The main theme of the story is that violence isn’t always the answer. I decided to choose this theme because it’s the theme that the original story revolves around as well as my new adapted version. Throughout the story, the plot shows how you don’t have to result in violence to get your point across. This appeals to my target audience because violence is something that is always included in video games and that they play. This is a video game that kids can play instead of the common Call of Duty or Assassins Creed which are examples of useless, mindess and violent games. Brain Fuel is a game that will teach my target audience different ways that you can defend yourself and get your point across in certain situations. These are the five methods that I …show more content…
One method I used is a symbol that is very common in the generation of 2010 and up. Cell phones have a great affect on kids and adults growing up now a days. People are so obsessed with them that they have to have then by them all the time. I admit I am guilty of doing the same. The real reason why I choose to use a cell phone to target my audience is because they can relate to it. The second method that I used is using two young popular actors that everyone has known since their childhood. Dylan and Cole are very common to the world of teenagers because they’re good looking and are pretty good actors, but Dylan and Cole’s marketability is not why I chose them to be actors of the videogame. Most of my target audience would be girls who are teenagers. I picked this target audience because it’s mostly girls that have the smaller body type and are physically weaker in appearance. This video game would teach them how they can fight back without being physical. The third method I used to target my audience is the setting that I
A portion of researchers believe that violent behavior is caused by many things such as: neighborhoods, families, peers, and individual traits. (Violent behavior) Christopher Orafe, the maker of this visual, effectively uses ethos, pathos, and logos, to establish his satirical opinion of the effects of video games on gun violence. Christofer arranged this cartoon because he wanted to address the misconception of how people view video games and how some overlook the other main causes of gun violence. Such as, domestic violence, parental noninvolvement, or the community that they were raised in. The cartoon is projected towards an audience of people who blame gun-violence on video games.
In my most recent essay I wrote of the violence attributed to video games in light of various shootings and other tragedies that occurred in the past year or so. In this essay I argued that despite their violent content, video games are not completely to blame for acts of violence committed by children. Throughout this essay I tried to convince the reader by, first, establishing my own credibility with video games, then sharing my own experiences with violent games, and providing both empirical data and valuable insight from trusted sources.
The boy shows the perspective that it is possible that children his age can play these types of games. The visual appeal effectively used is pathos, and logos to grab the audience’s attention. The first appeal is shown by using emotion or pathos because this particular image can cause parents to question about their children’s interaction with violent video games. The image can cause parents to worry and be concerned about their child’s well-being and game habits. Also, the boy in the image displays that he is excited and anxious while playing this particular game. The image demonstrates logos or reason from the statistics part of this image with stated facts from CNBC of the most popular games played in
Video games are prevalent among impressionable children and teenagers. There has been a great deal of controversy surrounding the violent themes used in video games. Teenage shootings in schools have led society to question the relationship between video violence and criminal activity. After considerable research, expert opinions, and research findings, the American Psychological Association found that there is no link between gaming and criminal behavior (Casey). With this, the pursuit of video violent games continues to grow in our society. With games that show execution style murders, blood oozing from gunshot wounds, and victims moaning from wounds, it certainly is gratifying for the indulgent player. The ongoing concern about aggression and violence has once again been proven to be non-existent (Alert). My thoughts are that this cartoon like violence is appeals to the need for violence in an artificially designed environment. In this manner, violence is contained within the boundaries of fantasy. This is unlike “The Crucible” which occurs in with real people, events, and situations. Thus, directing violence in the realm of societal dysfunction that has endured with
Schools have an obligation to establish programs that develop students into citizens with the capability to form appropriate choices about violence otherwise, they may become inured to conflict and not obtain the capacity to have positive judgement. Karen Becker-Olsen and Patricia Norburg report in "Caution Animated Violence" that "Researchers have discussed two different outcomes of repeated exposure to violent media/ video games-one associated with aggressive behavioral manifestations and the other associated with desensitization to violence". The authors express the impact that violence has on children when they are in prolonged contact and how they are most likely to be impacted by the brutality. Moreover, young adults, especially of middle and high school age, are likely to be exposed to violence and need to be brought out of a mindset that fighting is acceptable. This book provides a stupendous example for students to see why bloodshed is not the course to take, and shows the consequences that may occur if they do choose to participate. When the main character, Jurgis Rudkus, gets into a brawl with his boss he has to face the ramifications of his behavior by going to jail. This highly impinges his capability to get a job because employers do not want to hire a former criminal when so many people are available, which is something that can be seen in our
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 story line behind some violent video games includes games in which players earn points by carjacking taxis, scoring drugs from cursing thugs, and mowing down pedestrians.(see http://www.feedmag.com/vgs/duncan.html>) Some cartoonish tag lines in some sadistic video games include : -- "As easy as killing babies with axes" and "More fun than killing your neighbour's cats". This kind of themes definitely influence the players, especially the younger ones, and inflict violent tendencies on them. It is no wonder, that this killing mania in violent games was seen to seep out into the actual world when a high school junior opened fire in his school cafetaria in Littleton, Colorado, killing two of his classmates. The gunman was reported to be an ardent fan of Quake and Doom, some rather violent video games. More proof of the relationship between video games and violence is revealed by a study which clearly reveals how this kind of entertainment affects our lives. Greater details of the history of how high school students turned gunmen in Columbine High School are given, which shows that the effect of video games in their lives was a major source of influence in doing what they did best.
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.
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 genre for the article is political because Jones purpose for writing the article was to promote and defend children’s exposure to violent media. Jones audience for the article included both side of the argument and allowed for interaction on the website for discussion. Jones pathos used only positive examples for his argument and offered no acknowledgement of any negative effects of violent media’s influence on children. Jones’ logos used a series of successful stories as a logical argument for the author’s claim made in the title. Jones waited until the end of his article to clarify that he was not arguing that violent entertainment was not harmless.
This thematic idea presents to the wider society of today by showing that anything that evolves from prior events can cause the violence to lead up to a death in a scene. This can be applied to the wider society because in present day society, anything from insects to people can get you killed. By using these scenes from short stories to films, we are able to justify and see that there is examples of what events can lead to
different types of audiences. Also, I am going to let others try to help me out
In the modern world, violence is an everyday occurrence, and the video game Grand Theft Auto not only promotes violence and aggression, but it also normalizes it, creating a negative impact on society. Video games have gained a lot of popularity as of late, nearly every person has some sort of gaming device, whether that is a console, handheld device, or even just a smartphone. Consequently, the act of playing video games regularly has become accepted as ordinary in today’s culture. It seems strange to think that a video game could have any effect on society, whether it be positive or negative. However, through the presentation of offensive language, aggressive behavior, and gun violence, the video game Grand Theft Auto will undoubtedly assist you in comprehending the negative characteristics that a video game has the potential to possess.
After reading this book, my whole research topic changed. At first, I was going to do my research topic on the impact of violent video games, but I decided to go on impulse and make a