The Impact of Gaming The documentary that I watched is named Mind Games: The Power of Video Gaming by filmmaker Ron Thomas featuring Brad Bushman, James Paul Gee, and Martin Burnbaum. Ron Thomas uses pathos, ethos and logos to explore the advantages and disadvantages of video gaming. I think the filmmaker succeeded in building a strong argument through his appeals to ethos, pathos, and logos. Ron conducts interviews with retro gamers and experts in psychology, linguistics and education. Ron is credible because he is known for other documentaries that he has filmed. Ron appeals to ethos by interviewing credible people at a Retro World Expo. He talks to different presenters at the expo who are displaying their artwork and product they create …show more content…
He continues on and ask a critical question that was “How have video games impacted your life?” The people responded as it has had an impact on their artwork and one guy went as far as saying they create video games because he can’t stop himself and even though it’s not very profitable it’s okay because he loves what he do. Ron also gets people opinion on what’s the big deal with video games. The first went off the fact that when you have kids and you get home from work or something like that, you just want to relax and bond with your kids and how that means a lot to him. Another says that games just give you the chance to be somebody and express yourself. Next, he asks what are the negative impacts of gaming today. There was a teenage girl that was at the expo who gave her opinion on this concern with gaming as the comments that people make to others through games and on the internet, that are bad to say to others and make them want to do self-harm to themselves. Another great question that was asked was, “What are the pros and cons of video gaming?” Brad Bushman a
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the dangers outside. Now your father has disappeared, and it’s up to you to find him. After a harrowing escape from your subterranean home, you walk through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say “don’t leave us out here to die!” As you walk through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying “scenic overlook” on your right, the broken remains of the interstate bridge stand as a monument to a destroyed culture. Petrified trees are all that remains of the local fauna. Off in the distance, all that remains is destruction. While you may think of this stunning visualization of a wonderful novel, this is actually one of the opening scenes from Todd Howard and Bethesda Game Studios’ “Fallout 3.”
Videogames are amazing they promote creativity, team-work and social interaction. Video games actually work to increase how good your eyesight is. One study done by scientist’s Daphne Bavelier and her team found that playing five to fifteen hours of action games (e.g., Call of Duty) a week increased how good the participants vision was in two ways "The first way is that they 're actually able to resolve small detail in the context of clutter… The other way that they are better is actually being able to resolve different levels of grey”. Sure games have violence in them but honestly what doesn’t, films and TV are chock full of it, heck even Tom and Jerry promote violence and animal abuse plus there is a reason that those big shiny red “18” stickers are put on games so that it is clearly shown that children aren 't supposed to be given access to these specific types of game. As for the “waste of time” nothing is really a waste of time if you gain something from it such as
Video games have become a hot topic recently. There have been a lot of controversy over whether to play or not to play. The controversy is due to them being arguably more captivating than all other forms of entertainment. Video games narrate an epic tale like no other form of entertainment can. You can become immersed in video games, because of this they are both a highly entertaining escape from the real world and a complete waste of time.
Quittner, Joshua, and Maryanne Murray Buechner, et al. ?Are Video Games Really so Bad?? Time South Pacific 19 (10 May 1999): 50-55
While video games can have a negative impact on those who use them what is often overlooked as Wright points out is their ability to help those who play them in ways that nothing else can. His comparisons and the way he relates video games to people will certainly make people reconsider their thoughts and feelings about video games. Wright wants his audience to consider the fact that video games are not completely bad and to not look down on those who play
There are many views as to whether video game violence causes children to behave violently. Many children play violent games because that is what most people are playing and they feel that they need to do so as well. Violence is not only in video games but also in all other forms of media because that is what sells and what will make entertainment companies more money.
“No one is born hating another person because of the color of their skin or his background or his religion” -- Nelson Mandela. In Richard Connell’s short story “The Most Dangerous Game,” the character of General Zaroff believes that he is superior to all “common” people and therefore leads to finding a “new” species that have the ability to reason; which happens to be humans. Further along, another hunter named Rainsford lands on the General’s island and is then hunted by Zaroff but manages to escape his death. This short story illustrates the theme that elitism and racism allow violence to become acceptable. Although there are many current issues in society, the theme that violence is unfolding is the most relevant to the issues of today because
Bissell, Tom. "Extra Lives: “Why Video Games Matter.” They Say / I Say 2nd Ed. Birkenstein, Cathy, Russel Durst, and Gerald Graff New York: W.W. Norton & Company, (2012). 349-361. Print.
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
"There'll always be the argument that video games are meant to be played for fun. Believe me, some of it is a lot of fun. Video games are meant to be played from home, relaxing on a couch amongst friends. And they are, and that's fun. But competitive gaming, when you wanna attach your name to a world record, when you want your name written in history, you have to play the price."
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve