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different opinions on it, both positive and negative. For example, there have been several
controversies that have increased in popularity such as the belief that video games lead
adolescents to engage in aggressive behavior and become violent. However, there are positive
impacts of video games such as relieving stress, improving learning abilities, and engaging in
more physical activity. These reasons are proven through two different types of genres. The first
genre is an article known as, Video Games and Health: Video Gaming Is Safe for Most Players
and Can Be Useful in Health Care, written by Mark Griffiths. This article provides and explains
different reasons in which video games have improved health care such as beneficial for pain
management, physiotherapy or occupational therapy as well as focuses the attention away from
discomfort. The second genre is an infographic titled, Gaming is Good for You, written by
Jason (Frugal Dad), which shows how scientists and therapists discovered that gaming can
change an individual for the better. This is proved with examples of video game benefits on
therapy, socializing, education, and the body. These genres not only better describe the positive
impacts of video games on adolescents, but it will also be discussed throughout the paper.
Players and Can Be Useful in Health Care, written by Mark Griffiths, a Professor of Gambling
Studies, wrote this article for the British Medical Journal to inform his readers of different ways
on how video games have benefitted the health care system. The second genre titled, Gaming is
Good for You, written by Jason (Frugal Dad), which he arranges information regarding the
benefits of video games by using pictures and numbers to engage the audience into believing that
understanding of the health care system as well as therapies that fall within the health care field.
This article appeals to this type of audience due to the fact that these individuals do understand
the examples and scenarios that are stated within the article in which helps them agree with the
fact that video games do make a difference in pain management as well as in physiotherapy or
occupational therapy. The second genre focuses on a variety of audience, especially individuals
who have children. The genre focuses on this type of audience because simply by searching for
this type of topic any individual is able to find this graphic and understand the message coming
across. This genre also focuses on individuals who have children because many parents want a
better understanding on what their children are engaging with on a daily basis. This genre better
explains this by providing the parents with many different type of benefits such as improvement
The author, Mark Griffiths, wrote the article, Video Games and Health: Video Gaming
Is Safe for Most Players and Can Be Useful in Health Care, to inform his audience of the
benefits video games have on the health care system. The audience this purpose was presented to
played a significant role since they had previous knowledge in the health care system they could
agree with the evidence that the argument presented was true. The second genre titled, Gaming
is Good for You, written by Jason (Fugal Dad), focused more on presenting different facts,
statistics, and information to persuade as well as to inform his audience about the positive
impacts that video games have on adolescents. The audience was presented with this purpose not
only to gain more information regarding the topic, but also for them to understand that video
games can be beneficial for adolescents in several different ways such as for therapy, socializing,
to the audience. The first genre was presented through an article in the British Medical Journal
compared to the second genre which was presented through an infographic. The second way in
which both genres differed are through the use of language. The first genre used a more
experienced language since it was intended for an audience with knowledge in the health care
field. The second genre used a simpler type of language, but did not use as much words. Instead,
the second genre used images, colors, and numbers to make it easier for the audience to
understand. This genre also focused more on an audience who would just want to know the main
points of the topic instead or reading in depth about why they topic is beneficial to adolescents.
The article, Video Games and Health: Video Gaming Is Safe for Most Players and Can
Be Useful in Health Care, establishes credibility starting with the author Mark Griffiths. This is
credible because, as mentioned earlier, the author is a Professor of Gambling Studies which
makes the argument credible since the author has had experience with the topic. The author also
uses real life examples throughout his article which again shows credibility because there have
been individuals who have been impacted by video games. The second reason as to how the
article establishes credibility is by publishing the article for the British Medical Journal which is
read by many individuals with a health care background. The infographic titled, Gaming is
Good for You, written by Jason (Frugal Dad) also establishes credibility because the author was
the founder of the website where he published the infographic. This is considered credible
because the author obtained both experience and knowledge in the topic well enough beforehand
to help others understand the benefits as wells as to provide advice for those individuals who
The first genre emotionally appeals to the audience by providing examples of real life
scenarios of individuals who have relied on video games to help them get back to their regular
lives. For example, video games, as mentioned in the article, helped a 13 year old child with
Erbs palsy train to learn different movements. Another example would be how the use of a
handheld video game helped an 8 year old boy stop picking at his face. These examples appeal to
pathos because it uses real life scenarios to move the reader to agree that video games are
beneficial in the health care field. The second genre appeals to pathos more so than the first by
using colors and pictures to prove its point. For example, the colors mainly used in the
infographic are yellow, green, and orange. The psychological meaning for the color green
symbolizes growth and hope which is used in this topic as a way of stating that video games are
beneficial for adolescents. The psychological meaning for the colors yellow and orange
symbolize happiness, positivity, and energy which shows the enjoyment that video games bring
The first genre establishes logos by providing several reasons as to how video games
have been beneficial for the health care system which overall persuades the audience into
believing that the argument is correct. Another form of appealing to logos, as mentioned before,
are the real life scenarios because it persuades the audience into believing that video games have
improved someone elses life. The second genre appeals to logos by using statistical information
such as numbers to help state the facts of the argument. These numbers help establish persuasion
because once the audience sees the different percentages and ranges of numbers they believe that
As mentioned earlier, both genres presented the topic of positive impacts of video games
on adolescents in different ways. The first genre presented the information in an article and
mentioned how video games impacted the health care system. It also used examples such as the
real life scenarios and how the video games overall benefitted the individual. After mentioning
the positive impacts, the author also briefly stated some negative impacts of video games. The
second genre focused its information in a very organized manner by providing the main points
that the video games would benefit and within those points there were pictures, numbers, and
examples describing them better for the audience. These not only were much simpler to read and
understand, but they were also made to persuade the audience into believe the topic presented.
Conclusion
Overall, the two genres discussed the topic of positive impacts of video games on
adolescents well. The first genre, Video Games and Health: Video Gaming Is Safe for Most
Players and Can Be Useful in Health Care, focused the topic more on a health care setting
versus the second genre, Gaming is Good for You, which provided more information on the
main point to persuade its audience. However, each genre explained the main point which was
why video games are beneficial. Video games have always received several opinions, both good
and bad, but these two genres were able to explain why video games are beneficial to humanity.
References
Griffiths, M. (2005). Video Games and Health: Video Gaming Is Safe For Most Players and Can
Be Useful In Health Care. BMJ: British Medical Journal, 331(7509), 122-123. Retrieved
from http://0-www.jstor.org.lib.utep.edu/stable/25460165
Williams, L. (1970, January 01). Context of Practice. Retrieved September 24, 2017, from
http://l-williams255729-cop.blogspot.com/2016/02/creative-response-infographic-
research.html