Professional Documents
Culture Documents
Genre Analysis
Daniel Ortega
RWS 1302
Ms. Navar
Genre Analysis
Video games have had an interesting and ever-expanding influence and history behind
them. Recently, video games have had an enormous boost in popularity and recognition in
today’s societal mainstream. Video game nowadays are no longer widely viewed as an activity
that is considered a waste of time. However, video games are still shrouded in controversy
concerning their effect on the human brain, especially the youth. An article written by Hannah
onlineuniversities.com both explain the positives and negatives on the effect of video games on
the mind.
The structure of both the article and infographic have their information organized in an
easy to read and understand matter to better accommodate a general audience. The article
organizes its information first by explaining what video games are in general, their spread, and
who consumes them. Then the author begins explaining positives for playing video games along
with scientific information gathered from other sources. The diction the author uses is not too
advanced so the average consumer such as the intended audience, parents, can easily read and
follow along with the points she tries to make in the article. Visually, the article has around five
pictures that each show what each major section of the article is talking about. The infographic
poster organized information with picture and symbols displaying both positives and negatives of
video games on the human brain. The infographic is largely factual with many statistics listed
and their sources. The poster itself is vertically long so it guides the reader downwards as they
read, making it easier to understand. The major similarities between the structure of both genres
are their easy-to-follow organizational structure which makes reading them simple for any
GENRE ANALYSIS 3
audience. The large difference between the two is the amount of detail going into many of the
facts and points in each genre; the article goes into more depth for each fact whereas the
Audience
Aside from a general audience with the easy-to-read vocabulary choice and structure, the
intended audience more specifically for both genres are for parents who are the most concerned
about the effects video games might have on their children. The purpose for both the article and
the infographic is to inform the reader on the effects of video games on society and on the brain.
The reason for the purpose being informational and the intended audience being parents is
parents seek validity on whether video games for their children are either harmful or not at all.
The authors are not trying to change the viewpoint of the audience but to simply provide facts so
The ethos of both the article and the infographic are not entirely clear as the author,
Hannah Nichols (2017) and Onlineuniversities.com for the infographic but ethos can be gathered
from the structure and organization from their respective genre. Hannah Nichols in her article
display that she understands how to organize and structure her writing in a way that is easy to
follow and understand for any audience type. She first begins her article by giving basic
information on video games such as their rising popularity by sales over the years and what
genre of video games they are. She then begins summarizing results that scientists and
researchers have gathered on video games and their effect on the human brain. They have
concluded that video games can change how our brains perform and how they are structured. For
the rest of the article she talks about the different ways video games a beneficial to the human
GENRE ANALYSIS 4
brain such as boosting memory and reversing age-related decline with the brain. The infographic
displays its ethos with its vertical design and organized descending information. It starts off with
parts of the brain that are affected by different video game genres. Below that it lists some
negatives of video games such as anxiousness and increased aggression after playing long hours
of violent video games. After negatives it discusses positives that come to the brain because of
video games. At the bottom of the poster, sources are listed where all the information was
gathered. This organization and flow of information proves good ethos from
onlineuniversities.com.
After ethos follows pathos, the appeal to emotion. The appeal to emotion is usually used
in persuasive essays and the most used appeal. Within the article and infographic, no pathos is
found within either as both are informative. Pathos was left out to maximize the emphasis on
non-biased views on video games so the audience can make their own decision on how they
The final appeal is logos, the appeal to logic. In terms of facts and non-biased views, both
the article and infographic use logos throughout the article and poster. Both the article and
infographic do not use personal pronouns such as I or we to not show a personal view on the
topic. The logical decisions made between the two genres are their organization and structure
which allows the average reader to follow and understand their information as the issue in
Conclusion
To summarize, both genres use mainly logos as their appeal and they both achieved their
purpose, to inform. The article used an easy to read format for the structure and noncomplex
vocabulary to have an article accessible to the average reader. The infographic used a vertical
GENRE ANALYSIS 5
orientation to have its information “flow” which naturally lends it good organization. With all
the previously mentioned characteristics in mind, the article by Nichols better conveys its
message as it goes into more depth with the information it provides. These genres aim to inform
References
Nichols, H. (2017, July 10). How video games affect the brain. Retrieved from
https://www.medicalnewstoday.com/articles/318345.php
https://www.onlineuniversities.com/