ELC501 - Artical Analysis (Pair Assigment)
ELC501 - Artical Analysis (Pair Assigment)
ELC501 - Artical Analysis (Pair Assigment)
ARTICLE ANALYSIS:
MEMBER:
NAME STUDENT ID
MOHD FARID BIN IBRAHIM 2021431984
MUHAMAD HAZMAN BIN MOHD GHAZALI 2020304201
PREPARE TO :
PN. NAZATUL SHAHREEN BINTI ZAINAL ABIDIN
DATE OF SUBMISSION:
19 JAN 2024
CLASS :
DBMF2A
WRITEN ARTICLE ANALYSIS
The inference that can be made is that playing online games can
cause players to have independent thinking, think openly, interact
in the same environment, and be social. Inductive reasoning is
used in his arguments because the writer provides observations,
reasons, and specific facts that lead to generalizations or logical e. Make inferences
conclusions to support his argument. For example, in the 3rd and draw conclusions
paragraph, Professor T.L. Taylor from the IT University of
Copenhagen states they are "socialized in-game practice" to
develop a "sophisticated understanding" of the game.
In the 4th paragraph, the author states that these online games can
make players feel like they are with a virtual family because each f. Identify the
game needs the other to succeed. They cooperate at all times in assumptions/t the stated
various efficient ways and help maintain the camaraderie in the main ideas and
formulate the implied
group. The author's purpose in writing this article is to inform
main ideas
readers about the pros and cons of online games among today's h. Determine an author’s
teenagers. purpose
The author's tone in this article is pleasing because the author I. Determine an author’s
wants to be the first to say that playing online games is how most tone
teenagers live their lives, but is it the right way? The audience j. Determine an
author’s intended
intended by the author to read this article is parents and teenagers.
audience
For example, in the 7th paragraph, the average news quoted
delivered by the writer is about teenagers who suffer from addiction
and stress to the point of committing suicide, and it is because of a
lack of monitoring from the parents.
The third reason is that online games affect health and prevent
parents from having deep conversations with their children without
checking their children's daily activities. This reasoning is
supported by the example taken from the Myspace social web c. Reason #3 Type of
base, which was disconnected due to privacy issues. They ignore support:
i. Example
that this website is a valuable tool for people to find old friends or
meet new ones.
742words
Argumentative Article -
Online Games and Socialization
Game On! The Newest Way to Socialize
Online games aren't just a diversion, but a unique way to meet other people.
As millions of gamers demonstrate, playing online is about friendship and
cooperation, not just killing monsters. These games are a viable social network
because players focus on teamwork, form groups with like-minded people and have
romantic relationships with other players.
Players that enjoy the experience of working with others will often join game-
based organizations known as "guilds" or "clans." These groups are like a virtual
family, as they complete missions together and provide the player with contacts
inside the game. For groups with a small membership, the players are often close-
knit as they come to rely on fellow members. There are many benefits to group
members besides socializing though. In the game Guild Wars, the most powerful
"guilds" can control virtual towns, and access special areas off-limits to most
players. Certain groups even compete in online championships for world
recognition. But for most people, being in a game group is just hanging out with
friends. Mike Windham, an online gamer and guild-leader, says that people join
such groups because they are "somehow related to something [they] do or like." He
references how many online games encourage people to join organizations of like-
minded players - certain groups specialize in completing the story while others
prefer to battle other humans. As a guild leader, Windham has his own share of
responsibilities, as he "acts like a public relations manager" that "makes sure
everything runs well." But he does acknowledge that the game helps him maintain
his friendships within the group. "Sometimes going online is the only way I can
reach some people," he says. Not only do people find that such groups help them
complete the game easier, they bring them closer to other players as well.
Some argue that people are playing online games not for the social aspect but
because they are addicted to the game instead. They claim that spending so much
time online will cause people to have a shut-in life, more attached to virtual
characters than real people. This seemed to be the case of Shawn Wooley, a 21
year old Everquest fan who committed suicide in November 2001. In the CBS News
report, "Addicted: Suicide Over Everquest?" by Susan Spencer, Wooley's mother
recalls that her son, "couldn't stay off [Everquest]" and claims that "he shot himself
because of the game" (1). But while Wooley's case is unfortunate, the report also
notes that he "struggled with learning disabilities and significant emotional
problems" (1), which probably played a larger role in his death. According to Yee,
the Stanford Ph.D student, most players only spend about 21 hours a week in the
game, and that people logged on to "socialize and find group affiliation" (1), not
escape from reality. After Wooley's death, Everquest installed a timer to let players
set their limits. While games are a viable social network, they should be used - like
most things - in moderation.
What these games reveal is that socializing over the Internet is a viable way of
communicating. While critics of social networking sites like Myspace get hung up
over privacy issues, they ignore the fact that these websites are useful tools for
people to find old friends or meet new ones. While it's true that Myspace had to deal
with privacy concerns this has not stopped it from offering an environment
conducive for socializing. Sites like Myspace allow people to achieve a difficult task:
maintaining friendships - especially long distance ones - without losing track of
people. People can also join groups with similar interests and make new
connections over the web - even romantic ones. While Myspace is not as
complicated as online games it draws on the same population of Internet-savvy
people who want to expand their horizons and socialize in a new, interesting, way.
In a world where people turn to technology more than ever, some feel that
humanity is becoming isolated. But as online gamers show, venturing into the digital
world is a gateway to society, not a cut off point. Socializing with other people isn't a
thing of the past - it's the basis for the future, and online gamers are leading the
way.
Works Cited
Taylor, T.L. "Play Between Worlds: Exploring Online Game Culture." University of
Washington. Seattle. 12 May 2006.
Yee, Nick. The Daedalus Project. Home Page. 1 September 2006. 24 October
2006.
http://www.nickyee.com/daedalus/