Evidently, gaming is essential in enhancing brain functioning. Previous studies indicate that gaming improves the functioning of the brain. Gaming enables people to develop skills for doing multiple things at one and the same time together with developing as an effective decision-maker. Furthermore, gaming improves perception and creativity. Evidently, higher academic institutions have also conducted research on similar topics.
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Their findings show that gaming enhances the rate at which people make decisions. It is believed that gaming improves the effectiveness with which people undertake tasks. It is notable that women can also develop the mentality to control 3D objects through playing videogames. Generally, men are more skillful videogame players than women. Electronic video games are believed to generate side effects.
Notably, playing violent games alters brain functioning among children and adolescents because immature brains lack adjustment abilities to respond to stress associated with such games. Adolescents and youths in school also play violent videogames. Gaming promotes heavy money expenditure among participants. Different gadgets such as smartphones are applicable in playing such games.
It is noteworthy that the author seeks the attention of everyone who plays videogames. The author targets people in management roles and students. Most importantly, the author targets anyone in a decision making role and people whose engagements require faster and innovative thinking. The author has used diverse strategies to gain the trust and readership of the audience. The author wins the audience by using authorities like researchers so that anybody reading the article cannot doubt the statements. Furthermore, providing a negative aspect of playing videogames makes the article worth reading. This is because people are normally cautious with authors who talk positively about something.
The author sets a neutral tone in the article. The author has made the article to be informative and persuasive. The tone in the article informs readers about the good aspects of playing videogames. It informs readers that playing videogames enhances decision-making abilities, planning, and execution of plans. Therefore, the author makes it tempting for many people to play videogames. Conversely, the author warns that gaming is dangerous.
Indeed, gaming is highly discouraged among adolescents because violent games affect their brain functioning. The health predicaments associated with gaming are also detrimental. Therefore, the tone does not hinder the author’s intention to communicate and inform readers about gaming.
The article portrays the authors has employed ethos in developing the article. Although the tone used by the author is neutral it is appealing to the readers. This is because the author has gloriously described the positive things about videogames at the beginning of the article. The positive messages passed are adequate signs of appeal by the author to readers that they should play videogames. Furthermore, the author has warned that school-going youths and children should be discouraged from playing videogames. This is because violent videogames affect brains, which are still developing. This is an indication that the author is aware of different aspects of ethos and takes the first opportunity to warn youngsters against indulging in gaming.
Video and laptop gaming is a highly addictive experience, which affects all participants. Although gaming has diverse negative challenges including addiction, this paper declares that playing laptops and video games should be encouraged because of its significance in improving brain functioning. This paper focuses on the rhetorical strategies employed by the author in developing the story.