Monday, May 20, 2019

Gaming the Console Response

2121 compose for MIT Dr. Tim Freeborn January 31, 2012 turn the Console Rhetorical Essay In Linda Bernsteins informative article Gaming the Console she presents both sides to the ongoing debate about the possible consequences associated with playing video games. Some experts produce concluded that playing period leads to negative outcomes such as an increase in violent behavior, or a decrease in academic and social skills. On the other hand, there is a belief that around video games discount have positively charged educational and physical benefits.Bernstein touches on all of these aspects of fun and leaves the last decision up to the reader to form his or her own opinion on the matter. Throughout the article, there are three builds displayed that effectively support the text and help develop the arguments presented. The initial picture that is scatter across the entire first page of the article seems to represent the type of teen who exhibits the potential for change magnitude aggression as a result of playing video games.The photo depicts a male teen with spiked hair, dark eyes, pierced ear, and stubble on his lip and chin. These characteristics are typically indicative of a more rebellious or aggressive individual. His concentration is evident in his wide-eyed expression and his grimacing att arrest with his tongue in his mouth. He holds the console in a tight grip as shown by the redness of his skin around his thumbs, which indicates his level of intensity. All of these details compliment the notion that video games whitethorn be unknowingly impacting areas of the brain associated with aggression.Professor Craig A. Anderson of Iowa State University describes this as follows The effects arent huge or at a time noticeable by a game pretender, but they tend to increase over time (Bernstein 14). The player may not feel more aggressive after playing a game, but there may be evidence to suggest the effect is still there none the less. The nex t range in sequence works well in conjunction with the text and seems to support the argument that gaming freighter have positive benefits if used appropriately. For instance, in the article eighteen-year-old David A. xpresses, Its a fun route of being with your friends when you are home relaxing. It is competitive and fun, but I only do it when I have duplication time (Bernstein 14). This opinion appears to be shared by the two male and two female teens shown in the picture. They appear to be having fun while playing the game and getting along. Although they have a count of concentration on their faces, the fact that they are all leaning in the same direction could indicate they are playing towards a common goal, and thus encouraging teamwork.It shows male childs and girls playing together which illustrates that gaming can have a social and inclusive benefit, and is not simply for socially awkward children. This image can support the notion that if gaming is not performed at the exclusion of other things such as school assignment and sports, it can be a fun pastime. The last image Bernstein integrates into her article could be perceived as support for either side of the debate over the impact of video games. The presentation of a boy with his headset on and console in the air with a huge smile indicates again a positive image of gaming.On the other hand, the fact that he is wearing headphones may signify that he is a unplayful gamer who spends a lot of time gaming at the exclusion of other educational activities. This picture is quite a ambiguous because depending on whether he is part of the 8% teen gamers who are addicted or 92% who are not addicted it can have a very different meaning (Bernstein 14). Overall, this image can be interpreted to support whatever argument you are rooting for by the end of the article.Bernstein is successful in presenting useful images that enhance the text while still being fair and viewing all views discussed throughou t the article. The first image portrays the aggressive nature of gaming, the second illustrates the social aspect of gaming and the third image is left up for interpretation by the viewer. Overall, the article displays a balanced sight complimented with appropriate corresponding images that support Bernsteins thesis. Works Cited Bernstein, Linda. Gaming the Console. Current Health Teens. March 2012.

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