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Pages:
4 pages/≈1100 words
Sources:
No Sources
Style:
MLA
Subject:
Literature & Language
Type:
Essay
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 14.4
Topic:

How Can Online Gamers Balance Their Time Between Video Games And Academics?

Essay Instructions:

Paper I: Comparative Analysis
Purpose and Description 
The ability to analyze texts rhetorically will be fundamental to your success as writers and, more generally, as individuals who can engage critically with ideas and arguments. With these ends in mind, your aim in this assignment will be to 1) learn strategies for analysis and apply them toward essays related to the course theme; and 2) construct an argument that develops a rhetorical stance in relation to the essays you have analyzed. The instructions described below are designed to guide you through this process.
 
Invention & Inquiry
Consider the following as you develop the first draft of your paper:
Read and annotate two essays assigned by the course instructor;
Analyze each essay according to methods taken from Chapter 2 in IAW;
Identify each author’s central claim and how he or she supports it (e.g., by citing other authors, by narrating experience, by including evidence he or she gathered through research);
Draft a thesis statement that positions yourself (i.e., takes a rhetorical stance) in relation to the arguments you have analyzed. The general idea here is to acknowledge existing research but also to contribute something new to the conversation you are looking to join.
The Composing Process
Academic research writing takes many forms. For this assignment, however, you will adopt a common organizational structure. Specifically, you should introduce your subject and state your thesis, offer some context for your analysis, present your analysis, come to a general resolution that balances the perspectives you have analyzed and reinforces your thesis, and conclude the paper by pointing toward additional research that should or needs to be undertaken. Consider the following as you structure and draft your paper:
Introduction (designed to frame your paper)
Thematic Context (designed to build on Exercise I)
Rhetorical Analysis (designed to focus on 2 comparable sources)
Resolution of Perspectives  (designed to reinforce your thesis)
Conclusion & Directions (designed to gesture toward future action)
 
Specific Requirements
Your paper should:
Analyze two essays related to the course theme;
Develop a compelling thesis based on methodical analysis;
Have a well-defined and coherent organizational structure;
Be written in a clear, precise, and active prose style;
Cite sources correctly using appropriate citation style (MLA or APA);
Include a title that reflects the spirit and scope of your paper;
Be 4-5 pages in length (double-spaced, one-inch margins, 12 point Times New Roman or Garamond typeface);
Be uploaded to Canvas as a Word document by the deadline (consult your course syllabus and schedule for details).
The process of initiating a research project and building new knowledge requires us, first, to recognize different perspectives, and second, to offer something new to our audience based on our own research, analysis, experience, and insights. Keep these principles in mind as you undertake your analysis and develop an argument you can continue to build as we transition into Project II. Please write or stop by my office (or both) if you have questions about this assignment or anything else related to the course.

Essay Sample Content Preview:
HOW CAN ONLINE GAMERS BALANCE THEIR TIME BETWEEN VIDEO GAMES AND ACADEMICS
Introduction
Online gambling and betting has become very populous across the world. Although there are laws and regulations which govern gambling, there are more young people enrolling in the betting sites more than has been the case before. With the increase in betting platforms and the numerous enticing advertisements, young people have been lured into gambling. This has been seen as having adverse effects especially on their academics. The discussion herein has delved into the issue more deeply seeking to establish how online gamblers and especially the young people who are still in school can balance between online video games and their academics. The discussion has taken a comparative analysis between two articles both of which have examined the topic of online gaming.
Background Information
One of the articles that forms the basis of the discussion is a paper that was presented in Worcester Polytechnic Institute which looked at impacts of online games on the performance of students in their academics. The other article is by Drea Christopher (2017) which focuses solely on the negative aspects of online gaming.
According to Drea Christopher, online games are often associated with poor performance in school (Christopher, 2017). According to a research that was conducted in the year 2000, students who played video games often would drop their GPA over time. Although the drop may not have been significant for majority of the students, there was some notable drop, an indication that the online games were interfering with proper focus on the studies of the students. The Worcester study, however, appears to differ slightly on the same issue arguing that there is no clear and direct causal relationship between the two aspects.
Further, the Worcester study has also shown that while there may be an effect caused by online games on academics of college students, it is not entirely negative. The argument is that the online platform as a medium is not in itself flawed, rather, it is the information that is transmitted through it. According to the study, if the content consumed is positive, then it is beneficial to the students. However, if the content consumed is negative, then the vice-versa is also true. As such, the online platform as a medium should not be viewed through the lenses of negativity but of greater importance would be to examine the content emanating from the platform.
Striking the Balance
With the increasing opening up of the digital platforms, it may be virtually impossible to prevent or regulate the access of online platforms such as video games and especially among the young people. Therefore, a more practical approach which is the basis of this discussion, is to find way to strike a balance between the two. One of the practicable solutions that has been suggested is using the video games as learning tool for the students (Anastacia and Chaplin, 2015). Educations should incorporate useful education materials that students can access on the same platforms. Stakeholders involved in curriculum develo...
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