Thursday, December 8, 2011

Genre Analysis

        Video game and media violence has been a hot topic in recent years with many supporters on either side. Today’s form of video game entertainment has become far more immersive and graphically appealing then predecessors of the past decades. Many have come to question if today’s video games have gone far enough as to cause real life aggression, social independency, and violent acts upon humanity. An article done by Dr. Craig A. Anderson for the “America Psychological Association” concluded facts about many Myths that are associated with the Topic of video game violence. A YouTube video that highlights a news story from a local news station describes studies done by psychologists as well as getting opinions from people who engaged in video game media. Both these individual genres outline the violence of video games, but the YouTube video insists that the information given by the article is inconclusive and broad.
Audience and Opinions
            The article has more meaning toward an audience that believes video games are a cause of violent acts such school shootings, murder, and domestic violence. This may include concerned parents, political representatives, and religious peoples who’s intentions are to create laws that’s inhibit strict regulations for companies that work on violent engaging titles. The evidence presented in this article proves facts about common myths of video game violence that is helping in fueling arguments among the intended audience. The article is quite intense in the information presented meaning that people will really have to study the facts in order to really understand what it being conveyed by these studies conducted by psychologists. The information is very detailed and conducted by professionals, which is one main reason why this sort of audience would really find this article appealing on the position they take. The purpose of this article is to inform the audience by providing factual evidence that video games do provoke aggression amongst young individuals.
            The YouTube video has more meaning toward an audience that insists video games have little or no affects toward emotional aggression amongst today’s youth. Large gaming corporations, young adults, and media outlets may find this video as supporting evidence for their side of the story. This audience will probably have already extensive knowledge in the video game industry such as the creation of the products and personal use. The research done by the college professor clearly states that video games may cause increased aggression, but has little effect on the person’s overall emotional being. As a result of watching this video, the audience has picked up valuable information on their argument for video game violence. This video is clearly trying to inform the audience by introducing a real psychologist to confirm research findings.
             The article and the YouTube video both state research findings on video games increasing violence, but the article is far more scientific in its approach.  All though many anti-gaming organizations may see this article as clarification for banning violent games the information provided doesn’t express any sort of biasness. The video essentially takes what was said on the article and expresses through the words of a college professor.
Rhetorical Issues: Ethos, Pathos, and Logos
            The article was done by a psychologist working for the America Psychological Association, which emphasizes the credibility of the research information and statistics that was obtained from work done in the field. This article may spark an emotional response from the audience such as a sense of satisfaction and confidence that will allow them to continue in supporting anti-gaming ideals. The sort of evidence that is used to support the article’s information is experiments and surveys done by professionals that work in the study of human psychology. This is appropriate in that it uses scientific techniques and rules to acquire solid observational and statically data to prove that violent video games do cause increased aggression.
            The YouTube video is the recording of a news topic done by a local news station that is probably tied into one of the larger news networks such as MSNBC and ABC which helps to establish its credibility.  This video may provoke the audience with emotions of satisfaction and gratitude by being able to prove that video games are not underlining causes for people committing crimes to humanity. The evidence provided by the interview with the college professor that was involved in field studies insists violent video games only cause minimal increased aggression in the youth that play violent video games.
            The article and YouTube both are backed by credible sources that support the ideas that are being conveyed. They both strike emotional stances among their audience who support either side of the argument. Evidence is presented within both genres that back-ups the information given by both psychologists.
Structure
            The article was set up as a scientific research paper with data represented to break down myths with factual evidence. Multiple paragraphs make up the introduction of the paper along with a numbered list of Myths that each had information disproving them. The limitation to this article is its reading time because a lot of data is being presented, and may take multiple read-through’s to comprehend.
            The YouTube video is set up as an interview with a college professor explaining research data about violent games causing aggression. The organization is organized well with visuals of video games and historical data that relates well with the audience.  The time of the video is small, but has just enough info to cover an interview that really conveys the information.
            The structures of these two genres are far different, but both are able organize their information in a fair manner. The time of which the audience must observe these genres is also very different with the video able to express itself in a fraction compared to the article. 
Style/Language
           
            The YouTube’s language is far more informal expressing the information as an everyday conversation that is easy to comprehend for the audience. The special vocabulary includes popular video game titles such as “DOOM” and “Mortal Kombat” that are both violent games that have been criticized by anti-gaming supporters. Visuals are included from “Grand Theft Auto” which shows violent acts such as shooting at civilians.
            One genre is formal while the other is informal, but the video is far easier to understand for those trying to get quick information on the run. With the article you really have to do your homework and read through it carefully to comprehend the information.


Conclusion
            Overall, the two genres are well done in presenting information about the theory that violent video games cause increased aggression in today’s youth. The article gives a far more detailed perspective on this issue with research backing it up. The YouTube is short, but to the point on what information has been obtained for ongoing research on this topic. There is no real verdict on which is better because audiences from both sides of this issue can use these genres effectively to protest their views on violent video games.












Reference Page
Anderson, Craig A. "Violent Video Games: Myths, Facts, and Unanswered Questions."
                American Psychological Association (APA). Web. 09 Sept. 2011.
                <http://www.apa.org/science/about/psa/2003/10/anderson.aspx>.

"Violent Video Game Research - YouTube." YouTube - Broadcast Yourself. Web. 09
                Sept. 2011. <http://www.youtube.com/watch?v=XnWO09q2nnw>.


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