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Literature & Language
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ANALYTICAL SUMMARIES (Essay Sample)

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ANALYTICAL SUMMARIES source..
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Assignment 2: LASA 1—Analytical Summaries Prince Walker Argosy University Part 1 Article 1 Summary The writer narrates about games that turn up to be hostile at the end. He alludes that the games played may accelerate some violent thinking and the extreme quire behaviors at the short run. The young stars are described to be the best in developing the habits of playing the games that trigger hostile behaviors. They are known to have the characters of triggering the aggressive behaviors in the field of play. For a period of a year or two the behavior is believed to have deteriorated and gone to the peak. The young ones who are from the Columbine high school opened fire in the move of a movie theater in the period of gaming. They were video gamers who used the chance to destroy and make the violence. After a research by the social scientists was conducted in the games and the debates in the media about the violence behavior since the years 1950s. It proved that games have changed to be more violent. This is a reflection of the issues in the present days. The boys are known to be more rampant to the games compared to the girls whose rate of play is a bit low. A research on the short term laboratory experiments shows that, the longer terms, the schools based and the correlation studies and the relationship between the aggressive the more the violence. An example is given on the video game sales and the crime violence. The lab experiments show that playing games like the call of duty and kill zone 3 are known to stir blood. It proved that the participants in these games turns violent over times. Some studies shows that the schools and other places are known to be where the children are too aggressive on the games. The researchers like Christomer J. Ferguson, Dr Anderson, conducted researches that show some of close to similar results. Support Assertions * Use of Examples The author uses some real examples of the games that have turned violent. The use of school like the ‘'Columbine high,'' used to show the real violence that broke during the games in the theaters. The use of specific years is a good example of the games that happen and broke into violence. The years are the 1950s, 1980s are good examples of the games violent years. * The Use of Researched Work The author uses the researched work to support his points. The research from the University of Texas which was conducted by Michael R who is an economist is a good example. The other research is from the University of Lowa state which was led by some 47 undergraduate students. The researches were used to support the fact that the games are turning to be even more violent year after year. * Use of Direct Quotes. The author uses direct quotes in his writing like; "None of these extreme acts, like a school shooting, occurs because of only one risk factor; there are many factors, including feeling socially isolated, being bullied, and so on," the words were said by Craig A Anderson from the Lowa State University. "This is a pool of research that, so far, has not been very well done," the words were said by Christopher J. Ferguson. All this are used to stress on the discussion and show the liveliness of the issue. * Word Choices Word selection has been done to the fullest and the words selected are of the best choice for the narrative to stress on them. In the introduction paragraph there is the use of phrase ‘'opened fire,'' this is a phrase that is used in English to show that there was either some gun fire of the place was set ablaze. The other stressing word in the narrative is ‘'a burst of new research,'' the word are used to show that there were several researches carried out. The use of phrases have been used in the narrative to stress on the topic of discussion. * Transitions The use of word that can transit from one explanation to another. The words are used to show the change from one state to another. The author shows some transiting from the state in the years of 1950s and 1980s and the same has still been done today. The author are transiting from the state of some games that turned violent to other games that turns violent too. * Logical Connections. The connections between different states are clearly illustrated in the narrative. The narrative shows that there is a connection between the years 1950s an years 1980s. This states from one violent situation to another is clearly proved in the narrative. The narrative shows that there are connection between the different violent in the games that are explained in the narrative. Part 2 Article 2 Summary Games are not displaying the playable character in them but are now showing the forms of inhumane characters. The writer narrates about the boring that came and the gun shoots, meaning the torture in the games in video of the year 2013. He was affected by the Bioshock infinite and desensitized to the video game violence. That was all done in the prior year. The year after the writer was more interested in the video games. An example about the lady who was protagonist through the dangerous rule, leaving many bad people (Reed, W. L. 1990). An example of the two men, Joel and Ellite who are believed to barely survive the perpetrated protagonist's characters. These changed them emotionally at the end. Apart from the strong and changing the fight in the games that made him feel too much gracious. Towards the end of the play there was kind of unrest in the game. The game was reported to turn too much violent which included the torture. The two that is Grand Theft Auto V, a vacuous and the own satisfied games had almost no information to talk about the torture that had happened. Making the player involved in the extreme where a player character tortures screaming, men who were questionable innocent in the intelligence where the developers of the games were implicating players found all over. This was most found in the United States. Merritt Kopsas proposed that the games are not ultrarealistic dictions of the violence. Evidence to the Assertions 1 Use the real examples In the narrative examples are used to stress on the fact in the article. For instance the writer uses the case of Joel and Ellite to show the brutality that happen in the games over and over the period. He also uses the case of Grand Theft Auto V, a Vacuous, and self-satisfied game to show effect of violence. These are believed to be in the United States of America. 2 Use of effects to show feelings. The writer uses the feelings to show that he was not...
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