Eng 102 Composition II Unit Four: Recognizing And Using Visu

Eng 102 Composition Ii Unit Fourrecognizing And Using Visuals As A

Eng 102 Composition II Unit Four Recognizing and Using Visuals as Arguments You will create a two-part 1200-word (combined) analysis of visual arguments. (Questions excerpted from Bostonian’s Purposeful Argument). A. Evaluate Visual Arguments using questions in “Questions to Ask While Reading Visual Argumentsâ€, (chapter 12), p. 300 of text. Conduct a search of your favorite internet sites on any related topic or use the suggested websites in Your Turn, 12a. Use questions collectively and incorporate in your response; do not separate or number the questions when responding. B. Do another internet search to find advertisements, preferably on an entire ad campaign. Evaluate the ad or ad campaign using questions in “Questions to Ask While Reading an Advertisementâ€, p. . Use questions collectively and incorporate in your response; do not separate or number the questions when responding. FOR THIS ASSIGNMENT: • INCLUDE WEBSITES’ FULL URLs IN YOUR ANALYSES AS WELL AS ON YOUR WORKS CITED PAGE • UPPER LEFT HAND CORNER—NAME, COURSE AND UNIT #, PROFESSOR’S NAME. • PROOF CAREFULLY: WRITE FULL SENTENCES—THIS IS NOT A REPORT—SOLID PARAGRAPHS, CLEAR TRANSITIONS • DO NOT GET CAUGHT UP IN OVERUSING SPELL AND GRAMMAR CHECK Answer ONE of the following questions using ONE game of your choice as an example: Word limit approximately 2500 Due Date 27/10/. In-game marketing and product placement distracts from the immersive experience of gameplay. Agree or Disagree. Justify your answer. 2. Games convey, contain, and deploy cultural ideas about gender. Agree or Disagree. Justify your answer. 3. There is a clear distinction between 'casual' and 'serious' games and gamers. Agree or Disagree. Justify your answer. 4. Mobile games transform how physical space is experienced. Agree or Disagree. Justify your answer. Note: if none of these questions suits you, or you have another idea for an argument based on the unit materials, please consult your tutor. This assignment is a research essay of significant length. You MUST use academic refereed reading. YOU MUST reference correctly. Please obey basic essay structuring rules of introduction, middle and conclusion. Please write in full sentences and paragraphs. Evaluative Criteria: What I am looking for when I mark your paper: · Accurate use of terms from the unit · Effective writing and expression · Reflexive integration of reading and accurate referencing following APA style · Articulation of a strong argument Topic 2.1: Identity, Online Worlds, and Role-playing Games 1) Pearce, Celia. (2011). “Virtual Worlds, Play Ecosystems, and the Ludisphere†in Communities of Play. MIT Press, pp. 17-35. [Available here - you must be logged in to Oasis] 2) Crowe, N. and Watts, M. (2014). 'When I click "ok" I become Sassy - I become a girl': Young people and gender identity: subverting the 'body' in massively multi-player online role-playing games. International Journal of Adolescence and Youth, 19(2), . [Available here ] 3) Monson, M. (2012). Race-based fantasy realm: Essentialism in the World of Warcraft. Games and Culture 7(1), . [Available here ] Topic 2.2: Social and Casual Games 4) Balnaves, M., Willson, M. and Leaver, T. (2012). Entering Farmville: Finding Value in Social Games , in Anyanwu C. and. Green K. and Sykes J. (ed), Communicating Change and Changing Communication in the 21st Century, Australian and New Zealand Communication Association conference, July . 5) Eklund, L. (2016). Who are the Casual Gamers? Gender Tropes and Tokenism in Game Culture. In Social, Casual and Mobile Games: The Changing Gaming Landscape , Michele Willson and Tama Leaver (eds). Bloomsbury, pp. 15-30. [Find it here ] 6) Albarràn-Torres, César. (2016.) Social Casino Apps and Digital Media Practices: New Paradigms of Consumption. In Social, Casual and Mobile Games: The Changing Gaming Landscape , Michele Willson and Tama Leaver (eds). Bloomsbury, pp. . [Find it here ] Topic 2.3: Space, Mobile Games and Locative Media 7) Gong, Huiwen, Robert Hassink, and Gunnar Maus. (2017). What Does Pokemon Go Teach us About Geography? Geographica Helvetica , 72(2), pp. . [Available here ]. 8) Henthorn, Jamie. (2016). Rewriting Neighbourhoods: Zombies, Run! and the Runner as Rhetor. In Social, Casual and Mobile Games: The Changing Gaming Landscape , Michele Willson and Tama Leaver (eds). Bloomsbury, pp. . 9) Piedtype. (2013). “Grandma playing Ingress stopped by cops.†Piedtype blog. Available from Topic 2.4: Horror and Violence in Games 10) Ferguson, C. J. (2018). It’s Time to End the Debate about Video Games and Violence. Kotaku. Available from 11) Bender, S. (2014). Blood Splats and Bodily Collapse: Reported realism and the perception of violence in combat films and video games, Projections 8(2), 1- 25 [Found here ] 12) Habel, Chad and Ben Kooyman. (2013). Agency Mechanics: Gameplay Design in Survival Horror Video Games. Digital Creativity , 02 January 2014, 25(1), pp. 1-14. [Available here ] Topic 2.5: eSports, Advertising, and Playing for Cash 13) Seo, Yuri , and Jung, Sang-UkJung. (2016). Beyond Solitary Play in Computer Games: The Social Practices of eSports. Journal of Consumer Culture, November 2016, 16(3), pp. . [Available here ] 15) Nelson, M. Keum, H. and Yaros, R. (2004). Advertainment or adcreep: Game players' attitudes toward advertising and product placement in computer games. Journal of Interactive Advertising, 5(1), pp. 3-31. [Found here .]

Sample Paper For Above instruction

Analyzing Visual Arguments and Advertisement Campaigns in Digital Media

In the contemporary digital landscape, visuals serve as powerful tools for persuasion and communication. The ability to critically analyze visual arguments and evaluate marketing advertisements enhances our understanding of how images shape perceptions, influence behaviors, and construct cultural narratives. This paper explores the strategies involved in interpreting visual arguments and assesses an advertising campaign's effectiveness, emphasizing the importance of critical engagement with visual media in today's digital age.

When evaluating visual arguments, it is essential to consider various questions that probe the intent, audience, context, and persuasive strategies employed. Questions such as "What is the central message?", "Who is the target audience?", "What emotional or logical appeals are used?", "What cultural symbols or stereotypes are present?", and "How does the visual design contribute to the argument?" guide a comprehensive analysis. For example, examining a campaign advocating for environmental conservation, one might observe the use of imagery depicting pristine nature contrasted with polluted environments to evoke emotional responses and prompt action. The placement of these images, color schemes, and accompanying text all serve to reinforce the intended message. Conducting such an analysis requires a keen eye for semiotic details and an understanding of rhetorical appeals.

Moreover, evaluating an entire advertisement campaign necessitates an understanding of its consistency, message clarity, and cultural implications. Questions such as "Does the campaign target a specific demographic?", "How are different media formats integrated?", and "What is the overarching narrative?" help in assessing campaign coherence and effectiveness. For instance, a campaign promoting veganism across social media, billboards, and TV spots might use consistent imagery of animals and nature, reinforcing its message through multiple channels. Such an integrated approach magnifies the campaign’s reach and impact, demonstrating strategic visual communication.

Effective analysis also involves scrutinizing the cultural context and potential biases within the images. Stereotypes, gender roles, and racial representations can significantly influence audience perceptions. Critical viewers consider whether visuals challenge or reinforce societal norms, and how such portrayals align with broader cultural dialogues. For example, a fashion advertisement that predominantly features women in traditional roles might perpetuate stereotypes, thus influencing societal perceptions about gender.

In practice, evaluating visual arguments and advertisements fosters critical media literacy. It equips individuals to discern underlying messages, question assumptions, and recognize persuasive techniques. This skill is vital in an era where visual content inundates social media, advertising, and entertainment, shaping cultural norms and individual attitudes. Through careful analysis, consumers can decode the complex interplay of images and messages, making informed decisions about the media they consume.

Conclusion

Overall, the ability to critically assess visual arguments and advertising campaigns is fundamental in navigating the saturated visual culture of today. Applying questions that examine intent, design, context, and cultural implications enables a deeper understanding of how images persuade and inform. As digital media continues to evolve, fostering media literacy skills remains crucial for engaged and informed citizenship, ensuring that viewers can interpret visual rhetoric accurately and ethically.

References

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