Sherry Turkle, a psychologist and a professor at MIT, uses a variety of rhetorical strategies to convey her opinion about modern technologies. Additionally, she exhibits some ways she believes technology is harming relationships in one of her Ted talk. TED (Technology, Entertainment and Design) is a non-profit organization that supports the ideas through strong rhetoric and persuasive appeals. In 2012, social media, texting, and online communication were on the rise; it was affecting human ability to interact and communicate with each other. Some people embraced this change wholeheartedly. Whereas others could not overlook the fact that technology was modifying human relations. Modern technology was changing how people relate to each other.…
The video game industry is a billion dollar market that has revolutionized American culture. Since 1947 with the invention of the first electronic game called the Cathode-Ray Tube Amusement Device (Cohen, 2012), video games has become an American phenomenon and coupled with decades of technological innovations and a changing society, today, there are more than 100 million games making the video game industry approximately $67 billion a year (Gaudiosi, 2012). Once considered harmless fun, video games increased exponentially in popularity and became very much part of America pop culture.…
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.…
Marc Prensky introduces the positive effects of playing computer games for children. His main argument is that games are powerful but also engaging tools for learning skills essential in everyday situations. Mark Prensky quotes a book called Got Game: How the Gamer Generation is Reshaping Business Forever in which the author John C. Beck describes the qualities of gamers and why gamers are better business…
Jane McGonigal’s “Be a Gamer, Save the World,” was first published in the Wall Street Journal in the beginning of 2011. McGonigal’s article is set out to convince her audience that video games inspire people to do great things in the real world. “Players of ‘Guitar Hero’ are more likely to… learn how to play [the guitar]”. Her use of facts, personal studies, and real world examples construct a persuasive argument that games make the best of people. McGonigal begins her article comparing the world’s view of video games as escapist and games’ true capabilities.…
Successful writing in business can easily be accomplished by any writer, even those who may not have prior experience. A specific audience must be kept in mind in order to accomplish a set purpose. With a few considerations the author will be able to adjust their style in order to accommodate for a professional business environment and the high standards that follow.…
Video games are notorious for having a number of negative effects on an individual and have built the reputation for being unhealthy, but Jane McGonigal hopes to break that stigma; Jane believes that video games can actually save the world.…
The essay “Why Games Are Good for You” written by Steven Johnson, was written not to say that video games are any better or worse than reading books, but simply to clear the delusion that video games are a interruption to people who play them. For…
Berger, A. A. (2002). Video games: a popular culture phenomenon. New Brunswick, N.J.: Transaction Publishers.…
In Linda Bernstein’s informative article “Gaming the Console” she presents both sides to the ongoing debate about the possible consequences associated with playing video games. Some experts have concluded that gaming leads to negative outcomes such as an increase in violent behavior, or a decrease in academic and social skills. On the other hand, there is a belief that some video games can have positive educational and physical benefits. Bernstein touches on all of these aspects of gaming and leaves the ultimate decision up to the reader to form his or her own opinion on the matter. Throughout the article, there are three images displayed that effectively support the text and help develop the arguments presented.…
There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…
New forms of technology and thinking has granted us with great opportunities such as medicine and creative social interactions. The human race has taken something as small as discovering electricity for a light bulb to creating smartphones. As mankind advances, many individuals look at different ways of solving unknown mysteries. Some people look to outlets that many don't dare to look towards, one of those people being Will Wright. Will Wright discusses in his article “Dream Machines” that video games “benefit rather than denigrate culture” (212). For years, many people have blamed video games for the violence among white youth, however Will Wright presents an outstanding argument on how video games can be a positive influence on the world such as progressive new ways of thinking and new technology.…
All my recent questions of developing a game is how to avoid it being saturated in the mainstream gaming community. I am often inspired by developers who take forgotten gaming aesthetics and re-imaging them into the main stream media, Games such as Furi that uses the nineties arcade style shooter elements in a 3-D environment, or Fez painted the 2-D Platformer elements in a 3D world, or the more recent Cuphead a game re-introduces the run and shoot’em genre of gaming and the artwork and animation of early cartoon. While I have no idea or intention of re-imaging a forgotten gaming, aesthetic, I will keep searching an experimenting till find one that I can re-introduce in this post-modern age.…
The world of gaming is a complex world; different levels, stories and characters. It takes a while before you can fully understand the world of gaming and what’s attracting people to begin with gaming. There are so many different games and terms that it is easy to get them mixed up with each other. So why is there so many people that like’s gaming? And is it really good way of learning? In this essay I will investigate why some people think that gaming is a good way of learning and what effects it has on the body and mind. I will also explain why I am against gaming.…
In a world where gaming consoles have become standard household items, there is much debate concerning the value of computer games versus the more conventional form of literary entertainment: books. Steven Johnson writes for the ‘The Times’, putting forth the view that computer games are a valid and valuable form of entertainment which increases problem solving skills while Boris Johnson, in an article posted on his own website, blames video games for a drop in reading standards.…