrics, focuses on 40 movies rated R for violence and shows that these movies have been seen by about 12.5% of American children between the ages of 10 and 14. The study was conducted in 2003 among 6,522 adolescents aged 10-14 and included top box-office movies from 1998 to 2003 that were rated R for violence.This shows the amount of exposure children of violent movies they had. The study may have been done in 2003, however, since the world has become more reliant on technology, the number of children exposed to violent movies will definitely increase as the years goes by. Thus, i humbly conclude that violent computer games is one of the many factors that causes teenager to be more aggressive however it is not responsible.thank you.
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Responsible

i would like to humbly disagree with one of alif898's point about teens learning negative things from these violent behaviour. one study in the special issue from http://www.medicalnewstoday.com shows that video game violence can increase aggression in some individuals, depending on their personalities. In his research, Patrick Markey, PhD, determined that a certain combination of personality traits can help predict which young people will be more adversely affected by violent video games. "Previous research has shown us that personality traits like psychoticism and aggressiveness intensify the negative effects of violent video games and we wanted to find out why," said Markey. Markey used the most popular psychological model of personality traits, called the Five-Factor Model, to examine these effects. The model scientifically classifies five personality traits: neuroticism, extraversion, openness to experience, agreeableness and conscientiousness. Analysis of the model showed a "perfect storm" of traits for children who are most likely to become hostile after playing violent video games, according to Markey. Those traits are: high neuroticism (e.g., easily upset, angry, depressed, emotional, etc.), low agreeableness (e.g., little concern for others, indifferent to others feelings, cold, etc.) and low conscientiousness (e.g., break rules, don't keep promises, act without thinking, etc.). Markey then created his own model, focusing on these three traits, and used it to help predict the effects of violent video games in a sample of 118 teenagers. Each participant played a violent or a non-violent video game and had his or her hostility levels assessed. The teenagers who were highly neurotic, less agreeable and less conscientious tended to be most adversely affected by violent video games, whereas participants who did not possess these personality characteristics were either unaffected or only slightly negatively affected by violent video games. "These results suggest that it is the simultaneous combination of these personality traits which yield a more powerful predictor of violent video games," said Markey. "Those who are negatively affected have pre-existing dispositions, which make them susceptible to such violent media." this research shows that only teens with certain types of personality traits would be heavily affected by violent video games. where else the rest of them without these personality traits may not be so susceptible to violent games. therefore, not all children and teens would learn from these violent video games.
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Responsible

I agree that violent computer games are responsible for aggressive behaviour in teenagers.I agree as violent video games have this system of risk and reward, let’s say if you are caught in a room in a game and u need to get out, the risk is if u didn’t manage to get out its game over and the reward is that you are able to kill and in the end able to get out of that room and continue to play. When these rewards are received immediately it will create an uncontrollable compulsion to repeat such a behaviour after which the game would have a similar scene which would promote violence, this caused a repetitive behaviour in violent video games. Once a person gets addicted to such games, it will slowly stimulate violence and thus enhancing the learning of violent behaviour. In a study, 210 college students were allowed to play Wolfenstein 3D, an extremely violent game, or Myst, a nonviolent game. After a short time, it was found that the students who played the violent game punished an opponent for a longer period of time compared to the students who played the non-violent game. Dr. Anderson concluded by saying, "Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations. It the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts." Despite the fact that this study was for a short term effect, longer term effects are likely to be possible as the player learns and practices new aggression-related scripts that can become more and more accessible for the real-life conflict that may arise.On April 20, 1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although nothing is for certain as to why these boys did what they did, we do know that Harris and Klebold both enjoyed playing the bloody, shoot-'em-up video game Doom, a game licensed by the U.S. military to train soldiers to effectively kill. The Simon Wiesenthal Center, which tracks Internet hate groups, found in its archives a copy of Harris' web site with a version of Doom. He had customized it so that there were two shooters, each with extra weapons and unlimited ammunition, and the other people in the game could not fight back. For a class project, Harris and Klebold made a videotape that was similar to their customized version of Doom. In the video, Harris and Klebold were dressed in trench coats, carried guns, and killed school athletes. They acted out their videotaped performance in real life less than a year later. This shows that after playing violent video games that is a chance of yourself getting lost between the dream world and reality, making people unable to think straight and will promote violent actions.Thus i agree that violent video games is responsible for aggressive behaviour behaviour in teenagers
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Responsible

I agree that violent computer games are responsible for aggressive behavior in teenagers.According the American Psychological Association, violent video games can increase children's aggression. Dr. Phil McGraw points out that violent video games don't teach kids moral consequences. For example, if you shoot somebody in a game, you don't get sent to jail or penalized in some way. In fact, you get extra points! Teenagers who play these games tend to use more aggressive or foul language. Also, they have less ability to control their anger and they tend to inappropriately resolve anxiety by externalizing it. So when they have anxiety, they tend to externalize it. Furthermore, the American Psychological Association says playing violent games correlates to teens being less caring and helpful toward their peers. These effects happen just as much for non-aggressive teens as they do for teens who already have aggressive tendencies. Teenagers spend a great deal of time with violent video games at exactly the ages that they should be learning healthy ways to relate to other people and to resolve conflicts peacefully. According to the National Institute on Media and the Family, teenage brains are in the midst of growth spurts, making teens very impressionable. Just when teens are wiring the circuits for self-control, responsibility and relationships that they will carry with them into adulthood, violent games activate their anger center while dampening the brain's "conscience."
Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Responsible

I agree that violent computer games are responsible for aggressive behavior in teenagers.For some teens, games are “everything.” That’s why there’s also growing concerns among parents about video games that range from: making kids more aggressive, developing sedentary lifestyles, squelching cognitive development or academic potential. After all, it’s very easy for teens to fall into the habit of spending too much time in front of those controllers.Previous research has shown a connection between violent media and aggression, as well as violence and desensitization. But this study looks at how teenagers' brains specifically respond to violent media, said Jordan Grafman, senior investigator at the National Institute of Neurological Disorders and Stroke. Participants in the study were 22 boys ages 14 to 17. Each participant watched clips of violent scenes from 60 different videos, which included movies such as "World's Wildest Street Fights Vol. 1 and 2," Grafman said, and rated the aggression of the scenes. Researchers could observe their brain function because each boy watched these scenes while in a functional magnetic resonance imaging (fMRI) scanner.These brain images showed that more aggressive violence was associated with desensitization in the lateral orbitofrontal cortex of the brain, which scientists believe has to do with emotions and emotional responses to events. They measured this by looking at the deoxygenation of blood in this area of the brain and how it changes over time.Participants also wore electrodes on the fingers of one hand to measure the electrical conductance of the skin, which indicates emotion. This was used to look at how desensitized the boys were to different videos, depending on the level of violence. This electrical conductance test showed that the boys appeared to be more desensitized by the mildly and moderately violent videos than the ones with a low-level of violence. Boys who had the greatest level of exposure to violent media routinely showed the greatest desensitization in this study.