Tuesday, February 26, 2019
Gaming the Console Response
2121 paper for MIT Dr. Tim Freeborn January 31, 2012 Gaming the Console Rhetorical Essay In Linda Bernsteins informative article Gaming the Console she presents both looks to the ongoing surround about the possible consequences associated with playing video games. Some experts go through think that sport leads to negative outcomes such as an attach in unfounded behavior, or a decrease in academic and social skills. On the other hand, there is a belief that some video games give the gate have positive educational and physical benefits.Bernstein touches on all of these aspects of gaming and leaves the ultimate decision up to the reader to form his or her suffer opinion on the matter. Throughout the article, there ar three icons displayed that in effect support the text and help develop the arguings presented. The initial picture that is sprinkle across the entire first page of the article seems to represent the fictional character of teen who exhibits the potential fo r increased aggression as a outlet of playing video games.The photo depicts a male teenager with bar hair, dark eyes, pierced ear, and stubble on his lip and chin. These characteristics are typically indicative of a much rebellious or aggressive individual. His preoccupancy is evident in his wide-eyed expression and his grimacing face with his tongue in his mouth. He holds the console in a tight grip as shown by the redness of his skin around his thumbs, which indicates his level of intensity. All of these elaborate compliment the nonion that video games whitethorn be unknowingly impacting areas of the promontory associated with aggression.Professor Craig A. Anderson of Iowa State University describes this as follows The effects arent huge or in a flash noniceable by a game player, but they tend to increase over time (Bernstein 14). The player may not feel more aggressive after playing a game, but there may be evidence to suggest the effect is still there none the less. The next image in sequence works well in conjunction with the text and seems to support the argument that gaming can have positive benefits if used clutchly. For instance, in the article eighteen-year-old David A. xpresses, Its a recreation way of being with your friends when you are home relaxing. It is competitive and fun, but I hardly do it when I have extra time (Bernstein 14). This opinion appears to be shared by the two male and two female teens shown in the picture. They appear to be having fun while playing the game and acquire along. Although they have a look of concentration on their faces, the fact that they are all leaning in the same direction could indicate they are playing towards a common goal, and thus encouraging teamwork.It shows sons and girls playing unneurotic which illustrates that gaming can have a social and inclusive benefit, and is not simply for socially awkward children. This image can support the vox populi that if gaming is not performed at the excl usion of other things such as schoolwork and sports, it can be a fun pastime. The last image Bernstein integrates into her article could be perceived as support for either side of the debate over the impact of video games. The presentation of a boy with his headset on and console in the air with a huge make a face indicates again a positive image of gaming.On the other hand, the fact that he is wearing headphones may signify that he is a serious gamer who spends a lot of time gaming at the exclusion of other educational activities. This picture is rather ambiguous because depending on whether he is part of the 8% teen gamers who are addicted or 92% who are not addicted it can have a very different kernel (Bernstein 14). Overall, this image can be interpreted to support whatever argument you are rooting for by the end of the article.Bernstein is successful in presenting utile images that enhance the text while still being fair and display all views discussed throughout the articl e. The first image portrays the aggressive nature of gaming, the sec illustrates the social aspect of gaming and the third image is left up for interpretation by the viewer. Overall, the article displays a balanced perspective complimented with appropriate corresponding images that support Bernsteins thesis. Works Cited Bernstein, Linda. Gaming the Console. Current health Teens. March 2012.
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