ENGLISH FOR ORAL PRESENTATION
PERSUASSIVE SPEECH PORTFOLIO
(VIDEO GAMES BRING MORE ADVANTAGE THAN DISADVANTAGE)
(ALIFF BIN AZRI)
PROFESOR MADYA DR ALICE SHANTI KASAWI @ KRISNAN
DATE OF SUBMISSION
10 JULY 2022
Student’s Name ELC590
Matric Number SAMPLE PREPARATION OUTLINE
Faculty / Group
Lecturer’s Name PERSUASIVE SPEECH
: ALIFF BIN AZRI
: SR243 3B
: PROFESOR MADYA DR ALICE SHANTHI
Speech title : VIDEO GAMES BRING MORE ADVANTAGE THAN
Visual Aid : Monroe’s Motivated Sequence
General Purpose : Power point slides
Specific Purpose : To explain
: To explain to the audience that playing video games can
bring a lot of benefits in your life
: We must change the norm in people mindset that video
games only bring harms and don’t bring any benefits
I. I want to ask here, how many of you play video games every day?
A. Statistic shown that 33.3% Student nowadays play video games every day, 23.3%
plays 3 times a week, 6.6% plays it 4-6 times a week, 10% play it once a week, 10%
plays 2-3 times a month, and 16.6% plays once a month.
II. How long you usually play video games?
B. Overall, people spent an average of 37.2 minutes per day on gaming. My personal
experience is that I usually spend 1-2 hours everyday to play video games.
III. Do you often hear that video games simply bring negativity into your life?
IV. Before this I only thought my parent are the only one that keep on saying that video
games bring negativity in my life. However, when I also hear it from some of my friend,
I realize that there is still a lot of people that don’t know the benefits of playing video
V. After doing some research about this issue, It makes me want to spread it to everyone
so that we can change the mindset the have been buried in our brain.
VI. Today, I will try to open your mind so you can see that playing video games can indeed
bring benefits and make your life better
I. Well, everyone boys and girls, let me tell you the benefits of playing video games
II. Video games work as mind exercise.
A. It reduces stress
B. We crave the need to play as humans since it is instinctive and important to our
C. By regularly play video games, our problem-solving and adaptive abilities will be in
much better shape to handle this complex world.
D. Playing video games teaches us how to regulate or "convert" our negative
emotions and is the cornerstone for good mental, physical, and emotional health.
E. It creates laughter and freedom that can instantly reduce stress and add a feeling
of relaxation to our daily living. For example, playing 'The Sims' will make you relax
and enjoy as being the character in the game.
F. Playing video games is the best mind exercise as it not only makes the mind sharp
but also keeps it fit. By various studies, it is discovered that video games help in
improving problem solving ability
III. Improve Hand-eye coordination
A. According to a University of Toronto study, persons who play action video games
like Call of Duty or Assassin's Creed on a daily basis are better able to acquire new
sensorimotor tasks and increase hand-eye coordination than people who do not
play video games.
B. The study consisted of eighteen gamers who played at least three times per week
for two hours in the last six months compared to eighteen people with little to no
video game experience (non-gamers). The participants used a computer mouse to
track a moving white square. The goal of the task was to keep the cursor inside the
white square as it moved in a pattern.
C. Initially, both the gamer and non-gamer groups struggled to maintain track of the
white square, but towards the end of the exercise, the gamers were performing
more accurately than the non-gamers. This implies that while playing video games
does not provide an instant boost to acquiring a new ability, it does assist
individuals in learning new sensorimotor skills faster over the same time span.
D. Games help you build the ability to learn sensorimotor patterns and motions more
quickly and efficiently, which can help you with activities in the real world.
IV. Improve your social skill
A. Over 70% of gamers play with a friend, either competing against one other or
cooperating in a team. Games like World of Warcraft create virtual worlds and
communities that stretch well beyond the confines of the computer screen. When
done in moderation, playing video games in groups with other people might
enhance your social growth.
B. I myself have friend from Philippines that I play games together with.
C. Because video games allow players to form alliances and construct cooperative
teams, they can assist improve cooperation and supporting abilities. Many video
games produce better results when players collaborate, encouraging gamers to be
D. Video games also provide the players with the opportunity to take a leader’s
position, which requires greater social networking skills and team work to keep
other players happy.
E. These skills are important in the outside world for creating and maintaining
friendships, especially in school and work environments.
I. In a nutshell, Video games can bring positivity to yourself rather than negativity.
II. Playing games can help you in a lot of ways such as improving your eye-hand
coordination, social skill and reduce your stress
III. Now that you have learn about this knowledge and information, you can start to
play games without being worried that it might bring negative impact to yourself.
However, you must learn to contain yourself to not play over the limit or else it will
bring negative impact to yourself such as damaging your eye and messing with
your daily schedule.
IV. You can be the first step that can make people to change their mindset about
video games in the future.
V. Thank you for lending me your ears.
ACTION VIDEO GAMES MAY IMPROVE HAND-EYE COORDINATION. (n.d.). Retrieved
July 1, 2022, from iLs Australia:
Be social, make friends and play video games. (n.d.). Retrieved July 1, 2022, from
Persuasive Speech – Benefits of Video Game. (2022, April 20). Retrieved July 1, 2022, from
University of Toronto study finds action video games bolster sensorimotor skills. (2014,
October 17). Retrieved July 1, 2022, from University of Toronto: