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ELC501 - Artical Analysis (Pair Assigment)

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SUBJECT/CODE:

ENGLISH FOR CRITICAL ACADEMIC READING


(ELC501)

ARTICLE ANALYSIS:

ONLINE GAME AND SOCIALIZATION

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

In the article "Online Games and Socialization," the author


discusses the positive effects of these online games on fellow
players. The author's argument regarding this topic is positive and a. Issue of the article
not contradictory because of this article. The author fully supports b. The argument / author’s
game players because this game is a viable social network that point of view
focuses on teamwork, forming groups with like-minded people, and
having romantic relationships with other players.

Writers generally appear deductive in their reasoning, starting with


general statements and hypotheses and examining premises to g. Identify stances of
arrive at certain conclusions. inductive and eductive
reasoning in a text

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 first justification given by the author is that, according to him,


playing online games is like how teenagers control their lives. He
supports strong evidence by providing research findings. In his
article, Professor T.L. Taylor from the IT University of Copenhagen
discussed this phenomenon in a lecture at the University of
Washington. He explained how, in Everquest, players can get a
c. Reason #1 Type of
"train" of monsters to follow them and then warn the team when the support:
monsters are approaching - a tactic not mentioned in the manual. i. Personal Experience
ii. Research Findings
"Players don't just pick up the game and understand it," Taylor said.
They are "socialized in the practice of the game" to develop a
"sophisticated understanding" of how it works. By learning to work
with others, people can "rate other players" and enjoy the game
more.

The second reason is that the average player relies on online


games for at least 21 hours a week in games. Backing this up using
c. Reason #2 Type of
a CBS News report According to Yee, a Stanford Ph.D. student,
support:
most players only spend about 21 hours a week on games, and i. Observation
people log in to "socialize and find group affiliation." ii. Research Findings

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.

The last reason is that online games can always establish


relationships between people. The author tries to explain in the c. Reason #4 Type of
support:
previous paragraph that now the world has turned to technology,
ii. example
and where everyone has it. They can always explore the digital
world and become a gateway to society, not a cutoff point.

Overall, the author's argument is consistent; he always discusses


the positive effects of online gaming on players from the beginning Supports used
to the end of the article. The author's argument is objective as he in the article:
i.relevant
supports the facts with clear and robust evidence, and all the
and/or
evidence comes from the proper organization. The author's consistent
argument is incomplete because it does not deal with the opposite, ii. Objective
iii. Complete
which is the positive side of social media use among teenagers. iv. Valid and
The author's argument has credibility because it is a convincing Credible
argument where all the facts can be verified and well supported.
The argument is valid because the author uses logical and solid
evidence.

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.

Massively-Multiplayer Online Games (MMOGs) feature millions of players


interacting in the same environment. The games are social in nature as they allow
players to band together and complete missions based on a story line, or test their
skills by fighting against each other. At the start of the game, the user creates a
fictional character, and customizes its physical appearance. Since many games
involve combat, players also outfit their characters with armor and weapons, as well
as choose their "profession." Many popular game titles like World of
Warcraft and Everquest follow a fantasy theme, so most professions have magical
abilities like healing other players or raising undead minions. While the process
seems simple, players may spend hours agonizing over the perfect look for their
character, from their armor color to the type of skills to use in battle. Once their
character is created, the player is free to explore the vast, digital world and interact
with other players; however they must pay on average $15 a month for game
content. MMOG users are mostly male - usually between the ages of 18-34 -
although titles like World of Warcraft have a healthy population of female players as
well. With millions of players, there are plenty of people to adventure with.

Internet gamers insist on teamwork and cooperation, which contributes to the


social atmosphere of the game. Due to the complexity of a game like Everquest, it is
almost impossible to beat it alone. Players rely on other humans to help them.
Group coordination is important then, as a person that attacks a difficult monster
against team orders could cost the group hours of work. Before starting a mission,
players discuss various strategies and techniques instead of charging in without any
knowledge. Each person on the team has a certain role to play - certain characters
will heal the party while others will be primary damage dealers. Teamwork and
cooperation are especially important in games like World of Warcraft, where 40-
person "raids" are needed to assure victory in certain missions. The social aspect of
the game then, comes from coordinating with other people, not destroying monsters.
This is an unstated fact in many game manuals, which only instruct players about
the game's story and mechanics. Professor T.L. Taylor of IT University of
Copenhagen discusses this phenomenon in a lecture at the University of
Washington. She explains how in Everquest, players could get large "trains" of
monsters to follow them, and then alert the team when the monsters were
approaching - a tactic not mentioned in the manual. "Players don't just pick up a
game and understand it," Taylor says. They are "socialized in practices of play" so
as to develop a "sophisticated understanding" of how the game works. By learning
to work with others, people can "evaluate other players" and enjoy the game more.

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.

The social environment of these games can lead to romantic relationships


between players. This is because the game combines the anonymity of the Internet
with the social aspect of working together. These relationships are unique because
they start with little expectations - in most cases two people think they will never
meet each other and so are more willing to be honest. Couples that play together
get to know each other emotionally, without having to worry about physical
appearances getting in the way. Many times future couples meet in "guilds", as the
groups are formed around a common interest like adventuring together. Overtime, a
relationship is formed as the players become attached to one another. In many
cases, the relationship dies out after a few months, but some people take the effort
to meet their partner in person. For couples who meet face to face and have
physical relationships, the game was the driving factor that brought them together.
On his website, "The Daedalus Project," Nick Yee, a Stanford Ph.D student who
does research in online games, quotes a female World of Warcraft player who
doubted she would have had a relationship with her partner had they met in real life.
The 25 year old woman said she would "have pigeonholed him without ever giving
him a chance" because he "definitely wasn't my type" (11). Yee goes on to say that
the "absence of physical cues can in fact make relationships less focused on
superficial qualities between people who are in fact highly compatible" (11). While
some may argue that these online relationships are shallow, they can lead to a
lasting, physical relationship that would not have been possible without the game.

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.

Windham, Mike. Personal interview. 24 October 2006.

Yee, Nick. The Daedalus Project. Home Page. 1 September 2006. 24 October
2006.
http://www.nickyee.com/daedalus/

Spencer, Susan. "Addicted: Suicide Over Everquest?." CBS News.com 18 October


2002. 24 October
2006. http://www.cbsnews.com/stories/2002/10/17/48hours/main525965.shtml

1,446 words, 6 pages

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