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Rhetorical Analysis of Video game

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Rhetorical Analysis of Video game

The topic we most love as a student from time and time is about a video game, but we should ask ourselves, what are the effects of playing a video game on students? The answer to such a question is provided with evidence, author Simone, wrote ‘Does playing video violent video games cause aggression? A longitudinal intervention study,’ published in 2019, another proof is from Kendall Powell, who wrote ‘Knowable Magazine,’ about ‘what electronic games can teach us,’ posted in 2019 by Annual Reviews. The last article is from the American Psychological Association(APA), wrote, ‘video gameplay may provide learning, health, social benefits, review find’ published in 2014. These articles and magazines argue about the benefits of playing video games for students. Simone begins by building his credibility with individual facts and reputed sources. The article ‘Annual Review of Psychology’ started by employing successful emotion appeals and statistics, and the magazine article by Kendall cited convincing facts and, ultimately, his argument.

Rhetorical Strategies

In the article, Simone first investigated the effects of violent video gameplay by spanning a questionnaire with a large battery of tests. He outlines behavioral measures of aggression, sexiest attitudes, empathy, and interpersonal competencies. He also described impulsivity-related constructs such as sensation seeking, boredom prom proneness, risk-taking, and delay discounting. Simone is also concern about mental health (depressively, anxiety) as well as executive control functions. In America’s psychological association (APA) conducted a comprehensive review of research on violence in the video game and interactive media, their findings indicated that playing video games such as violet shooter games may boost children’s learning, health, and social skills. However, the research also maintains that playing may strengthen a range of cognitive abilities like spatial navigation, reasoning, memory, and perception. The article reviewed that the adverse effects of gaming are addiction, depression, and aggression, but it suggested that this should be ignored. APA researcher continues saying that playing a video game can improve the thinking capacity of the player, the player thinks in about objects in three dimensions, just like academic courses designed to promote these same skills.

Consequently, the study by APA researcher reported that playing a video game may help children to develop the problem-solving ability, which enhances the creativity of the children and improve school grades. Furthermore, APA study shows that playing simple games such as ‘Angry Birds’ can improve the moods of a player or promoting relaxation and ward off anxiety. The article also noted that participating in worldwide games such as ‘Farmville’ can lead to virtual social communities. In ‘Knowable Magazine’ from Annual Reviews published by Kendall, begins by saying that when his kids, ages 8, bang through the back door after school, and the first thing they do is playing ‘Prodigy.’ She continues saying that video games are increasingly making her children’s way in classrooms (Powell, paragraph 3). She grows evidence by indicating that some video games may improve brain performance on a narrow set of tasks. Kendall adds that players who play action video games have a significant focus on targets of interest, and they could consistently track five moving objects in the visual field. (Powell, paragraph) this was compared with those who don’t love playing video games (Powell, paragraph 4). Throughout the piece of authors, Simone uses participant that strengthened his credibility and appeal to ethos, as well as build his argument. His participants played the violent video game, ‘Grand Theft Auto V, and the other participant played non-violent video game, ‘The Sims 3’ or no game at all. Simone also uses sources such as the General Aggression Model (GAM) and a study from the local ethics committee of Charite University Clinic in Germany (Simone, paragraph 6).

Citation of these sources and provision of material and methods, it boosted Simone’s credibility by showing that his research is well done, and he has provided facts and statistics, as well as professional opinions to support his objectives. American Psychological Association used several sources and cited them to power their credibility and appeal to ethos. The source used includes Isabela Granic, PHD, of Radboud University Nijmegen in the Netherland. By mentioning this source, the APA researcher increased their credibility by indicating that their paper looks good and provides evidence and data. Kendall Powell provided references and personal examples to create credibility and appeal to ethos. Resources such as Richard Mayer, an educational psychology researcher at the University of California, Santa Barbara, undergraduate studying psychology at the University of Rochester in New York. C Shawn Green, Bavelier, a cognitive neuroscientist at the University of Geneve in Switzerland, at New York University’s Games for Learning Institute, coordinator Jan Plass’s team. And she also uses personal experience as an example to convince the audience on the matter, for instance, she says, ‘when my kids, ages 11 and 8, bang through the back door after school, often the first things out of their mouths is: “mom! Can we play prodigy?” (Powell, paragraph 1) this statement shows that she has a personal stake in her first experience with playing video games.

Adding to the article’s ethos appeal, Kendall uses hard appeals to logos (Foss, 26), with a lot of facts and data and logical progression of ideas. In her statistics, ‘…… after a quick mental calculation of how screen time they’ve already had for the week and how peace I need to finish my work, I acquiesce.’ (Powell, paragraph 3). This detail builds logos and impresses upon the audience that playing the video game is worth discussing. For the APA researcher, he provides the statistics, “by learning to cope with ongoing failures in the game, and the authors suggest that children build emotional resilience they can rely upon in their everyday lives.” They use logic to impress the audience on the benefits of playing video games to children. Simone, in his study, he also provides a statistic is that logically impress the audience in the discussion of playing a video game is worth. For example, when he says, “since we collected 52 separate outcome variables and conduced four different tests with each (GTA vs. Sims, GTA Vs. Controls, crossed with baseline vs. posttest 1, baseline vs. posttest 2), we had to conduct 52 x 4 = 208 frequentist statistical tests.” (Simone, paragraph 8)

Along with strong logos appeal(Foss, 26), Kendall has appealed to pathos expertly at the beginning of the study. In his introduction, she emotionally indicated the words and phrases that build the image of sympathy to the audience; for example, she says in her statement that “……. the first thing out of their mouths is a mom! Can we play prodigy.” This evokes negative emotion about the addiction of her children in playing Prodigy game. How they may feel when they are denied to play it, she introduces the argument with seriousness. In APA researchers, they also argue with pathos to persuade the audience. In the statement, ‘if playing video games simply makes people happier, this seems to be a fundamental emotional benefit to consider’ for this statement it drives the theme of sympathy for the children who don’t play video games tend to build emotional resilience.

Intended Audience

The intended audience in Kendall magazine article is the students and the LGBTQ + community, and she identified the intended audience in her article to put the writing in the proper context. For example, she says, ‘through video games are increasingly making their way into classrooms…’ (Powell, paragraph 7). It is easy to determine that the intended audience students are just learning to read. It has been simple to accurately the author to write by understanding the intended audience. She said that ‘this is potentially good news for students, as well as for the millions of people who love to play.’ The potential audience for APA research is children. To support this, the author says, ‘playing video games may also help children develop problem-solving skills,’ they continue saying that’ children’s creativity was also enhanced by playing any kind of video game…’ Simone, in his article he also targets the intended audience; this audience includes groups of gender differences because, in his result, he indicated that ‘sex distribution in the present study did not differ across the groups.’ (Simone, paragraph 7)

Kind of Language and Diction

Kendall’s research uses informal diction in his article; she has used informal words; she talks about how her children request her to play Prodigy. She has used formal writing in her magazine, ‘ what electronic games can teach us'(Powell, paragraph 1). however, she uses conversation; for example, ‘ there is a lot of evidence that people and young people spend a lot of time playing games on their screens.’ The article by APA research gets a sense of formal, the voice used in this statement, ‘this has critical implication for education and career development…’ is in a low voice so that it could be heard.  Kendall continues with colloquial language, for example, in the statement, ‘… potential for games to help motivate students- adding a bit of chocolate’(Powell, paragraph 6). The use of highly formal constructs this statement, and the author is assuming the leader understands that playing a game is chocolate because of its sweetness. Simone has used jargon language because he has show procedures and materials integral to the questioner he conducted. Example in his study, ‘ninety healthy participants (mean age = 28 years, SD = 7.3, range 18-45, 48 females) (Simone, paragraph 10)

Construction of Sentences and Paragraphs

The APA research used a unified paragraph that introduced the topic very clearly. It stated why the problem is essential, the introduction paragraph,’ playing video games, may boost children learning, health skills’ (American psychological association, paragraph 3) the topic is introduced, and the importance of the matter is displayed. Simone’s articles used a coherent paragraph that is all logically follow each other. In his article, he used transitions that connect to connect ideas. For example, he used sub-title, abstract, and material paragraphs. For Kendall’s report, the introduction paragraph has not stated why the topic is essential, and she does not even describe the assignment will be structured.

Kinds of Emotions

Adjective for negative emotion is employed by Kendall’s article to the reader when she says that the first thing her kids asked after school is if they can play Prodigy. This statement is very emotional because you can imagine what her kid can feel when they are not allowed to play. The study by APA showed emotion when they revealed that playing games have a negative effect; this includes addiction, depression, and aggression (American psychological association, paragraph 4). The word depression is sound emotion. Simone’s article indicated that violet content increases the accessibility of aggressive thoughts and affect when participants are in the immediate situation; by this statement, his research has shown the positive emotion.

conclusions

Simone begins the article by effectively persuading the audience of what does playing violent video games cause aggression. Simone provided evidence by presenting statistics, facts, and studies to prove his main point. He uses a questionnaire and measures to drive his arguments. His experiment is not adequate applicable to many readers, and this makes the reader not to take serious about the topic. The reasoning of Simone by using different tests and logical explanations of the argument has grabbed the attention of the reader, and this is effective. Kendall uses personal experience in debate, and she appears to the audience’s emotions to elicit empathy. Her article makes the argument effective because the reader takes it more severe upon the topic and are convinced by the messages. In APA, the research presents statistics and facts by citing from other sources to make clear about playing a video game, they had also reason by using the logical explanation of the argument, and this is convincing the reader about the topic.

 

 

Work Cited

American psychological association. Video game play may provide learning, health, social benefits, review finds. https://www.apa.org. https://www.apa.org/monitor/2014/02/video-game. Published 2014.

Powell K. What electronic games can teach us. Knowable Magazine | Annual Reviews. https://www.knowablemagazine.org/article/mind/2019/video-games-educational-benefits. Published October 2019.

Kühn S, Kugler DT, Schmalen K, Weichenberger M, Witt C, Gallinat J. Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry. 2018;3(234). doi:10.1038/s41380-018-0031-7

Foss, Sonja K. Rhetorical criticism: Exploration and practice. Waveland Press, 2017.23-40

(American psychological association, paragraph)

(Powell, paragraph)

(Simone, paragraph)

 

 

 

 

 

 

 

 

 

 

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