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Rhetorical Analysis Assignment

Question: Perform a rhetorical analysis on the TED Talk viewed in class. Use the chart below to analyze the rhetorical choices the writer made. Then, you will build up these ideas into a 250-word rhetorical analysis

Solution:

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RHETORICAL ANALYSIS OF MCGONIGAS TEDTALK2010 "GAMING CAN MAKE A BETTER WORLD"

Generally, McGonigas basic argument in "Gaming can make a better world" is simple: playing games is a sure way of fixing the world. In essence, an analysis of the speaker's argument shows that she had put in place the rhetorical appeals of Logos, Pathos, and Ethos to prove her point. Furthermore, her arguments are backed up by evidence and demonstrations which appears effective in creating a sound argument which is delivered in a digestible and cogent manner. In persuading the audience, who consists of game users and non-user, the author encourages them to focus on the benefits rather than the negatives of gaming. It needs to be considered that there are many previous studies whose major focus is on the negative results of video games. In most cases, these studies rest on gaming addiction, violence, social ineptitude among others. In away, McGoniga attempts to shift the mindset of the audience most of who are clogged with negative information about the psychological risks associated with playing games.

In this talk, McGoniga demonstrates how gamers try to solve the problems which they confront in the game they play. She shows how gamer put energy and spend a lot of time in solving "a specific problem" and in a cooperative way. The speaker shows that when the gamers have solved the problem or accomplished their goal, many feel good about it of which in one way or another helps them feel positive and tangible. In this regard, she has presented and explored the huge potential brought about by video games as tools of learning, optimism, improving resiliency, socialization and improving the world. Practically, she demonstrates vivid examples of how people employ games to tackle actual problems in real life. The first one is when she herself, was faced with a serious depression that was caused by a concussion. She created a game to help her get better and which worked. Motivated by this development, she improved the game and availed it online for people to access it. Consequently, the feedback she received from users who were suffering from depression, cancer and terminal illness were incredible.

McGonigal's speech is loaded with evidence and facts. For instance, she comes up with statistics and figures on the number of hours people spend playing video games. She spices up her argument by citing a Carnegie Mellon study which noted that an average young person in a state where gaming culture is strongly inculcated, spends approximately 10000 hours playing games (McGonigal 6:50). On the average, she postulates that people spend collectively three billion hours every week while playing video games. Her point is that instead of discouraging people from engaging in video games, we are supposed to instead encourage them and increase their engagement to over twenty billion hours per week. This way, we will be able to overcome international conflicts, issues of climatic change, obesity, hunger and even poverty. McGonigal has managed to persuade the audience to change their perception of video games and instead appreciate its role in changing the society.

In conclusion, the argument presented by McGonigal regarding how gaming can change the world is compelling. This owes to the way she has presented her speech, backing it up with evidence and demonstrations which are certainly appealing to the audience. Furthermore, the fact that she is herself a researcher and designer of video games adds to the credibility of her arguments of which she argues are drawn out of experience from her work as a game designer.

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