Most people have had the notion that playing video and computer games are bad for people specifically teenagers. However, McGonigal’s “Be a Gamer Save the World” presents facts in contrast that show that gaming can be used for beneficial purposes such as solving real-world problems through research studies, overcoming difficult challenges, forming social bonds, and increasing positive self-esteem. McGonigal talks about the relationship between gaming and normal life. Recently, there have been battles between those who support computer and video games and those against them. [This paper will focus on the authors use of numerical data, research findings, logos, ethos, and pathos as well as an online secondary source to convince that video games have many advantages to playing them and are not harmful to those who play.]
McGonigal uses numerical data and logical appeal to make sure that her point is driven clearly. Numerical data provides precise supporting evidence, helping persuade the reader in an easier way. In support of McGonigal’s evidence, she uses her research findings to support that gaming has a positive effect on the gamer. Despite critics arguing that gaming is “a mind-numbing waste of time” (497), it has its advantages as shown through studies. Even though research proves that gamers fail eighty percent of their gaming challenges, the gamers instead of giving up and quitting, use feedback from the game to get better and stick with the difficult challenge. This proves that gaming provides the gamers with the thrill and real hopes for success, without giving up every time they fail. The research carried out in the Institute for the Future and University of California, Berkeley, provided four ways in which gaming provided a happy and meaningful life. The four are providing real hope for success, managing to do a satisfying job, strong social relations, and feeling associated with something greater than one as an individual person. Scientists based at the University of Washington, with the cooperation of those working in the Biochemistry Department, developed the “Foldit” game which involved a group of more than fifty-seven thousand gamers to be co-authors of the research paper to create a cure or prevention for Alzheimer’s disease through folding proteins. The research proved that gaming is successful in solving real time problems. The scientists were also proved right since the gamers beat supercomputers in more than half of the games’ challenges. Through statistics and logos gamers live positive and productive lives.
McGonigal has an ethical appeal, which is shown throughout the game “EVOKE”. She argues that gaming should not only provide gamers with fictitious and fantasy challenges but also, provide content of gaming to solving real time problems. More than 19,000 of the “EVOKE” players are supposed to handle real world missions to improve the food security, end poverty, and increase the provision of energy with a platform of over a hundred and thirty countries. “The game focused on building up players’ abilities to design and launch their own social enterprises” (500). In a span of ten weeks, over fifty companies had already been created with the businesses being in operation in the real world. This example is clear that from just a challenge provided in the game, over fifty companies were created in the real world. Gaming can be the next solution to most of the real time problems being experienced all over the world.
Through emotional appeal, pathos, gaming can be used to help gamers feel welcome and socialize. McGonigal tries to connect to the emotions of the readers, considering that some of them are gamers. In doing this, the article evokes a feeling of pride for the readers who happen to be gamers. The reader may also experience relief since most critics are against gaming and claim it has no advantages. McGonigal points out that indeed, gamers are involved in all aspects of life. “These gamers aren’t rejecting reality entirely, of course. They have careers, goals, schoolwork, families and real lives that they care about” (McGonigal 497). Therefore, this does not mean that the gamers reject reality or their normal lives. Gaming during leisure time provides the gamer with a feeling of satisfaction and relief from their normal life making it easier for individuals to create social relations between family and friends. Once a gamer achieves a challenging task, this boosts their self-esteem. “Studies show that we like and trust someone better after we play a game with them – even if they beat us” (499). Playing games are a fast and reliable way to strengthen connections with people in reality and in the games that gamers play.
In Psychology Today the Supreme Court is debating whether to ban the sale of violent video games to minors in California. The issue is about the health of those who play and also those that they may encounter. “Certainly it is good for children to play – in fact, kids are not getting enough free play today, leading to high rates of ADHD and diminished social capacities” (Narvaez). Children learn friendly fighting through playing video games, which helps the brain develop and build social competence. Steven Johnson argues that the increased complexity of video games promotes intelligence in those who play. It is often a frustrating learning experience when first starting to play a game that requires you to repeatedly problem solve in order to win or get to the next level. James Paul Gee suggests that people who play video games even learn ‘the scientific method’ through the necessary trial and error of figuring out how to beat the level of the game to advance. Playing productive and more social games can be ‘good for you’ as long as the person playing has a balanced life with real-life face-to-face relationships with socialization. A person must do so, or he/she will develop a ‘game brain.’ A “game brain” occurs when a human brain is affected by the long-term effect of playing video games. Narvaez claims that video games help individuals by developing problem solving skills and increasing a persons’ intelligence as long as they don’t have video games take over their lives as a top priority.
In conclusion, gaming can be used to solve real-time problems in the world today and in the future. McGonigal provides evidence that sways the reader to believe her point of view. She uses data, facts, research findings and modes of persuasion to ensure that the reader understands the potential of gaming in solving real life problems. Examples of situations where gaming has successfully been the key to solving real time challenges prove the credibility of the argument. The blog assists to aid in why video games can be good for a person as long as he/she lives a balanced life-style.