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Analyzing The Article 'Gamer Communities: The Positive Side' By Keith Stewart

500 Words2 Pages

In the article called “Gamer communities: the positive side” Keith Stewart opens the article by using a quote from Howard Rheingold. This quote discusses that gaming is a good way to make friends through mutual interest. This sets up his main idea by introducing the concept of mutual interest in making friends. He then goes into the story of when Phantsy Sar Online was first released in 2000 and how when the US population entered the game, the Japanese population helped them get started and introduce game mechanics. He uses this story and the fact that the video game community started with the arcade boom in the early 80s and that even though there were some rough patches, particularly with social media, there was always a good foundational community. So much so that when …show more content…

For example, when he mentions the arcade boom in the 1980s, when Doom exploded in popularity in the 1990s, and when Phantasy Star Online was released in 200. When he mentions this, it enhances his point by proving that these communities are prevalent and have existed for a long time. Where I think that this is ineffective in that it only touches on the counterarguments very briefly in the passage. He could have established the counterargument better so that his audience could understand his argument better. His audience was established as the non-gamer crowd that has been told that the gaming community is not very good. The way it is written works for that crowd because the passage is an easy read it does not try to be overly smart with what it is trying to say. It comes across as more casual than anything else. The historical context is anytime that mass media, politicians, or any large groups of social media come against the gaming community. For example, when he mentions the people that came against the game Doom. He uses examples like these to identify the pushback that has

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