Dream Machines Will Wright Analysis

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Throughout the evolution of video games, there have been assumptions on how they benefit or denigrate culture through knowledge and violence. In the essay “Dream machines,” Will Wright keys in on the point of video games and how they benefit the culture. He argues that video games are only viewed in a negative light by society due to the assumption by elders that “they’re violent, addictive, childish, and worthless” (Wright 211). By using opinionated evidence that is very biased and tech user friendly, Wright creates an unintentional barrier between him and his intended audience.
Wright’s arrogance is shown when he simply refuses to use evidence from others and bases an entire topic on his own opinion. Since Wright is trying to persuade non-gamers to change their mindset, using studies and evidence from other’s research would benefit the effect of his article. Although he is a credible source on the topic of video games due to his extravagant release of the Sims, Sim City, and Spore, his position in the gaming market makes his opinion seem highly biased to the audience of non-gamers. In paragraph 3, Wright argues, “[b]ut the gamers’
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Throughout the article Wright uses terminology such as “primitive graphics,” “detailed graphics,” and even “mod” (212). He then uses analogies such as, “[w]hat if Luke joined the dark side?” and “[w]hat if Neo isn’t the one?” that are signaled toward tech savvy people (Wright 212). He disregards the fact that non-gamers may not know what these terms and analogies mean, effectively making his writing seem more arrogant than before. When using this terminology Wright excludes his intended audience from the conversation and continues to do so throughout his entire article. Although this does not affect the validity of his ideas, it can cause the readers to disregard the information and see it as biased due to the feeling of being left out of a

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