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Impact of social media argument essay
Impact of social media argument essay
Impact of social media argument essay
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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
Pokemon Go Inquiry Should the creator of Pokemon Go be held liable for the injuries as a result of playing the game 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 his article, “Extra Lives: Why Video Games Matter,” author Tom Bissell utilizes pathos to explain the extra life our society is born into when dealing with gaming, making us forget everything happening around us. Bissell gives many examples of his own life and
Using ethos is a way of appealing to the reader based on the credibility of the source in which the author is trying to promote. Credibility can be accomplished by using tactics to support reliability. First, the author attempts to establish credibility by relying on tradition and value. He accomplishes this in the advertisement by placing major emphasis on a man wearing a belt buckle. He states, "You look more closely. And see a grapefruit-sized rodeo championship belt buckle, dazzling in the sunlight. And you know at that moment, you must be in Texas" (McCALL p. 87). One may argue that the ad establishes the locatio...
As a member of 8 years of the gaming community, I am proud to say I play Pokemon Go. Pokemon Go is a game in where you walk around and capture these creatures with Pokeballs. Some members of the Game Center don 't agree with the new augmented reality, and real world locations applications because they find it dangerous. Lately, the news has been broadcasting players getting hurt, jumped, and even arrested. Very few players found themselves in car accidents, being lured into gunpoint robberies, or making irresponsible mistakes like leaving children unattended, bumping into people, and wandering into private property. However, any of these incidents can occur by using other gaming, social media application, and/or just by simply using your
The strange life and death of Christopher McCandless is an enigma. After disappearing for 2 years, McCandless was found dead at age twenty-four in the Alaskan wilderness, the world stunned on why an affluent young man with a bright future would give it all up to live in seclusion in the wilderness. In his book Into the Wild, Jon Krakauer theorizes the motivations of McCandless and why a seemingly sane person would take such dangerous risks. Krakauer’s major theories of why McCandless did what he did revolve around a singular idea: freedom. Krakauer uses McCandless’s change of identity and wilderness adventures to symbolize freedom and self-expression.
Perry, David. “Are Video Games Better Than Life?” TED. Monterey, California. Feb. 2006. Web. 16 Feb 2014. Keynote Speech.
Melanie Scruggs recently wrote an article titled “Cost will be too great if Houston doesn’t recycle” about the dangers that Houston may face if they continue to put recycling as a last priority. I believe that Melanie Scruggs does an amazing job describing the issues that we are facing and poses an effective argument on why we should recycle.
Topic: Supporting that violence in video games is does not cause violence in real life.
Today, in the Digital Age (where information is only a click or two away, movies are in “high-def,” and phones can act as a calculator, a camera and a GPS), there has been a huge shift of economic interest towards computer-based technology and new media. These have since become a huge part of modern culture. According to the Entertainment Software Association’s 2012 sales, demographic and usage report, fifty-eight percent of Americans play video games, and thirty-two percent of these are under the age of 18; an earlier study reported that the average gamer in America plays about eight hours each week (“2013 Sales” 2). There is a psychological phenomenon called the “mere-exposure effect.” It describes how humans tend to feel an unexplainable preference for people or things that they are familiar with (Fourni...
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.
Bissell, Tom. Extra Lives: Why Video Games Matter. New York, NY: Pantheon Books, 2010. Print.
You can’t say how you came to be in this state. You don’t know if it was a bike accident or an accidental hit in a Pokemon battle. And by ‘this state’, you haven’t the faintest. To you, everything is normal. Better than normal. You’re on your way to being the greatest trainer the world will know.
Most days a person will lock themselves in their room and play games until it becomes necessary to get up. But, there are some games like Pokémon Go that allow for a different kind of reality, an augmented reality. Augmented reality is defined as a live direct or indirect view of physical environments whose elements are augmented by computer-generated or real-world sensory input. And this game uses the phones GPS to track Pokémon while player walks around in real time to catch Pokémon, an animated creature from an anime. This game is different because the player must walk around to capture the Pokémon, however, the game has become obsessive and people have invested so much time in the app that it almost causes people to “forget” the real world. The players are walking around ignoring the world or in the case of the article titled “Pokémon Go players aren’t ignoring reality. We’re changing it” it states, “We’re all familiar with the phenomenon of “autopilot” – the way we completely tune out what we already know how to navigate, driving to work without seeing or remembering what we drive past” (Dodds 3). These players are sitting and walking by each other but not aware that they are there. We are so tuned out that the real world is becoming obsolete and there are dangerous outcomes. Because of this, the chances of walking into the street at the wrong time becomes higher or even, the chances that the person driving is
“4 out of 5 households contain at least one device used to play video games.” This was said by Colin Campbell, a journalist and writer that published a novel about the gaming industry. We always hear from parents and others that video games are a waste of time, or they kill brain cells, but what about the benefits of playing video games? Why aren’t people talking about the benefits of playing video games? Video games have benefits in multiple areas. A couple areas for example would be education or work related benefits. With the amount of people that play video games whether it’s for a living or if it is just once in a while that you play there’s benefits to playing. I personally see benefits from playing and I’m going to use a little personal experience into this paper as a first hand account.
In the editorial “Video Games Pro Con”, author Steven Markoff gives a compelling argument and uses many ethos and logos. The information he uses helps his argument and his information is current. Using the “(2008) study Grand Theft Childhoo...