The Assassin Game The United Kingdom born writer Kristy Mckay was inspired by many things to write “The Assassin Game”. Kristy Mckay was inspired by others writing involving a same situation in their novel, but she just wasn't receiving the excitement and suspense in their writing. Mckay proceeded to then write her own novel that she knew she would be able to incorporate her own twist and style. Mckay knew of others books alike to the boarding school scenario but, choose the proceed with her idea in hopes of creating a better sequence of events during the book.
Advertising is a complicated form of marketing, it’s almost like an art form. One must be acutely aware of their audience and what captures their attention, otherwise the advertisement will fall flat. There is a myriad of different ways to lure consumers into buying a product; for example, the Center for Disease Control’s (CDC) managed through a series of advertisements to convince individuals of the importance in getting a vaccination for the influenza virus. It was applied using multiple techniques, namely the methods of universal appeal and association. These techniques helped the CDC to effectively promotes the flu vaccine and get their message across to a wide range of people.
When people see or hear advertisements, whether it be in a magazine or on television, many do not stop to consider or analyze the techniques that go into making the advertisement effective. For instance, the Center for Disease Control has a campaign that has the purpose of promoting the influenza vaccination. If you examine the campaign closely, it becomes clear that the advertising campaign targets a diverse audience of all ages, genders, and races who could all benefit from getting an influenza vaccination. In this advertisement campaign, the Center for Disease Control effectively promotes the benefits of getting an influenza vaccination to a targeted audience using numerous persuasive techniques such as association and universal appeal.
Whether violent media content leads to real-life violence is always debatable. And in recent years, school shootings have made video games a new focus of public concern and scientific research. In public opinion, video games cause more aggression in comparison to traditional violent media contents because video games have more features of interactivity, "due to the active engagement and participation of players" (Hummer and Wang et al. 137). But more and more reports tell us that video games are not the main cause of school shooting issues; rather it is the negligence of parents, schools, and communities.
Using persuasive writing, Wright begins to influence his audience that game play is a beneficial source of entertainment not a wasteful one. Playing video games increases creatively, self esteem and improve problem solving skills of the players. Video games are becoming test runs that appear or feel close to the real thing. Where you can control everything with added effects like magic or future technology. Games have the potential to exceed almost all other forms of entertainment media. They tell stories, play music, challenge us, allow us to instantly communicate and interact with others. Encourage us to create things, connect us to new communities, and let us play with people across the world. Unlike most other forms of media, games are inherently tangible. According to Wright young children spend their days in imaginary worlds, substituting toys and make believe into the real world that they are just beginning to explore and understand. Wright states that games are the result of imagination and that they consist of rules and goals. Generation of teenagers has grown up with different set of games. Teenagers use the scientific method rather than reading the manual first. Games today maybe a person’s only place to express a high-level of creativity and growth. Older generations have a lot of criticisms for games, the games can help a person learn to think on his or her own.
After having established a general plan, the group began to create forms of spreading the word about our new social epidemic. Kinzy and Noah decided to work on making flyers that would be hung up around the school. The goal was to make them informative, attractive, and clean so that people were drawn to them and inspired to register. An unspoken color scheme was established using colors such as: black, white, grey, and red. Using these colors was in a way like a company using specific colors, making them memorable and identifiable. Then a script for the first mass email was created and viewed by all members. It was the first time our audience would be hearing about our product so our goal was to inform them as much as possible without greatly
Our group took the role of being a rhetor and used our knowledge of effective advertisements and rhetorical devices to effectively fulfill our purpose: to convince the audience to buy the product that we were displaying. This product was called Tase-let, which was a mix of a stylish anklet and a taser for self protection. Our intended audience was the general public, more specifically, people that felt they were defenseless or worried of running into a situation where they would become defenseless. This campaign consisted of five different advertisements which were put on different mediums. There were three picture advertisements that were meant to be put on Facebook, Magazines, and Billboards. There was also a video advertisement and a text-heavy radio
Commodify Your Dissent “Tom Clancy’s the Division” The videogame industry is one of the fastest growing industries in the entertainment business world. There are literally millions of players out there who are always seeking to buy the best titles that may appeal to them, but how does a company convinces the players that their title is what they are looking for?. Such is the case of one of 2016’s most recent titles: “Tom Clancy’s the Division” a third person shooter, open world, and RPG (role playing game) who has managed to achieve a lot of attention by portraying a world that has been devastated by a deadly disease and you are the only hope to save what remains. Subsequently, this advertisement is excellent when it comes to move your emotions as well as interest by letting you know that this game has some of the most addictive aspects that videogames have to offer.
Abstract This paper discusses the Elaboration Likelihood Model developed by Petty and Cacioppo. The theory discusses the two ways individuals process messages. This paper also discusses how the theory can be used in making public relations campaigns successful.
It may seem like the best way to spend your vacation, sitting in bed, texting your friend, watching TV, and playing games. But everything you do everything you watch, everything you soak in, has an impact on you. Most people think games like Call Of Duty, and others are harmless. But games like that are traps. I think there should be an age limit on media, but then I think that there should not even be that media! So in this essay I will discuss, social media, game that pave your mind. And things and people that will take you info, and bully you as well. And after you here my argument then maybe you will be on my side!
We chose The Assassin’s Challenge over all the other ideas discussed in the beginning because we determined that this was the most effective and engaging idea. The game would have the lowest cost and be the most active and engaging. It would create a wary environment around the school and at some points could cause complete and utter chaos to ensue, which would be fun for everybody as long as everybody follows the rules and nobody gets hurt. With all that said, the question we ask is: Will our chosen social epidemic, The Assassin’s Challenge, have that spontaneous, “spreads like wildfire” moment when something tips, and will our game garner the interest and participation of at least one-fifth of the high school population at Odyssey to prove
As an old woman, Iris recalls the events and relationships of her childhood, youth and middle age, including her unhappy marriage to Toronto businessman Richard Griffin. This book includes a noel within a novel. The novel takes the form of a gradual revelation illuminating both Iris’s youth and old age before coming to the pivotal events of her and Laura’s lives around the time of the Second World War. laura and Iris live in a house called Avillion. Their mother also dies at a young age leaving Reenie, the caretaker, to take on full responsibility for the girls. As the novel unfolds, and the novel-within-a-novel’s becomes more obviously inspired by real events, Iris, not Laura, is revealed to be the novel-within-a-novel’s true author and protagonist.
All of the data collected from the surveys was used to give us percentage and numerical values of people’s opinions about, and participation in, The Assassin’s Challenge. The values we collected are not representative of the entire high school, but only of the portion that either 1) registered for the Assassin’s Challenge or 2) responded to the surveys in general. With that said, the data from the registration survey was used as the basis for determining and proving whether or not our project “tipped.” We determined our tipping based on participation. The number of people that participated is shown in the Registration Survey portion of our data where we had a total of 112 responses, therefore meaning that 112 people registered to be an Assassin
A large gap exists between the public's perception of video games and what the research actually shows. The following is an attempt to separate fact from fiction.
Children’s engagement in and motivation by video games is commonly observed by parents and teachers. The Joan Ganz Cooney Foundation conducted a survey of 505 in-service United States teachers that use digital games in their K-8 classrooms (Takeuchi & Vaala, 2014). Regarding low performing students seventy percent of the teachers agreed that digital gaming improved motivation and engagement (Takeuchi & Vaala, 2014). The motivation and engagement of games exhibited in both adults and children has been employed by marketing firms to encourage consumers to engage in sustained use of products such as social networking sites, fitness bands, and consumer data collection apps. This method has been coined gamification. The Oxford English Dictionary defines gamification as “the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity,