A rhetorical analysis of John Leo's paper on video games

             The author of "When life imitates video", John Leo, has a very firm view on the impact video games have on children. He takes into account nothing else, except what he believes is right. His audience are the parents of boys, as they are the ones who mostly play violent video games. Cultural beliefs is his other audience: "We are now a society in which the chief form of play for millions of youngsters is making large numbers of people die."
             With mostly unsupported facts, the author tries to persuade the readers to accept his ideas. He gives a few examples of teenage violence caused by video games, according to him. The author reaches out to the public with pathos. The audience's limitations should include basic knowledge of video games, as the essay is written to reach out to a large group of people. He adds many adjectives for flavor. John Leo's main point is, "If we want to avoid more Littleton-style massacre, we will begin taking the social effects of the killing games more serious." By looking at emotional appeal, people can see the influence this paper can give to parents. What more important than children?
             Ethical appeal creeps up into the essay. The author goes toward the fundamental values of the reader: "More realistic touches in video games help blur the boundary between fantasy and reality-guns carefully modeled on real ones..." Ethos doesn't appear much and the lack of it gives less weight to the whole essay.
             Ethos is aimed towards the parents. Unfortunately, most of the knowledge is scarce, and the facts given aren't supported. The author is probably a parent. The youth of a nation is the most important part. A few examples of pathos include, " Ethical appeal is left in the back and emotional appeal is put in front stage." These sentences are used to attack the reader's emotions and help Leo get to his reader.
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