Blog Post: “Not A Toy” Rhetorical Analysis
To watch the video, click on the following link: http://smartgunlaws.org/law-center-and-americans-for-responsible-solutions-release-commonsense-solutions-toolkit-on-protecting-kids-from-unintended-shootings/> (Links to an external site.)
The video, presented in the Youtube platform, begins with with a young boy playing with a gun. In the background, the sound of dramatic and melancholic music sets the tone for the video. This in turn, sparks an interest in the viewer because they are drawn to keep watching to see what is the meaning of the video. As the viewer keeps watching, the first quote that is displayed reads, “It doesn’t explore.” “It” being the weapon the little boy is carrying, this implies that weapons are not meant to be used for adventure, or for curiosity even. The second quote on the video reads, “ It doesn’t bring us together,” this is then followed by “It doesn’t create.” The moment these lines appear on the screen for the viewers to see, the child in the video is playing with trucks and legos. This is significant because it portrays weapons as something negative that doesn’t allow for creativity and unity. Guns don’t allow for innovation or positive change, rather one is left to assume that they tear people and society apart.
Following the quotes, an older boy appears in the video and grabs the gun from the smaller boy, and points it at him and says, “No, like this.” The smaller boy was grabbing the gun the
In our time period there is currently a battle that is happening,one that many people do not know of,and the enemy is; Video games.Violent video games are currently in the possession of millions of children, and these games are having a bad influence on them. Most people do not know this and do not know that the consequence could be dire. In the article “Violent video games are hurtful to our children” the author,Blagojevich Rod, says that we are currently engaged in a battle for the minds and souls of our children. That these violent video games are leading the children down the wrong path and have to be stopped.Rod uses violent diction and rhetorical appeals to get parents to intervene with children playing violent video games because while, these violent video games give children a misconception of moral value, video game manufactures turn a blind eye to this and make a profit and that has to stop.
In the cartoon, there are two frames. One shows a boy playing video games and there is an arrow pointing towards the other frame which has a boy holding a gun. This in turn, tells us what Christopher believes that society thinks the cause of gun violence is. The audience does not
More than 30,000 people are killed by firearms each year in the US. Most of which are caused by handguns. Homicide is the second leading cause of death among 15-24 year-olds. Most reasons for gun violence are caused by video game influence, and issues of mental illnesses. Video games are one of the biggest causes of gun violence because of the majority of in game violence that occurs. Today’s children are more prone to violence due to video games and the violent movies, but then that leads back to the way they were raised. In today’s world, both parents work, there is no family time to teach their children the main differences between right and wrong. When most people don’t know who they are harming, it makes it a lot easier for them to cause harm.
Nate Londa's visual called “Silence the Violence” was created with the intent to effectively present the negative impact of the mass media on the youths’ psychological development. More specifically, Londa's visual makes a powerful statement against children and adolescents being exposed to the portrayal of violent acts in the mass media, e.g., television, movies, music, and video games. At first glance, the central image shows an infant being left alone to his or her own devices and being bombarded with destructive objects. Furthermore, the bareness in the background enhances the central image by not only demonstrating that the child has no one to prevent them from having access of, and exposure to violent imagery, but also the
As a hook in his article “When Life Imitates Video,” John Leo describes the Columbine High School massacre which took place near the city of Littleton, Colorado in 1999. Leo claims the actions taken by the teen shooters are due to the violent video games that* many young people play. The rest of his essay builds from this idea, arguing that violent video games desensitize players and encourages dangerous and delinquent behaviors in young children and teens. To effectively convince his target audience, those who have not yet had exposure to the idea of a connection between video games and behavior, of this idea, Leo utilizes an appeal to pathos and logos.
Violence expression is not new to daily life; furthermore, it is seen in the popular activities that include video games. Players of video games spent many hours engaging in acts of violence that include fighting, shooting, booby traps, and assaults. Yet, these games are in a cartoon like format that attempts to approximate real life. This form of violence is unrealistic; however, it satisfies the need for violence in a positive way using non-living things. In the article, “8 Misconceptions Non-gamers Have About Video Games, there is an emphasis on the point that gamers focuses on the skills necessary to master the game, rather than the video violence. Nonetheless, this video violence is ramped in our society with much time, money, and thought put into developing the next level of violence. If there is a reason for videos leading to violence, then it is due to psychological and sociological issues (Alert). This is very much the same reasons for violence in the Crucible as the people were thinking and acting in violent ways. In my opinion, violence is a problem when becomes destructive. Knowing the limits of violence is important, especially when the lives of others are involved. While video violence is entertaining, it is important to ensure that it is
The Writer of “When life imitates Video”, John Leo has tried to persuade his readers the reason why violent video games have negative impact on children's character. The first main goal of his article is to show the relationship between playing murderous games and violent actions. His second main goal is to make emotional appeal to parents the need to monitor their child from exposure of graphic violent medias. Most of his argument comes from his personal believe otherwise not supported by any evidence except making emotional(pathos) and logical(logos) appeal by trying to associate violence occurred in the Colorado with violent video games. To further strengthen his argument, he cited the Los-Angles Times which describe the characters children display while watching morbid video games and he tried to link the aggressive behavior modeled in the game and violent character. He assume the whole society as his audience. As he stated it, “we are now a society in which the form of play for millions of youngsters is making a large number of people die”.He succeeded in writing and informative and an emotionally appealing article with a potential of convincing his audience against violent video games.
The thesis of his article was: Violent media is good for developing children because it helps them cope with situation that are new to them and helps them become their own person. The author uses a lot of
Toy Story is the groundbreaking 1995 motion picture developed by Disney and Pixar and directed by John Lasseter. The film was so revolutionary not only because it was the first feature length animation to be created completely by CGI (Computer Generated Imagery) but also, also the film was more rounded in all respects. The characters not only looked more sophisticated and three-dimensional but their personalities were also more human and fewer cartoons like. The film uses a constructed text in order to put across a theme of two very different characters learning to work together beyond their rivalries to rise above a common enemy and work towards a common goal. The film uses characters and imagery very cleverly to
In society, video games have been criticized as an inducer for violent in children. The ongoing debate instigates research on the correlation between video games and violence. In Craig Anderson’s article, “Violent Video Games and Other Media Violence, Part II”, the author criticizes the opposing side and states that violence in media reflects violent behaviors in children. John Glynn’s article, “Guns and Games”, reasons on the benefits of video games and points out the true perpetrator for violent behaviors of youth in the United States to be the gun culture.; While Glynn’s article contains some form of pathos, there is a lack of pathos in Anderson’s. Both articles utilize logos and ethos. However, Glynn offers a more well-rounded argument to support that video games are beneficial and are not the true cause of aggression in children.
In the article, “Violent Media Is Good for Kids”, the author, Gerard Jones, begins by providing background information about himself. As a child, Jones was taught that violence was wrong, and as he grew up, he learned that violent comics and stories aided him to become an action movies and comic book writer. In his article, the author addresses why violent media are good for children. He points out that it helps them transform better socially, explore and conquer their feelings, and improves self-knowledge. Jones purpose is to inform readers about the positive use of violent media on children. The author uses rhetorical appeals of pathos and ethos, and stylistic techniques such as allusions and repetitions to create his argument.
Throughout the article he uses sarcasm to demonstrate how little he trusted students with weapons. Furthermore the quote “My current students have grown up learning responsible weapon use through virtual training available on the Xbox and PlayStation. Far from being enamored of violence, many studies have shown, they are numb to it.” shows blatant sarcasm. The games
The writer Gerald Jones, in his narrative essay, article, “Violent Media is good for kids,” recounts his dormant childhood and how it was changed by playing video games. Jones’ purpose is to convey the idea that video games are a game changer in kids’ lives. At a very early age, he was timid, he was not associating and was not recognized by other kids. The writer adopts a sentimental approach to tap into the similar feelings once experienced by adult readers. Jones begins his article by throwing a flash back to his childhood days at age 13, a period which he described as sensitive, fearful, insouciant, nervous and apprehensive being part of the social spectrum of other kids. Jones writes “At age 13 I was alone and afraid”. He identifies to his readers the difficulties of a child lacking confidence to grow into adolescence, and how he found violent video games an essential tool in childhood development.
The enforcement of specific gender roles by societal standards in 19th century married life proved to be suffocating. Women were objects to perform those duties for which their gender was thought to have been created: to remain complacent, readily accept any chore and complete it “gracefully” (Ibsen 213). Contrarily, men were the absolute monarchs over their respective homes and all that dwelled within. In Henrik Ibsen’s play, A Doll’s House, Nora is subjected to moral degradation through her familial role, the consistent patronization of her husband and her own assumed subordinance. Ibsen belittles the role of the housewife through means of stage direction, diminutive pet names and through Nora’s interaction with her morally ultimate
Violent video games are not the problem with certain cases of youth violence today, but more of the individual being the result. “All work and no play make people dull”. Video