Maged Boulos and Stephen Yang’s thesis statement is technology and handheld devices contribute to childhood obesity due to physical inactivity. The purpose of this research is to inform the reader about the positive affects Xbox Kinect games can have on adolescents’ health. Maged Boulos is a researcher and professor at the University of the Highlands and Islands, specifically in Geographic Information Systems in healthcare, and Stephen Yang has his PhD in Kinesiology and researches the benefits of
it quickly shows the important information, and it seems astonishing enough, that is a way to improve my hook, and again to put more details, making it more specific, giving them a better understanding, that is how. 2. what can I do to clarify my Thesis statement, or claim ?, I have to put more details, in order to make it more clear, making have more sense, less confusing, being specific is the best way, so be more specific, and I shouldn't use words that some people don't know, for example, deceived
A 6/12/2016 Thesis: Storytelling in games gives the gamers the opportunity to be involved in the game, experience the characters, stimulate feelings like fear and excitement and let the player know they make situations happen and the choices they make affect the outcome as well as motivate them to continue on. Background: After reading parts of The Storytelling Animal, it was clear that storytelling is in everything. As an avid videogame player it was evident that many of the games that people
Thesis: The rise of the video game has had many negative effects on children. INTRODUCTION Attention-getter: Whenever I look out from my window at home, nothing but memories come back to me. The house three doors down was the unsuspecting target of the foul balls we would hit when we use to play home run derby. Or my basketball hoop which held many world championships between me being the bulls and my friends being that year’s runner up. In the park across the street, I ended up blackmailing
Title : Violent Video Games: The Behavior Of Those Who Play Them I. Introduction A. hook / opening •With the recent violence across the world in schools, once again a concern has been stumbled upon in regards to whether or not video games can impact an individual’s demeanor, specifically in children and teenagers. However, when the concern is about children and violent video games, one thing is a sure fact: If parents keep getting these types of games the children will keep playing them, and
One way that Gladwell validates his argument is by providing a thesis for the audience to follow. His thesis statement being placed at the end of the first paragraph is clearly displaying to the audience of what is to come out of the rest of his article, and what his stance is on the topic. Gladwell quotes Steven Johnson, saying that he “proposes what we thought was making us dumber: pop culture” (1). By Gladwell using this as his thesis he is informing us that his article is going to go into how pop
past decade at the University of California, Berkeley, and the Institute for the Future has shown that games consistently provide us with the four ingredients that make for a happy and meaningful life: satisfying work, real hope for success, strong social connections and the chance to become a part of something bigger than ourselves (Mcgonigal 396). ii. Mocgonigal’s research proves, video games can increase social bonds, reduce depression and relieve stress. Janes shares stories and data from players
Hesham Dallin Lewis ENGL 101 18 23 February 2015 Computer Games Personal computer games also known as the computer games demonstrate the video games which are played on a personal computer rather than an arcade machine or a video game console. The most defining features of these games include a higher degree of user control of the gaming software and hardware, absence of central controlling ability. Another most defining characteristic of the games is the increased capacity for input to the pc, processing
focusing mainly on the first part of his book, he talks about the ways people consume media and how it has become more complex and challenging over the years. The title headings for each sub-chapters are - Video Games, Television, Internet, and Movies. Within each subchapter he uses a vast number of examples from each section to support his argument. The biggest part the first chapter is dedicated to video games. Johnston suggests that when video games were first released that people thought they made
Through the course of the English 1102 Folklore In Video Games class, I not only gained exposure to the analytic exploration of video games, but developed as a reader, writer, and presenter. While playing video games in an English class was a refreshingly different experience, learning how to analyze these games and showcase my knowledge through multimodal projects and presentations were the major takeaways from this course. Additionally, the included artifacts emphasized both individual responsibility