Pokemon Go Persuasive Analysis

883 Words2 Pages

Pokémon Go has been the most popular game talked about since it came out in June of this past summer. The game was designed by Nintendo to get gamers outside to experience their surroundings while finding Pokémon at geo-located sites. Two profound writers shared personal outlooks on the game in articles featured in the New York Times: Room for Debate. The first article “Resisting the Call of the Virtual” written by Louv gives citations from scientific research to target his intended audience by appealing to logos. The second article “Pokemon Go Connects Us to Our Cities and Neighbors” by Jeong uses heavy amounts of pathos to hook the audience into believing her claim that the game is full of good. Jeong accomplishes her rhetorical purpose more successfully than Louv because of the commanding appeal to pathos she creates as well as her ethos supported by first-hand game and research experience.
Louv is attributed to greater ethos than Jeong because he is a working professional and he aims his audience toward parents. He is more likely to accomplish his rhetorical purpose using ethos because …show more content…

Her writing aims to create an interest in speaking to those who you don’t usually speak with. The article attempts to loop people into joining the game, she does this successfully by using first-hand experience playing the game. The intended audience believes her claim that Pokémon Go creates new experiences because of how intelligently she uses pathos to hook people in. An example of pathos is her emotions while engaged in these interactions which lead the audience to wish for the same feelings. She appeals to both players and non-players through an enthusiastic sense of community the game creates. Jeong’s diction is smart because she targets certain emotions using words such as “delighted”, “laughed”, and the phrase, “break the bubbles we’ve built around

More about Pokemon Go Persuasive Analysis

Open Document