Академический Документы
Профессиональный Документы
Культура Документы
Video game usage has increase in the past fifteen years, and its increment has turn some
important heads. It has been a lot of controversy about videogames. Parents worried if the
video games could affected their children, universities making research about the topic,
its been a topic that has made it to the best news paper in the world, as in the best
conferences in the world also. This topic has been presented in two genres: Jane
McGonigal in The game that can give you 10 extra years of life , starts with a simple
phrase I am a gamer so I like to have goals (gamer is a person who plays video
games). She implies that gamers usually have goals. Jane Mcgonigal is a video game
developer that has dedicated the last 10 years of her life to research about the topic. The
second genre is are video games bad for your health? Virtual worlds cause us to ignore
symptoms of illness and make us care less for others by Rachel Reilly. The three main
points Rachel talked about in her article are, that games are becoming so advance that
players are losing sight of reality, that the line between human and machine are becoming
increasingly blurred, this leads to players ignoring or missing health issues in their own
bodies.
Rhetorical Issues
Both genres present rhetorical appeals, at some point both use ethos, pathos , and logos,
one genre better that the other in somethings.
Ethos
In the first genre, Jane Mcgonigal, its a game developer that has research for more than
ten years of her life about video games and how we can use video games to improve real
life. She also supports her points with studies made in universities around the U.S. Jane
not only used her own research but supported it with someone else research and explain it
with examples.
Pathos
From genre number one, Jane share a personal experience with the audience, to explain
why she was talking about the subject, why she was so sure of what she was saying. She
explains how life put her in a tough situation, and how she walk it successfully thanks to
a game she invented, and she explains that it sound ridicule and she would thought the
same if she hasnt experienced by herself.
The second genre, use an aggressive tone, Rachel throws facts without examples, and just
says that research found this continued by a dramatic phrase. She never used any personal
experience. If this article creates any emotion it could be more of invoke fear about video
games.
Logos
Jane explains every one of her points with examples and image, even with personal
experiences. Jane its a game developer, obviously she is trying to persuade people to
play more games, but in every point she has, she explains why, with image, examples and
interaction with the public. At the beginning of her presentation, the audience seems a
little skeptic about this topic, at the end when she finished her audience stand up and gave
her a obviation.
REFERENCES
Jane Mcgonigal (2012) the game that can give you ten extra years of
life Retrive from
http://www.ted.com/talks/jane_mcgonigal_the_game_that_can_give_yo
u_10_extra_years_of_life/transcript?language=en
Rachel Reilly (2013) are video games bad for your health? Virtual worlds cause us to
ignore symptoms of illness and make us care less for others retrieve from
http://www.dailymail.co.uk/sciencetech/article-2479022/Are-videogames-bad-health.html#top
http://www.newsworks.org.uk/Daily-Mail
ted.com