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​Identifying the elements of visual Arguments. 

1. Do you see all of the visuals on pages

87-89 as arguments or do you think some were created solely to present information?

2. What main idea, or message, does each visual communicate? State the main idea of each visual in a single sentence. 

3. Does the visual Appeal primarily to logos, pathos, or ethos? IMG_2932.jpgIMG_2931.jpgIMG_2930.jpgIMG_2929.jpg

IMG_2929.jpg

Chapter 3 Decoding Visual Arguments
87
GUN-RELATED MURDERS AND VIDEO GAME CONSUMPTION
3.5
United States
Gun-related murders per 100,000
. . . ......:..;
. . . . .
2.5-
How this trend line should look if
there were a correlation between
2
video game consumption and
gun-related murders:
1.5 . . . .. . .
. . . . . . . . . . . .. .
1.
. . . . .
0.5
. . . . . . canada
United
Netherlands
Germany
Kingdom France
China
Australia
South Korea
0
20
40
Japan 60
80
100
120
Video game spending per capita
GUN-RELATED MURDERS AND VIDEO GAME CONSUMPTION
3.5
United States
3- . . .
Gun-related murders per 100,000
2.5- . .
2
This is how the trend line
.5 .......
between video game con-
sumption and gun-related
1 .
killings actually looks:
0.5 - . . . .. .......
Canada
. . . . . . . . . . . .. .... ..........
Germany
United
Netherlands
O
China
Australia Kingdom
France
South Korea
20
40
Japan 60
80
Video game spending per capita
100
120
EXERCISE 3.1
Look at the visuals on the pages that follow, and then answer the
questions on page 91.

IMG_2930.jpg

Part 2 Reading and Responding to Arguments
Bob Engelhart, Violent Video Games
YOU'RE CAUSING
VIOLENCE/
to
. . .
rever .
caglecartoons.com courant.com/boblog facebook and twitter
Bob Englehart. Courtesy of Cagle Cartoons.
Parenthood Library, Distribution of Language, Sex, and Violence
Codes in PG-Rated Movies
Sex Only
7% :
Language
Only 15%
Violence
Only 18%' . .
None
7%
Language,
Sex, and
Violence 7%
Language . .
and Sex 22%
. . . . .
Language and
Sex and
Violence 22%
Violence
2%
From Amy I. Nathanson & Joanne Cantor (1998), Protecting Children from Harmful Television: TV Ratings
and the V-Chip. From Parenthood in America, University of Wisconsin-Madison General Library System.

IMG_2931.jpg

Chapter 3 Decoding Visual Arguments
89
Boy Playing Violent Video Game
Jochen Tack/imageBROKER/Agefotostock
Ways to Die in Children's Cartoons
A study in the British Medical Journal indicated that two thirds of
cartoon movies included the deaths of characters, compared with half
in adult films. Parents are five times as likely to die in cartoon films
compared with adult dramas.
Type of Death, by Percentage of Films
Type of death
Children's animated films
Comparison films
No on-screen deaths
33.3
50.0
Animal attacks
11.1
0
Falling
11.1
33.3
Other murder
8.9
4.4
Drowning
6.7
1 .1 |
Gunshot
6.7
14.4
Magic
6.7
0
Illness/ medical complications
4.4
8.9
Other injury
4.4
2.2 1
Stabbing/impaling
4.4
2.2 |
Motor vehicle crash
2.2
8.9
Killed in combat
0
3.3
I
Suicide
O
1.1 |

IMG_2932.jpg

90
Part 2 Reading and Responding to Arguments
Lauren Dazzara, Why Gaming Is a Positive Element in Life
AN INFOGRAPHIC ON STATISTICS AND ETHICS ABOUT:
WHY GAMING
63% OF PARENTS BELIEVE GAMING
IS A POSITIVE PART OF THEIR KIDS LIVES
ONLY 9%% OF UNDER 18 GAMERS ARE
HARDCORE GAMERS..
IS A POSITIVE
ELEMENT
63%
IN LIFE.
DESPITE THE MAJORITY OF THE PRESS EXPLOITING
DESPITE THE RUMORS OF
ONLY PARENTS THAT ARE AGAINST THE MATTER.
ALL KIDS' GETTING ADDICTED TO VIDEO GAMES.
66% OF
W.O.W
PARENTS THAT PLAY
IF ALL THE USERS OF WORLD OF
WARCRAFT'S GAME TIME WAS
38%
GAMES, DO SO WITH THEIR
KIDS PURELY TO SOCIALISE
ADDED TOGETHER IT WOULD
WITH THEM
AMOUNT TO:
5.9 MILLION YEARS.
38% OF HOMES IN THE USA HAVE A GAMING CONSOLE.
83% OF THE TIME
56%
WHEN KIDS BUY GAMES,
OF ALL GAMERS AR
THEY RECEIVE PERMISSION
MALE
BEFORE HAND.
ALTHOUGH MOST PEOPLE ASSUME THAT
THE TOP SELLING GAMES ARE
VIOLENT SHOOTERS
44%
IN GAMING YOU RECIEVE
RAPID FREQUENT FEEDBACK
HE TOP SELLING GAME GENRES
2008 WERE ACTUALLY IN FACT
OF ALL GAMERS ARE
FEMALE
INVOLVING SUCH ELEMENTS AS
ACTION GAMES AT 22.3%
HP
THEN FAMILY ENTERTAINMENT
GAMES IN 2ND AT 17.6%
GAMING CAN RESULT IN IMPROVED
SKILLS SUCH AS:
HEALTH BARS
1 .+
COLLABORATION
&
EXPERIENCE
THEN SPORTS GAMES IN
AT 3RD AT 14%
PROBLEM SOLVING
Level up!
IT'S BEEN SAID THAT PEOPLE DEVELOP STRONGER
RELATIONSHIPS ONLINE THAN IN REAL LIFE
CONSTANTLY MEASURING
YOUR PROGRESS
All statistics con be found on www.grabstats.com/statcategorymain.asp?StatCatID=13 -
Loz Dizarra
And www.olganon org/?g.forum/46

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