Rhetorical Analysis 1
The critical article “Video games can never be art” was written by Roger Ebert, who was a famous American film critic. Ebert was a very popular and well celebrated journalist and film critic in his field. He was the first film critic to win the Pulitzer Prize for criticism, which is the highest honor in journalism (rogerebert.com and Wikipedia). This article is about Roger Ebert’s critical analysis of Kellee Santiago, a professional video game designer, presentation about video games as already being a form of art. Roger Ebert is bias towards art given the fact that two of his definitions of what art should be, can be used to explain many of characteristics of video games like the one presented by Santiago. The first definition he presented was one from Wikipedia which states that “games are distinct from work which is usually carried out for remuneration and art
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It has rules, points, objectives, and an outcome.” This is only a real difference if you wanted to be bias towards art. For example if I pointed out that the difference between chickens and birds is that people eat chicken eggs and not bird eggs, does that change the fact that chickens are bird? It should not, because the fact would still remain that, they are the same, despite whether people chose to eat bird eggs or chicken eggs. Games may have rules and outcomes, but abstract art, like Picasso’s cubism, and 3D art of drawings and paintings, which was discovered during the renaissance, has rules and techniques you must follow to get the outcome you desire. Those rules may not be as visible in art as it is in games, but you can tell they exist because of the outcome difference between a good artist and a bad one. Points, objectives and outcomes are not the difference between art and games just like how humans eat chicken eggs is not the difference between a chicken and a
A more in-depth study may look at video games from a Marxist point of view, characterizing the games as a modern day “opiate of the masses” with multi-billion dollar corporations publishing the games to keep the proletariat occupied and oblivious to their plights. A feminist may cite the standard role of female video game characters as being the “damsel in distress” and even strong female characters usually being relegated to sex symbol status.
In our time period there is currently a battle that is happening,one that many people do not know of,and the enemy is; Video games.Violent video games are currently in the possession of millions of children, and these games are having a bad influence on them. Most people do not know this and do not know that the consequence could be dire. In the article “Violent video games are hurtful to our children” the author,Blagojevich Rod, says that we are currently engaged in a battle for the minds and souls of our children. That these violent video games are leading the children down the wrong path and have to be stopped.Rod uses violent diction and rhetorical appeals to get parents to intervene with children playing violent video games because while, these violent video games give children a misconception of moral value, video game manufactures turn a blind eye to this and make a profit and that has to stop.
Specific Purpose: To introduce Dan Houser. Dan will be giving his view on whether or not games can be art.
Using persuasive writing, Wright begins to influence his audience that game play is a beneficial source of entertainment not a wasteful one. Playing video games increases creatively, self esteem and improve problem solving skills of the players. Video games are becoming test runs that appear or feel close to the real thing. Where you can control everything with added effects like magic or future technology. Games have the potential to exceed almost all other forms of entertainment media. They tell stories, play music, challenge us, allow us to instantly communicate and interact with others. Encourage us to create things, connect us to new communities, and let us play with people across the world. Unlike most other forms of media, games are inherently tangible. According to Wright young children spend their days in imaginary worlds, substituting toys and make believe into the real world that they are just beginning to explore and understand. Wright states that games are the result of imagination and that they consist of rules and goals. Generation of teenagers has grown up with different set of games. Teenagers use the scientific method rather than reading the manual first. Games today maybe a person’s only place to express a high-level of creativity and growth. Older generations have a lot of criticisms for games, the games can help a person learn to think on his or her own.
Ebert's essay was strongly criticized by the gaming community,[23][24][25] including Santiago herself, who believes that video games as artistic media are only at their infancy, similar to prehistoric cave paintings of the past.[26] Ebert later amended his comments in 2010, conceding that games may indeed be art in a non-traditional sense, that he had enjoyed playing Cosmology of Kyoto, and addressing some replies to his original arguments.[27]
The authors point of view that makes the video games are what the video games tell you. Games with blood and violence could rot your brain. I think this because this can lead to not paying enough attention to your class. I also think that because so you now it also leads to not being smart anymore. One reason is because so you no to only play for 1 our 2 hours.
Before we divulge into the topic of this essay, let me begin by stating that neither the author of the main source, Steven Johnson, nor I intend to devalue books or look down upon them. In his book, Everything Bad Is Good For You, he starts off talking about the importance of books. He says, “We should all encourage our kids to read more, to develop a comfort with and an appetite for reading” (Johnson 21). Reading provides many different benefits, some including “concentration, the ability to make sense of words, to follow narrative threads, to sculpt imagined worlds out of mere sentences on pages” (Johnson 23). As an avid reader myself, I have always had an interest in books.
Tom Bissell presents an article in 2010, to college students of which is “Why Video Games Matter.” Bissell isn’t intending for the argument to be about video game criticism, the history of the gaming, or an assessment of anything. On the contrary, he wants to articulate his own opinions and thoughts on what playing games feels like, why he plays them, and the questions they make him think about. Being a gamer myself, I have also endured the struggles of what being obsessed with a video game feels like. It is understood that when first purchasing a video game, all one thinks about is getting home and popping it in the console, disregarding everything else that is happening in the vicinity.
Many video games use visuals to mentally immerse gamers into a virtual world filled with seemingly living, breathing people, animals, or cities. According to Michael Samyn and Auriea Harvey, game designers for Tale of Tales, video games increasingly develop into a true medium of artistic expression (Lamb). In just forty years, video games transformed from an abuse of the new computer for entertainment purposes into a sophisticated form of popular art. The development of video games recently produced results that arguably equal other similar, representational arts. Video games share many qualities with other forms of art, but they are also artistically significant in their own way. “This seems to be something
Have you ever thought video games can be Art? Many people might agree on this topic. An American film critic, historian, journalist, screenwriter and author Robert Ebert has a different view on this topic. He has expressed his opponent view through the article “Video Games Can Never be Art”. Even though he tries to deal on this topic by many examples, definitions and critics, he doesn’t looks like expertise, unbiased, and mature in this topic.
Synthesis Essay #1: “Video Games, Intelligence, and Society” As an energetic, trouble-loving child, I often visited my grandparents in San Jose where some of my best memories take place, surrounded by my enormous, lively maternal family. Almost every Easter, Christmas Eve, New Year's, Día de Los Reyes Magos, and birthday was spent at their house with the occasional hired mariachi band that was treated like family.
Video games are progressively becoming a crucial medium today, despite the light connotation of its initial categorization. Today they are a business that produces billions of dollars and employs engineers and artists alike in an art form connecting interactive games, to virtual societies where millions of people dwell. However, like all human products, our same emotion, flaws and injustice show in the games, with the impression of hatred, racism and stereotypes that are our everyday background. What are the creators of these video games real intentions in the desire they produce in the human?
In my most recent essay I wrote of the violence attributed to video games in light of various shootings and other tragedies that occurred in the past year or so. In this essay I argued that despite their violent content, video games are not completely to blame for acts of violence committed by children. Throughout this essay I tried to convince the reader by, first, establishing my own credibility with video games, then sharing my own experiences with violent games, and providing both empirical data and valuable insight from trusted sources.
Art is removed from any notion of real truth, an inherently flawed copy of an already imperfect world. Art as an imitation is irrelevant to what is real.
Games are generally thought to be a waste of time and something you can’t actually learn anything from. Those games had your typical storylines, either killing monsters or saving the girl. To the Moon is the complete opposite of any of those mainstream games. Kan Gao, the creator of To the Moon, said in an interview with AMO’s journalist Marty Mulrooney. “...The base concept originally came when my grandfather fell ill, and I wondered that when my time came one day if there would be anything I’d regret…” To the moon, a game about two scientists, Dr. Wyatt and Dr. Rosaleane, who get to explore and change the memories of a dying man named John. To the Moon has the capabilities to shed light and have an opinion on real-life disabilities. This is what Ian Bogost would consider procedural rhetoric. In “The Rhetoric of Video Games", Ian Bogost would argue that procedural rhetoric is the practice of effective persuasion and expression using processes. Bogost would agree that, To the Moon has a presence of procedural rhetoric. I argue that Procedural rhetoric is a concept that explains how people learn through the various process.