Dr Thomasina Singh’s speech, “Pulling the plug on video games” clearly addressed the issue of the physical and psychological effects of video games on young and naïve children. In a light-hearted yet earnest tone, Singh contends that video games have incredibly harmful and negative affects on the lives of teenagers. With the inclusion of two slides, including on picture, Dr Singh is able to capture the attention of her intended audience of parents, teachers and students, persuading them to agree with her point of view. Dr Singh begins her speech by arguing that the problem’s associated with video games are quite widespread. Singh commenced her speech in a light-hearted and casual tone, allowing the audience to initially feel at ease with the author. As a result, this manipulates the readers into adopting the speakers view, as they feel more comfortable in her presence. With the use of humor describing students “shifting their seats”, Singh is able to generate feelings of laughter within her crowd. This allows Singh to connect to her audience on a more personal level, leading to the audience agreeing with Singh as they have been positioned in a tension free environment. By interacting with the audience asking “Hands up…”, Singh is able to physically involve engage the audience within her speech. This forces the audience to feel as though they are directly associated with the issue as they themselves have risen their hand’s. As a result, the audience is more likely to agree with Singh’s contention as they have now been exposed to the idea that they will be affects by the issue. By questioning the audience in two different scenarios with “Who here plays video games?” and “Hands up all parents who worry….”, Singh is able to appeal to both the parents and the children present in the room. As the majority of Singh’s audience has directly been associated with the issue, Singh is able to emphasize just how widespread this problem is. This persuades the audience into agreeing with Singh as they can now obviously see and have had first hand proof of the prevalence of the issue. Singh continues her speech by detailing how videogames have a great propensity to lead to addiction. By strategically alluding to well known video games such as “World of Warcraft”, Singh is able to demonstrate her insight and familiarity with the issue. This positions the audience to agree with Singh as they are now able to trust her opinion due to her obvious knowledge and expertise with the issue. With the embedment of an appeal to hip-pocket nerve “ongoing subscription fees”, Singh is able to highlight the large sum of money paid by subscribers to video companies. This angers the audience as they feel as though they are wasting precious income on a game that ultimately generates harmful affects. As a result, the audience is predisposed to agree with Singh in order to prevent further waste of money being spent on such a negative activity. By shifting the tone of the speech to a more serious manner, Singh is able to appeal greatly to parents within the group, establishing the foundation for her following persuasive techniques supporting her argument. The description of the feeling of achievement within a video game as a ‘rush’ places a negative connotation upon the emotion. Singh has managed to present the rewards of the game as an addiction. As a result, the audience is left feeling outraged as they have now associated the enjoyment of these games with previous beliefs of harmful addictions such as gambling. By citing evidence from a “State University”, Singh is able to add greater credibility to her arguments. This leads the audience into becoming more inclined with the speaker as they feel as though Singh has undertaken personal research in the issue, enabling them to trust her point of view. This is supported by Singh’s first slide, which clearly depicts a number of statistics such as “more than 8 percent… exhibit symptoms of addiction.”. Also present on the slide is a set of effects of video games as expressed by “PsychToday”. By using of this intertextuality, Singh is able to inform the audience that another well informed company also posses her same views on the issue. Hence, the audience is manipulated into agreeing with the contention as they feel as though the majority of experts within this field obtain this same view on the issue. Singh conclude her speech by informing the parents that they must watch over their children’s gaming. With the use of inclusive language such as “we can” and “we really”, Singh is able to cause the parents to feel a sense of responsibility for the happening of the issue. This fuels the audience into agreeing with Singh in an attempt to resolve the issue in which they now feel as though they are slightly accountable for. By listing the negative effects of video games such as “withdrawal from friends and family, lack of interest…symptoms of depression or anger… declining school marks..”, Singh is able to overwhelm the audience as they are now aware of just have extensive and endless the effects of video games are on children. This generates feelings of shock within the group, forcing them to agree that teenagers must be watched carefully in order to prevent these consequences from occurring. By appealing to family values, explaining how video games can lead to an “obesity epidemic”, Singh is able to generate feelings of alarm within the parents who now fear for the health and safety of their children. This results in the parents grappling to find a solution to the issue, forcing them to agree with Singh’s suggestions in desperation. The impact of the effects if gaming is emphasized in the picture on the following slide. The inclusion of the hyperbole “Video games ruined my life” emphasizes to the audience the extremes of the effects of video games and their implications on a person’s existence. The use of pixilated words allows the speaker to appeal to the children and teenagers who are experienced with gaming and recognize the font, hence positioning them to feel a sense of familiarity with Singh’s argument. The use of a black and white picture highlights the distinct differences between the negative affects of gaming in juxtaposition with those teenagers benefiting from a healthy and active lifestyle where video games are absent. By shifting and concluding her speech in a more positive tone, Singh is able to provide a sense of optimism within her audience. This is supported by the “tips” Singh provides to the parents such as “putting down the controller” and condoning a more healthy lifestyle. By reserving these tips to the final paragraph, Singh is able to leave her readers feeling as though they do posses a sense of control and hope for the resolution of the issue. In conclusion, Singh cohesively contends that video games have the ability to affect the lives of teenager’s in a number of harmful ways. By arguing how widespread and addicting the issue is, along with the use of many persuasive techniques, Singh was able to generate feelings of fear and outrage within her readers. This provided Singh with the opportunity to present how abundant this issue truly is in today’s technology-driven society.
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