Do we pay attention to our smartphones to much? Have we ever played Pokémon? Does anyone else consider Pokémon Go as inappropriate behavior? In the article “Pokemon at Auschwitz” by Dion, Marc tells his readers about the ignorance that people today by disrespecting the tragic historical events that took place. Users find Pokémon stops at real locations and to collect Pokémon creatures and accessories. The Pokémon Go app can make users addicted and make them go to places that they are not allowed or that has meaning to many people. Pokémon Go has convinced users to get up and go places that they may or may not have gone before, which brings happiness to the users; nevertheless, many users have neglected other peoples’ wishes and continue to go into private properties, or go to places where users may not care about anything or anyone else except for their Pokémon. Pokémon Go has brought users happiness and adventure to their lives, creating memories that have lasting effects on people’s lives. This app users have been determined to find all the Pokémon and the Pokémon stops, thus having less couch potatoes. Pokémon users are more active than they ever have been. When is having too much fun with Pokémon too much? When users of …show more content…
Dion states that “playing Pokémon Go at Auschwitz takes the bland office accusation of the ‘inappropriate behavior’ to new heights.’” This statement reflects on the users of Pokémon Go on the fact of they are not morning on the death of the one million people. They have forgotten the history and the devastation of this event due to their own selfish reasons for their
Nintendo is the world's largest company in the video game industry. Over the years, Nintendo's video game consoles have been famous for its unique designs, along with its complex but simple controllers. Most importantly, Nintendo is famous for being kid-friendly. In August 2002, Nintendo partnered with Heineken, a famous Dutch brewing company, to publish a magazine ad to inform the public about an upcoming contest. The advertisement specifically utilized the elements of logos and pathos, unintentionally communicating to the reader that underage drinking is appropriate while playing video games.
Pokemon Go is the top grossing game around the world. In the US there has been over 75 million downloads as a result, while playing Pokemon Go and there have been 1000 injuries a day in the US. This report is going to focus on the US. This report is going to tell you if the Pokemon Go company should be liable as a result of the injuries that have happened or if the Pokemon Go company shouldn’t be liable. The report has been weighing up the pros and cons if Pokemon should be liable or not. In the Us, Pokemon Go should not be held liable for any injuries, as a result of play the game.
New apps on the mobile phones are taking a much more influential participation in our lives with the introduction of augmented reality. It changes the perception of our awareness of the surrounding through augmentations on our mobile phones. This comic explores the recent popular app ‘Pokémon Go’ in the ways that it affects our everyday lives, through a simple family outing portrayed by the protagonist Lucy. The comic starts with both Lucy and her mother in the setting of a beach. The contrast can already be seen where Lucy is holding and focused on her mobile, while her mother is empty handed. Lucy is so attached to her phone that she forgets her surroundings and walks into a pole. This shows the over attachment to the augmented reality that
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.
Rhetorical Analysis: “Is Google Making Us Stupid” In composing “Is Google Making Us More Stupid” Nicholas Carr wants his audience to be feared by the internet while at the same time he wants his work to seem more credible. Nicholas Carr uses many different types of evidence to show us that we should be scared and feared, as well as his credibility. Carr’s audience is people who think like him, who find themselves getting lost on the internet while reading something, someone who is educated and uses the internet to look up the answers to questions or to read an article or book. From the beginning of Carr’s article, he explains that the internet itself is making “us” more stupid. Carr talks about how his mind has changed over the years because of reading and looking things up on the internet.
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.”
The gaming discourse community is a most interesting group of people. Its members come from all ages and walks of life who are drawn to this community for many reasons. Typically, these the members of this discourse community fall in the age range of early teens to late thirties. They come from unique backgrounds, experiences, and nationalities. This diversity brings a life and culture to this community that is unlike any other.
In Jessica Statsky’s article, “Children Need to Play, Not Compete’’ points out how competitive sports are not fit for children from ages 8-12,due to the fact that it could trigger both their physical and mental health. First,Statsky elaborates on the idea of children faking an injury due to the fear of getting hurt.She cites a mother of an eight-year-old Peewee Football player,who says “The kids get so scared. They get hit once and they don’t want anything to do with football anymore. They’ll sit on the bench and pretend their leg hurts…” (qtd in Tosches). Some children are driven to even more desperate measures. For example, in one Peewee Football game, a reporter watched the following scene as a player took himself out of the game:“Coach,
“I’m sorry I didn’t hear you. I was responding to a text message. What were you saying?” Have you ever heard this expression or something similar; we all have. This is clear evidence of how cellphones can be a very big distraction in many social settings. Some people check their cell phone first thing in the morning. It is so easy to waste time playing on your cell phone rather than doing something productive. Cell phone use, can cause harm physically, socially, and academically, although cell phones have some good qualities, advancements in technology is causing the world to gradually become dependent on technology.
Video games. They provide an escape from reality to explore worlds and realms beyond our own. However there is a lot of controversy surrounding wether or not video games are good for you, many people are under the impression that video games turn kids and adults alike into mindless zombies hellbent on violence but in this essay I aim to convince you that not only is this untrue but that video games are actually beneficial. I’d also like to mention that too much of anything is bad for your health,for example extremely high quantities of broccoli can be toxic.
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.
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
Our cellphones have made it way too easy to derive pleasure from communicating, thus turning us into hyper-individualistic, distracted citizens. There are many positive aspects to our cell phones like being able to communicate with family far away, or having the capability to know how many stars are in our galaxy in a matter of key strokes; but the truth is, we use our phones for those reason for only a fraction of the time. Most of the time on our phone is spent reading, posting, favoriting, friending, unfriending, the actions are endless. We have become so accustomed to having our cellphone in hand that it has caused deaths on the road, and when we don’t have our phone, it can leave us in a state of withdrawal. Old people tell me that life is short. Go out and smell the roses.
Games have long been besmirched by the idea that playing them makes a person socially undesirable, nerdy, fat, and lazy. The number of negative adjectives conjured up by gamings detractors to describe gamers is staggering. Even in the wake of the Columbine Massacre the media went to great lengths to correlate the gunmen’s horrible actions with the game Doom.(cite needed) When games are not being linked to violent actions they have generally been regarded as an “escapist waste of time” by those who don’t really enjoy playing them.(McGonigal) Indeed a prevalent and sweeping assessment amongst closed minded individuals is that games offer nothing to the individuals playing them. This negative assessment that paints games and the individuals that play them in a negative light could not be further from the truth.