Top-Rated Free Essay
Preview

Language analysis computer games vs books

Good Essays
1350 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Language analysis computer games vs books
LANGUAGE ANALYSIS SAMPLE: Books vs computer games
In a world where gaming consoles have become standard household items, there is much debate concerning the value of computer games versus the more conventional form of literary entertainment: books. Steven Johnson writes for the ‘The Times’, putting forth the view that computer games are a valid and valuable form of entertainment which increases problem solving skills while Boris Johnson, in an article posted on his own website, blames video games for a drop in reading standards.
Steven Johnson’s convincing article ‘Making our Brains Sharper’, published in ‘The Times’, aims to highlight the value of other ‘non-literary popular culture’ in ‘honing different mental skills that are just as important as the ones exercised by reading books.’
Johnson begins his piece with a sarcastic jab at what he calls ‘conventional wisdom’; the idea that ‘reading books enriches the mind; playing video games deadens it’. He prepares readers to question these widely accepted views while highlighting the idea that these views are old and, consequently, likely to be outdated. In order to ensure that his views are not considered radical, Johnson also acknowledges the ‘virtues of reading books’ which reassures the reader that Johnson is reasonable in his views and is likely to follow with a logical and reasoned argument.
In support of the idea that video games are the ‘most powerful example’ of popular media which improves thinking skills, Johnson explains that the games are not simply about pleasure; that the player actually spends significant time ‘not having fun’ because games are ‘fiendishly, sometimes maddeningly, hard.’ In doing this, Johnson challenges the common beliefs held by those who place video games on the ‘list of the debased instant gratifications’ and encourages readers to focus instead on the ‘delayed gratification’ often inherent in these games, as well as the problem solving required. Further supporting this idea is the comparison Johnson makes between playing video games and ‘doing chores’, highlighting that kids, the most frequent players of video games, are often the group ‘most averse to doing chores’ but that video games are actually able to get kids to complete these mundane tasks despite the lack of immediate reward. He is playing on the frustrations of the many parents who would like nothing better than to have their kids complete their chores and homework without complaint.
To further ensure that parents of video game playing parents are convinced, Johnson then spends some time highlighting the academic virtues of video games. He uses the example of the game ‘SimCity’, which explores ‘the intricacies of industrial economics’ which would normally send a child ‘screaming for the exits in a classroom’ and raises the suggestion that there needs to be more research ‘into the question of how games get children to learn without realising that they are learning.’ This encourages parents to view games as a more engaging way of learning and focuses their attention on the educational value of many games.
In rebuttal to the potential argument that many games do not contain content which has any real educational value, Johnson compares video games to other activities which are ‘considered to be good for the brain’ such as chess and algebra. He explains that these activities are often not ‘about acquiring a specific tool; [they’re] about building up a mental muscle…’, which equalises the value of video games with these other, accepted, activities and further convinces the reader that video games are not, in fact, mindless entertainment.
Finishing the article with another comparison to reading novels drives home his overall message: that novels ‘activate our imagination and… conjure up powerful emotions, but games force you to analyse, to choose, to prioritise, to decide.’
Overall, the article is a highly effective piece of writing. Johnson presents himself as an intelligent person by using a sophisticated vocabulary and reasoned views. He acknowledges the lack of research and despite the lack of a credible expert on the subject, he presents his arguments in a way that readers would difficult to refute, especially because he acknowledges the values of the computer game nemesis: books.
Boris Johnson has posted an article titled ‘Strike a blow for Literacy’ on his own website. This very dramatic piece encourages parents to ‘stand up, cross the room and just say no to Nintendo.’ He likens the reactions of children to having their games turned off to the withdrawal symptoms of narcotics users, claiming that they are ‘hooked’ and ‘addicts’ in an attempt to cause shock and dismay in the parents of children who might play video games.
The violent terminology, ‘garrotte’ and ‘paralyse’, used to describe what we should do to this technology that causes ‘catastrophic effect[s]’ to’ the ‘literacy and the prospects of young males’ encourages parents to view this an urgent and desperate problem, and to read on in the hopes of finding a solution to the downfall of their children.
Johnson does not let the ‘average guilt-ridden parent[s]’ approach this problem with a clear conscience, however. He makes sure that they take responsibility for the problem by highlighting the demands they make on schools in the education of their children: ‘We demand our teachers provide…. We expect the schools….’ and insults their ‘hedonistic 21st century’ lifestyles where parents allow their children to ‘sit for so long that their souls seem to have been sucked down the cathode ray tube.’ Parents are forced to consider their own role in the education and lifestyles of their children, which encourages them to take action and ensure that children do not spend too much time on these games which ‘may cunningly pretend to be educational’.
To highlight the worthlessness of these games, Johnson gives an example of one which looked historical and possibly educational ‘on the packet’. He describes the game as ‘programmed, spoon-fed, immediate’ and claims that it was ‘showering the player with undeserved praise, richly congratulating him for his bogus massacres.’ This reinforces the popular view that video games are unnecessarily violent and encourage children to expect instant gratification.
Johnson reminds readers of the original purpose of the piece: to ‘persuade boys to read books’. He claims that reading is the only way to ‘learn to write’ and that this will never happen if ‘we continually capitulate and let them fritter their lives away in front of these drivelling machines.’ He is appealing to the desire of parents to see their children succeed in life and attempting to show them that their children will not succeed if they play too many video games.
The article concludes with a call to action. Johnson asks parents to ‘summon up all your strength, all your courage… and yank out that plug.’ This demonstrates that it takes a strong person to be a parent, a trait which all would like to claim to have, further encouraging parents to make the decision to discourage video games in their households. He completes the article with the title statement ‘strike a blow for literacy’, connecting the conclusion to the title and reminding readers of the importance of literacy, encouraging them to take the message seriously and do something about the problems facing the youth of today.
This article is effective due to the colourful used throughout; Boris Johnson has written a highly engaging piece which forces parents to consider their own roles in their childrens’ lives and educations.
In a society where digital technology is the norm, there is no easy answer as to whether or not playing video games has any negative effects on our children. Thus, the debate is likely to continue in the media for some time. These two articles represent only two of the many views existing around the topic, although both are quite effective in different ways. Steven Johnson’s piece presented a more reasoned point of view, in comparison with Boris Johnson’s dramatic and exaggerated tone. Both authors used sophisticated vocabulary, which gives them credibility as intelligent and well informed individuals. Although both articles use examples of individual games, neither cites any evidence, research or expert opinions on the topic at hand.

You May Also Find These Documents Helpful

  • Good Essays

    Kurt Squire, a writer for “Game Studios”, in his article “Cultural Framing of Computer/Video Games”(2002) explores the role of video game in society that proposes that video games are the next generation of media with a variety of uses. He focuses on the history of games-media and compares the platform to other media such as film and television, in order to counter arguments critical of games, then he explores the beneficial implementation of games for learning purposes by providing evidence supporting games as learning tools. Squire develops this evidence in order to persuade the audience to favor video and computer games as a “next-generation” social tool. Squire seems to intend his audience to be either business or media leaders by presenting…

    • 172 Words
    • 1 Page
    Good Essays
  • Good Essays

    In Linda Bernstein’s informative article “Gaming the Console” she presents both sides to the ongoing debate about the possible consequences associated with playing video games. Some experts have concluded that gaming 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 some video games can have positive educational and physical benefits. Bernstein touches on all of these aspects of gaming and leaves the ultimate decision up to the reader to form his or her own opinion on the matter. Throughout the article, there are three images displayed that effectively support the text and help develop the arguments presented.…

    • 727 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Video games are a controversial topic because of people´s perspective and may cause discrepancies on how they impact gamers day-to-day, and the influence they have on their live styles. However, video games dramatically alter the lives of gamers in many different ways, such as increasing their levels of concentration, development of inductive reasoning and hypothesis testing and the tendency to execute in impetuous course.…

    • 435 Words
    • 2 Pages
    Good Essays
  • Good Essays

    There are often times debate about criticism of children who spend too much time inside the home playing video games and being consumed by stimulation, but what society fails to realize is that there are actually many beneficial factors to video gaming. “Pro of Reality” by James Paul Gee is the strongest factor to prove that video games help to develop literacy skills in children. Gee makes very valid points throughout his paper and gives numerous examples. He supports his opinions and thoughts which favor the argumentative side supporting gaming to enhance literacy skills. There are actually many benefits to playing video games that many overlook in the media. Video games are often times used in educational settings and aid in literacy. They can help in literacy skills because they hold features that exercise the brain improving pattern recognition/memory, enhance and enlarge the brain, and improve and promote creativity.…

    • 960 Words
    • 4 Pages
    Good Essays
  • Good Essays

    The kind of deep reading that a sequence of printed pages promotes is valuable not just for the knowledge we acquire from the author’s words but for the intellectual vibrations those words set off within our own minds. In the quiet spaces opened up by the sustained, undistracted reading of a book, or by any other act of contemplation, for that matter, we make our own associations, draw our own inferences and analogies, foster our own ideas.…

    • 1250 Words
    • 5 Pages
    Good Essays
  • Better Essays

    Books created worlds we’ve never seen, they questioned our philosophical purpose, and they answered it. From manuals to stories, books have been handed down as a collection of knowledge; but for the first time in millennia we’re raising entire generations who have never read a novel, short story or even a poem. David McCullough (2008), author of “The Love of Learning” defines for us the difference between facts and wisdom. Data is irrelevant until we have made the judgment to make it important and learn from it. We cannot memorize facts and call ourselves learned; we must look a layer deeper and find what the facts mean to us. “Learning is acquired mainly from books, and most readily from great books.” (McCullough, 2008, p. 2) Without books we are only being fed data, numbers and words without any true meaning. (McCullough,…

    • 1453 Words
    • 6 Pages
    Better Essays
  • Good Essays

    Linda Bernstein’s article “Gaming the Console” addresses the possible effects that video gaming has on teenagers and children. The article supports both sides of the debate: whether or not video gaming has negative consequences. Ultimately, Bernstein lets the reader form his or her own opinion on the subject. Some scientists and experts claim that video gaming is harmful as it may negatively affect areas of the brain, academic and social skills, and can become highly addictive. Other experts argue that some video games are educational and have positive physical benefits.…

    • 617 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    Bissel, Tom. “Extra Lives: Why Video Games Matter” ” They Say I Say with Readings. Eds. Cathy Birkenstein, Russel Durst, Gerald Graff. New York: W.W. Norton & Company, 2012. 349-362.…

    • 765 Words
    • 3 Pages
    Satisfactory Essays
  • Better Essays

    Get In The Game Analysis

    • 1347 Words
    • 6 Pages

    836). The findings and arguments presented in Powell’s article are highly relevant to the subject area of early childhood and public libraries. In this way, pretend play and video games can be employed in order to facilitate the learning process and allow children to form critical thinking and better connections to their studies. The implementation of play and game creation in early childhood learning and public libraries will provide children with a hands on approach to learning that will be highly beneficial to their cognitive ability and understandings of literature. Fundamentally, this paper will discuss Annemarie Powell’s article at length and will argue in conjunction with Powell’s contention that…

    • 1347 Words
    • 6 Pages
    Better Essays
  • Better Essays

    Jane McGonigal describes the positive impacts that video games have on individuals in her essay “Becoming Part of Something Bigger.” McGonigal’s purpose is to argue that video games are beneficial and help people find meaning in their life. Her attempt to reveal this is rather weak as a result of a saturation of an appeal to pathos and a lack of an appeal to logos. She induces an emotional tone and backs up her claims with quotes from experts in order to reveal to her readers that video games serve a greater purpose than most people believe.…

    • 985 Words
    • 4 Pages
    Better Essays
  • Best Essays

    Gee, James . What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave MacMillan, 2007. Print.…

    • 1305 Words
    • 6 Pages
    Best Essays
  • Good Essays

    New forms of technology and thinking has granted us with great opportunities such as medicine and creative social interactions. The human race has taken something as small as discovering electricity for a light bulb to creating smartphones. As mankind advances, many individuals look at different ways of solving unknown mysteries. Some people look to outlets that many don't dare to look towards, one of those people being Will Wright. Will Wright discusses in his article “Dream Machines” that video games “benefit rather than denigrate culture” (212). For years, many people have blamed video games for the violence among white youth, however Will Wright presents an outstanding argument on how video games can be a positive influence on the world such as progressive new ways of thinking and new technology.…

    • 683 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    Collaterall Learning

    • 635 Words
    • 2 Pages

    The essay “Why Games Are Good for You” written by Steven Johnson, was written not to say that video games are any better or worse than reading books, but simply to clear the delusion that video games are a interruption to people who play them. For…

    • 635 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    The video game industry is a multibillion dollar a year industry, so it isn't hard to understand why they go through great strides to protect their image. They provide entertainment to all ages, genders, nationalities, and ethnicities. Contrary to the opinions of the industries opponents, video games are not destroying our youth, they challenge, educate, and provide an escape from an oppressive world.…

    • 642 Words
    • 3 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Essay about gaming

    • 523 Words
    • 3 Pages

    The world of gaming is a complex world; different levels, stories and characters. It takes a while before you can fully understand the world of gaming and what’s attracting people to begin with gaming. There are so many different games and terms that it is easy to get them mixed up with each other. So why is there so many people that like’s gaming? And is it really good way of learning? In this essay I will investigate why some people think that gaming is a good way of learning and what effects it has on the body and mind. I will also explain why I am against gaming.…

    • 523 Words
    • 3 Pages
    Satisfactory Essays