A) Jane McGonagall in “Be a gamer, save the world”(2011) discusses how positively Impactful video games are to an individual and talks on how video games offer “the foyr ingredient that make for a happy and meaningful life: satisfying work, reak gioe for success,srong social connections and the chance to become a part of something bigger than our selves” then she alludes to video games that can be impactful for society like her very own game “evoke” which is an online simulation she created for “improving food security, increase access to clean energy, and end poverty”. McGonagall Would like to take advantage of the populations attraction to videogames and use it to benefit society.
B)Jane McGonigal is the director of gamer research and development at the institire for the future. McGonigal uses a whole lot of Logos in paragraph 2 of her article when mentioning The whole population plays “three billion hours a week” and stating the gaming industry took in “15 billion dollars in the year of 2010”, she also mention extreme gamers who play “45 hours a week”. All of these numers are logos as she is tring to persuade the reader that gaming is in fact a large industry and many people are invested into them .McGonigal can be found using logos again in paragraph 13 where she states her online game “EVOKE” helped end poverty in “130 countries and in 10 weeks have founded 50 new companies” now this is logos because She is
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This article basically tries to convince those business-savy readers that videogames can have a point and can be useful in practical situations. Her broader audience could be large organizations who can actually facilitate the making of these games and get them to a larger
We always regard “GAMES” as “pastimes”, but in reality the functions of games are more than that.
In the TedTalk “Gaming can Make a Better World” Jane McGonigal tackles the stigma around video games being a waste of time and how they can actually contribute to a healthier, more fulfilling life. McGonigal first goes over the top give regrets people have at the deathbed and how in reality, video games can help make life more fulfilling by reinforcing familial and friendship bonds, help dramatically boost moods, help in self-expression and allow people to be their true selves. She cites various scientific studies and research and thus effectively uses the logos persuasion technique. At one point she also the ethos appeal by citing one of her previous TedTalks. This allows her to build her credibility and persuade readers to be more willing
Wright is not so much attempting to convince his audience by weighing the positive aspects of video games on society against the detriments, as he is presenting them a vision of the possibilities of video games. Wright presents an intriguing claim and an effective argument through his own credibility, friendly tone, choice of words, and use of analogies and emotionally potent imagery, causing readers to ponder the positive impact of video games on society. Summary
Alex Carta Mr.Harper English 1102 30 January 2015 Summary and Analysis of “Be a Gamer, Save the World” In the article “Be a Gamer, Save the World”, author Jane McGonigal explains how virtual reality could prove to be a “key resource”(465) in solving many of the issues that we face in modern reality. As a researcher at the University of California Berkeley, McGonigal found that video games can provide users with “satisfying work, a real hope for success, strong social connections and the chance to become a part of something bigger than our selves”(465). Although these benefits can also be found in video games, research has shown that they are more consistently found within the video game realm. Alternate reality is a large industry, in the
Central Idea: Focusing on how games are incorperated in peoples lives by viewing the time spent playing, relationships through video games, how video games are for all people, and the social aspect that is incorperated in the video games.
3) What positive impacts do you believe video games have? How do these relate to the impacts of conventional art forms? Use specific references to a game or games. I believe that video games does have many favorable impact on people lives and society, because it enables one to have a positive outlet to de-stress after a long day. Additionally, video games create an alternate reality where one can express themselves freely without any judgement.
Gaming has a special place in the hearts of many because the games use can vary from user to user, it could be a be a form entertainment, to stress relief or even becoming a professional gamer. Today the gaming world has hit an astronomical at 1.8 billion players worldwide and is continually growing. Many have argued that gaming has influenced negative behavior, however, through the abundant amount benefits gaming provides and the constant stream of fresh innovations gaming has proven to have a positive impact on society.
C. Thesis: Videogames have had the stigma of being for children or an unproductive activity but video games go deeper than what most people see or want to see.
Video games aid adolescents in the development of vital skills needed throughout life. One important element in gaming is teamwork, which requires communication. Being able to connect and talk with the team is beneficial, although listening to them is just as vital. Without communication and listening skills the team would be dysfunctional. Game companies are getting sneaker with the traps and Easter eggs (references to things outside the game) that the companies place in the game. Provided this will increase the focus of the gamer to the details in their surroundings. Also by doing this it makes gamers react quickly and fluently to what they have just encountered. These skills that video games help develop will not only aid in the gaming experience
The gaming industry has attracted over a billion customers and has made around hundreds of billions dollars so far. So therefore i am going to persuade you that video games are incredibly beneficial. Some of the most valuable and necessary skills, video games give us include: Social advantages, Mental Advantages and Skills that will secure jobs. I am doing this because i am sick and tired of the common stereotype that gamers and lazy, stupid, unemployed and a particular age. I am here to give the drastic advantages and put a rest to this urban myth.
(2014). Video Games: Play that can do serious good. American Journal of Play, Volume 7. pp. 50-72.
“Be a Gamer, Save the World,” written by Jane McGonigal, is an article found in the Norton Reader 14th Edition. Video game critics are often quick to dismiss playing video games as brain numbing and a waste of time. McGonigal challenges critics of video games by discussing the benefits of playing video games. She makes a valid point by stating that video games make players more optimistic and help create better social bonds. These emotions can encourage people to desire working for the betterment of the world. McGonigal believes we can solve some of the world’s most difficult issues with the use of video games. The author makes a valid point, especially considering the advancements in technology and the
The 2000’s and 2010’s has become the most transformative age for video games and the gamers who make them popular. Within the last 15 years the amount of gaming devices in homes has risen to eighty-eight percent. This is a large leap from where the original “Brown Box” console created by Ralph Baer in nineteen sixty-seven, but video games didn’t just go through a cut scene and magically appear in everyone’s homes. They have had it rough from lawsuits, heavy competition between companies, and even government intervention. After all that though they have become a staple in many people’s life’s and have granted many young adults from across the world gather a major following and earn a living all from home.
The video game industry is a multibillion dollar a year industry, so it isn't hard to understand why they go through great strides to protect their image. They provide entertainment to all ages, genders, nationalities, and ethnicities. Contrary to the opinions of the industries opponents, video games are not destroying our youth, they challenge, educate, and provide an escape from an oppressive world.
Introduction: Games industry as a sector of new digital media is now playing a vital role in creating commercial value(Dovey and Kennedy, 2006). According to data given by guardian: the number of sales of of video games(both software and hardware) reaches top for the first time, four billion pounds in 2008, which is bigger than film and music sales(include CD,DVD and cinema box office takings ). Furthermore, the value of sales in global games industry in 2015 is 72.4 billion dollars and specialists predict that it will value at one hundred and thirteen dollars by 2018. Video games gradually achieve great commercial value and play a vital role in the entertanment industry. To emphasize, there are two indispensable factors making game