The writer uses the method ethos to provide “hard evidence” (Lunsford, Andrea, et al. 52) to communicate to the audience his credibility and convince readers that video games further stereotypical beliefs and actions. The author uses studies referenced in the article to show “credibility” (Lunsford, Andrea, et al. 43) of studies done. One of the studies used in article “Playing with Prejudice” shows that “children between 8 to 17 years old make up the group that plays the most video games” (Burgess et. al. 552). Attracting this audience at such a young age is very easy to influence and lure them in, and over time this will affect their mine set and behaviors. In order for the author to prove his credibility to the audience, the writer uses research and data to support his argument.
The writer uses the method of logos by providing researchable evidence to link media stereotypes with violent results. An example was used to show the reasonable thought that certain prejudices are modeled, then carried over to viewers. In one study when asked to react to a real-life account of sexual harassment, men who were exposed to video games that sexualized women were more tolerant of sexual harassment. When a study of a political candidate was conducted, “Playing with Prejudice” claims, “those who saw the negative (Black video game) exemplars rated the Black candidate as less favorable than the White candidate” (Burgess et. al. 553). It was determined that player’s views of black