In “How ‘Dungeons and Dragons’ Changed My Life”, Ethan Gilsdorf compares the differences in nerd culture today and when he was a young adult. The purpose of this article is to analyse how Dungeons and Dragons and, by extention, games in general have changed over the years. He writes to other old D&D players and newer players, showing how the game has and hasn’t changed over the years. The genre is part narrative, part analysis, switching between the two to better explain his point. Gilsdorf has uses his personal experience to help the reader understand the differences in D&D from over twenty years ago and the game now. The author’s perspective is one of someone who has intimate knowledge of the beginning of role-playing games, and now is trying to reinsert himself into that culture. He says in his article, “I stopped playing D&D… there was shame in thar imaginary hills” (79). He left the game, humiliated by the negative aspects of the game he once loved. This perspective is shared with his audience, of whom come from a similar background. However, …show more content…
He uses slang in his writing, such as the statement, “Boy, was I wrong” (79). It helps his article appeal to younger generations. Also, he uses dialogue to advance the article, either between himself the reader or between himself and an imaginary “Dungeon Master”(79). It helps him draw his reader even further into his rhetoric. He references different parts of pop culture, with statements like “local youths can’t tell or write a story longer than 140 characters” (79) and “strapping on my headset and playing ‘Halo’ or ‘Gears of War’” (83). These references to social media and popular games tells the audience that he understands what this generation talks about. He uses slang when referencing different generations, like “Gen-X” (79) and “Generation Y” (83). These references help him connect with younger generations, and add to his
By realizing that the main audience of this article would be adults, especially those who have children, she intelligently plays into this through her consistent reference to the past and how great it was to be a child in the 1970s and 80s, even with the high crime rates. She then continues on by praising the invention of the ever so popular app, referring to the “Good old Days” and how the addition of Pokémon Go has kids out exploring like older generations used to do when they were young (Davies, 2016, para 3). She compares the app to activities that older generations used to do such as hunting for salamanders at the park. By creating this linkage between the two generations she is effectively creating this emotional tie to the app; thus able to grab the reader’s attention as she presents her argument through the rest of the
Are there logical or emotional appeals that can affect a reader? Could it temporarily or maybe even permanently affect your personal opinion? In the article “Is Google Making Us Stupid?” by Nicholas G. Carr, there is a clear effect of multiple forms of appeals being used in his writing. The excellent use of tone, fiction, and multiple rhetorical devices make his article a well-written one. The author uses logos, mainly because he’s trying to appeal to a more logical and more intelligent audience.
Continuous use of colloquialism is very effective in conveying his theme since it allows the audience to understand the setting and racially charged culture
World War Video Games In Steven Johnson ’s essay “Games” (2005), he constructs his argument by saying that playing video games is no better or worse than reading, it is simply exercising different skills. What kept my interest in this short essay was the fresh take on the subject on how video games effect young adults. He addresses the audience knowing they will agree with his contrast of the two subjects or take it to be completely true. His explanation of it allows him to reach even the biased of readers to accept the rest of his argument.
Introduction Victory is yours! Don’t you just love the sound of that? I have played a lot video games, and on many consoles in my short life. People play video games to have fun, make money, pass the time, or just to relax, an forget about what has gone wrong in their day. Some people play games all day without sleeping or eating, that’s how serious it is.
In addition, Kevin Young uses a heavy dose of similes. These similes provoke images that are intended to describe the setting, mood, or tone. Lastly, Young has adopted a couplet or triplet style of writing. All these ways has given Kevin Young a unique modus operandi that’s highly relatable and enjoyable to read.
This demonstrates the primary way to reach the iGeneration, which is through self- actualization. Her personal experiences create an informal tone that the readers can connect with on a personal level and this effectively promotes her argument. These real-life experiences allow the reader to relate to the issue personally and deepen their understanding of the argument. Through Wilson’s experiences, she gains a better understanding of the generation and can appreciate the beauty behind technology. Her change in attitude towards the generation demonstrates that a deeper understanding of the generation is necessary to appreciate the greatness of this generation.
Back in 2007, I was introduced to my first video game and it Madden 2007 on the Wii but this was also the year my parents got divorced in late August. I remember before they got divorced I would be down there for hours playing as the New England Patriots and I would always pick the computer to play as the Miami Dolphins because they were the worst rated team on that game. When I would be down there I would remember always running the ball and scoring a lot of touchdowns, I would be down there for hours alone just enjoying my free time. The TV would sometimes go black so you would have to hit the side so that the TV could show the game again, this is something I would not forget even to this day 11 years later.
The core ritual of Gamers is simply playing a video game. This can be any video game, any difficulty level, multiplayer or singleplayer, old or new, expensive or cheap, and even exist on mobile devices. The more “hardcore” Gamers will practice this ritual by playing video games for many hours in one sitting, playing competitively(e.g ESports), and/or playing many different video games. A transition that exists within this ritual can be finding which genre of video game we prefer the most.
Video games education is a method of teaching by using electronic games as the learning material. Teenagers from fifteen to eighteen, who have been called as “K-20 students” [1] or Net Generation since mid-1990s, playing video games as pastime leisure and expose to digital multimedia more often compare to the older generation. The issues of implementing video games education has been the subject of debate within education and sociology communities due to its appeal to contemporary students. Discussion among sociology scholars focus on the aggressive behaviour and hostility of youngsters who are involved in a video game in a great length of time and a specific type of games [2]. However, some academics argue that video game becomes an interactive learning platform of social education, especially with players verses players (PVP) games.
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
In our time, technology has become one of our essential things in life; specifically video games. Video games are electronic system used to run games. They involve human interaction specially teenagers. Many researches have been done on the effects of video games showing that there is positive and negative impacts. As we know not all video games contain violent contents, but most of them are violent and mentally dangerous.