Save The World Analysis

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Jane McGingal article was titled be a Gamer, Save the World represents that the author is a gamer. She tells us that there are many benefits of playing video games. By proving that video games can be able to satisfy human needs and wants to be able to solve problems in the world; instead of the actual world solving that problem. Even McGingal addresses “Where in the world is the gamer’s sense of being fully alive, focus and engaged in every moment?” (McGingal). “The world just doesn’t offer up the same sort of carefully designed pleasures, thrilling challenges and powerful social bonding that the gamer finds in virtual environment” (McGingal). The author is also using logos that appeal to reasoning as data and statistics. “More recently, …show more content…

“Today’s video games are increasingly created on an epic scale, with compelling stories, sweeping mythologies and massive multiplayer environments that produce feelings of awe and wonder” (McGingal). She trying to persuade that whenever a gamer starts to play a game, they start to feel the excitement, and pressure of the games. While others players are playing the game, its gives the readers knowing that they can build relationships with the other players to help them solve their actual problem in the world. This can show pathos; because McGingal wants to let the gamer know that they can be able to go face to face with someone else, building a relationship and striving it. “With so much blissful productivity and urgent optimism, stronger social bonds and extreme cooperation, it’s not surprising that so many players feel that they become the best version of themselves in games” (McGingal). She trying to say that since players that don’t really physically see the other players, but while playing the game with them, might as well strengthen your social bonds or becoming a better person. What she trying to argue is that she using the technique to show people that it can work? But if players attempted to try playing the games, on which she wants to argue, she wants to engage the …show more content…

“My research over the past decade at the University of California, Berkeley, and the Institute for the Future has shown that games consistently provide us with the four ingredients that make for a happy and meaningful life: satisfying work, real hope for success, strong social connections and the chance to become a part of something bigger than ourselves” (McGingal). The author is trying to persuade the reader that there can be so many benefits of playing a video game. The purpose is not to make money out of playing the game but to able to show that goals can be met. Those studies show that it can give more to gamers and people in general to experience these type of things. By what she was saying that it can show that she was a success; and that she wanted to experience it first to show that she has some credibility. “One recent study found, for example, that players of “Guitar Hero” are more likely to pick up a real guitar and learn how to play it “(McGingal). The author might be trying to say that in real life, they might not have any motivation to do it, but when they pick up a guitar for a game, they might think as it’s just a game and that it can just be for fun. But; after a while of playing it, they could found that the game was really fun, and can lead that player to pick up a real guitar and learn how to play it for real. This also shows her credibility; the author Jane McGingal must have picked up a guitar herself and saw the many

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