Gaming The Console: Article Analysis

Improved Essays
In Bernstein 's article "Gaming the Console", she argues that it is okay for teens to play video games; she even goes on to say that playing video games can be beneficial for teenagers. However, she informs her audience that there are certain aspects of gaming that teens should be wary of: this includes prioritizing game time over school work and playing with inherent personality issues. Bernstein develops this thesis successfully by integrating visual and verbal texts effectively; each of the three photos in the article complements its surrounding text, appeals to her targeted demographic and reinforces her thesis.
The cover photo serves its purpose well: it attracts the targeted audience and aids the text to hint at Bernstein’s following argument about video games. The boy on the front page photo seems to be completely consumed by a video game given that his tongue is sticking out, a sign of intense concentration; this complements the point Bernstein brings up on the same page, “[p]laying a…game…is like a jolt of adrenaline to your system”. The photo and the text work together to address the all-consuming nature of the medium. Furthermore, the boy is leaning off to the side in the photo, this gaming position is relatable to other gamers, most of which are teenage boys, like the boy in the photo; these gamers are Bernstein’s target audience. This relatability complements the text’s
…show more content…
Through her use of relatable photos and simple language that complement each other, she effectively draws in her targeted audience of teen gamers. These photos and text also work together to continually reinforce her thesis throughout the article. If any teen were to read this article, it would have, what I believe to be, Bernstein’s desired effect: if the reader is a gamer, they would continue to game while exercising caution in regards to their priorities as well as making sure to spend time doing things other than

Related Documents

  • Great Essays

    Video games are known to be played all around the world by various genders and ages. The increasing popularity of the games has led to the common debate of their effects on society’s youth. In the article “Do Video Games Kill?”, Karen Sternheimer sheds light on the impact violent video games have on impressionable minds. She argues that the media has failed to educate the public by providing them with thorough research about the topic. Sternheimer stands with her opinion that video games and violence simply coexist and do not correspond with each other.…

    • 1516 Words
    • 7 Pages
    Great Essays
  • Improved Essays

    Karen Sternheimer's article title, "Do Video Games Kill?", reveals what she plans to address in her article. The title also lets the reader know that Sternheimer is going to argue about yes, that video games do kill, or no, that video games do not kill. As simple of a title it is, it gives the reader insight on what issues will be addressed, Sternheimer's position, and her detailed explanation of what side she argues for. Karen Sternheimer is a sociology professor, who is well versed in the topic of pop culture. Sternheimer has written multiple books on social problems, and popular culture.…

    • 693 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    In the end, I have several critical thinking questions that I was pondering such as: Why did the author used an informal tone rather than a formal tone? What effects does the informal tone affect the credibility of the author? Should video games be accepted as a form of entertainment rather than the evil villain of the entertainment…

    • 473 Words
    • 2 Pages
    Improved Essays
  • Improved Essays

    I strongly believe that this article is valid because Sally Smith has a degree in communications from the University of Minnesota, Duluth. She wrote this article for a city newspaper which obligates the writer to do research on the topic. Although the article may be considered older, it still is relevant today because video games have gotten better graphics and have increased in violence each year. Patrick Markey stated that “in a sample of 118 teenagers. Each participant played a violent or a non-violent video game and had his or her hostility levels assessed.…

    • 277 Words
    • 2 Pages
    Improved Essays
  • Improved Essays

    Fahrenheit 451 Essay

    • 820 Words
    • 4 Pages

    These statements highlight the mountains, they allow us to move in the long-stagnant field of storytelling.” Video games offer a story that you control or are living the in the life or the story of the character and scene by one making easier to understand than a book. This is the reason children and teens playing video games or reading beside the action of being…

    • 820 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Violence is a major problem in American culture, and many people wonder about the role of media. With all of the gun violence happening across the nation at the hands of our youth, one must wonder where the cause of this violence stems from. In John Leo’s article, “When Life Imitates Video”, the author firmly believes that violent youth behavior is associated with media violence. Throughout his article, the author attempts to persuade his audience of the impact video games have on children. He begins to build his credibility with personal facts, citing reputable sources, and engaging emotional appeals.…

    • 811 Words
    • 4 Pages
    Improved Essays
  • Superior Essays

    Video Games: A Misunderstood Medium For many years children and adults have enjoyed a special form of entertainment that provides experiences like no other, the video game. These electronic toys have been on the market since the 1970’s, a recent development, and history has shown that new trends are often targeted as a scapegoat for problems of the time. Currently, the ever growing industry of video games has been the source of such controversy, and is frequently blamed for many of the modern world’s misfortunes. Yet, despite what the media may say, these electronic distractions may actually be better for humanity than previously imagined.…

    • 1116 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    In Mark Griffiths’ article, “Online Video Gaming: What should Educational Psychologists know?” he creates a detailed account suggesting to parents, teachers, and psychologists that they need not be concerned with adolescents supposed ‘addiction’ to online video games. The article delivers a summary of the foremost concerns surrounding excessive video gaming among adolescents and delivers a persuasive argument on the positive perceptions of online video gaming. Griffiths uses a plethora of rhetoric to persuade the reader, mostly relying upon ethical arguments, manipulating the audience's perception of the rhetor's perpetual education and experience on online gaming addictions. However, his argument is not limited to ethos.…

    • 871 Words
    • 4 Pages
    Improved Essays
  • Decent Essays

    The “console war,” which is involves Microsoft and Sony, has been taken place for quite some time now. Thus far, both companies have released three variations of their video-game consoles, each time upping the capabilities. Xbox, for one, focuses more so on the social side of gaming; however, the recent Xbox One console has set new limits for the industry. This being said, the recent edition to the console list is a step ahead of the also recently released Playstation 4. Sure, the Playstation may have better graphics, but what’s the point if there’s limited ability to communicate with friends?…

    • 119 Words
    • 1 Pages
    Decent Essays
  • Improved Essays

    A survey was instituted by: Laura M. Padilla-Walker, Larry J. Nelson, Jason S. Carroll, and Alexander C. Jensen to see if playing video games has any type of altercation on the ideals teens accept when they’re advancing into adulthood. In their survey, they asked a group of college students about their video game usage. With their results they concluded two things; that video games affect risk behaviors and they negatively affect self-perceptions. Cell phones and video games can add an enumerated amount of pressure to emerging adults by distracting them from school and by pressuring them to do and think abnormally during their…

    • 1265 Words
    • 6 Pages
    Improved Essays
  • Decent Essays

    Why Not To Jump Analysis

    • 313 Words
    • 2 Pages

    In the essay by Seth he talks about how video games shouldn't be treated as a bad thing but as a way to help people’s brain. In video games, there is never a dull moment whether if its playing or watching others play. In video games, there is always something new to learn because the games always give a puzzle without giving an end result. Mario is a simple game with a simple puzzle by just pressing A to jump. For example, the author says in the game it’s important to know, “when it is advantageous to jump and how often jumping is necessary”.…

    • 313 Words
    • 2 Pages
    Decent Essays
  • Improved Essays

    Video games: Good or Bad? Since the last decade, video games – in the public eye - have been considered as a negative impact to our society. Government officials, news reporters, and parents alike have all pointed the finger at video games and their developers for — in one way or another — poisoning the minds of their children. However, recent studies have shown that video games is actually not a bad influence to our kids, and on the contrary, it could be the tool to develop their skills.…

    • 711 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    Video Gaming, a Global Phenomenon Technology is a key element in our society and it is here to stay. Preconceived notions have been made about whether or not our pop culture may act as a hindrance in our world. One of the most positive points that can be made by this was through the use of kids playing video games. Children playing video games acquire important skills such as academic success, decision-making and creativity. Video games, although they were fun, weren’t necessarily used for either algebra or English.…

    • 1713 Words
    • 7 Pages
    Improved Essays
  • Great Essays

    72 Issue 6, p79-80, Brokaw, Tom. The Greatest Generation. May 1998. 20 Mar 2008 “Effects of Video Game Playing on Children.” National Institute on Media and the Family.…

    • 1455 Words
    • 6 Pages
    Great Essays
  • Superior Essays

    I) Introduction It is hard to believe that, over the last decade, video game has earned its place in many fields of our society, such as economy, media, entertain,.... Despite all the bad reputation, which say videogame is bad for young children, it quickly become a money –drenched industry, even surpasses the movie when put the sales scales annually. Nevertheless, video game’s development also causes many problems, which usually come from its addictive effects. What is more, according to recent survey, more and more children, mostly from 10-17 years old, sooner or later get involved in crime, or be accused of murder, just because of playing video games.…

    • 1265 Words
    • 6 Pages
    Superior Essays