1) Write a bit about how these essays differ from the writing you are used to writing/reading. How do they use a different structure, tone, techniques, etc?
Path's Changing-This is more of a a memoir. Its written from a first-person point of view and uses a length of good verbatim. It describes the author's experience from his relationship conflicting with his religious custom of being a Mormon. Its very descriptive, in the way the author describes his somewhat opaque religious disclosures which are very deep. In this essay, he uses the technique of retrospection- going back to the experiences with his girlfriend, while at the same time describing the conversation with his stepbrother leaving and making the right decision to complete his religious mission. Its relates to more adults than children because it describes something enticing in the step of having a midlife crisis.
And the Hero will Drown-This is an abstract essay. Its written in 1st person and its describes several instances where the author tries to be a hero, which is a very personal concept to him since its society around him which affects his psychosis. It describes the author trying to be a hero, while all around him, people reject him in the fact he trying to be a good samaritan. Its very surreal and contains bits and pieces of his life, where one moment he could be talking about the experience with a middle school friend and then changes to another instance where it changes to him talking to his mother about asking a girl out. The author does create an analogy within the paper, where his compares his experiences to a 'guy running to the finish line'. Its does complete the criteria for being an abstract essay and comparing it to one motif because its abstract within the experiences his mentions, but it explains that a hero will never make it to the end. Its reaches an audience of teenagers because they always want to be the hero.
Gaming addiction (Kotaru)-This is more of a narrative argument. Its explains the author's experience becoming a video game addict and losing everything (his job, girlfriend, apartment, etc.) His experience really accounts for a video game victim and it touches every single instance and every word. For example, it describes a moment that a tow truck was taking his car away and he was just thinking about a video game. His loses his job because he was checking strategies for the game rather than working and his girlfriend left him becoming he was ignoring her. Its an awful retelling in the way that its very sad, but in the end he redeems himself by getting hired for a video game company, which is his forte. This serves as a ultimate exemplar of a video game addict and should be read by more people to stop from happening to the future generation, since they are developing more addictive games for their own personal benefit. The audience that the author is targeting is game developers and people who play video games.
2) Take one of the essays and write a few sentences about the purpose and audience for the essay. What are they and how do you know?
The gaming addiction for Kotaru is very coveted, in the way that society is growing more addictive to video game and video game producers are creating more and more addictive game for people to buy and just sit there and play their eyes out. The purpose is to show what happens to you [as a person] when you become a video addict: you lose track of everything, you don't take care of your health, you become increasingly lazy and disconnect with the world at the end of the road. The purpose of the article highlights several the growth and the state of addiction, where he didn't play a video game at first and then when his roommate introduced the game to him, he became his roommate, playing for endless hours on the glowing beam of technology. It shows him before, during and after the addiction which is very constructive. The audience of the essay he mentions it around the end of the article, when he says that producers are creating more difficult games for the public. So in the end, the article transitions from it being a danger at first to himself, that it just doesn't affect him but a lot of people buying into the marketing of video games. Its a cycle because they develop the video game, people buy them, throw them out and the cycle starts all over.
The gaming addiction for Kotaru is very coveted, in the way that society is growing more addictive to video game and video game producers are creating more and more addictive game for people to buy and just sit there and play their eyes out. The purpose is to show what happens to you [as a person] when you become a video addict: you lose track of everything, you don't take care of your health, you become increasingly lazy and disconnect with the world at the end of the road. The purpose of the article highlights several the growth and the state of addiction, where he didn't play a video game at first and then when his roommate introduced the game to him, he became his roommate, playing for endless hours on the glowing beam of technology. It shows him before, during and after the addiction which is very constructive. The audience of the essay he mentions it around the end of the article, when he says that producers are creating more difficult games for the public. So in the end, the article transitions from it being a danger at first to himself, that it just doesn't affect him but a lot of people buying into the marketing of video games. Its a cycle because they develop the video game, people buy them, throw them out and the cycle starts all over.
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