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Kumar, Sumit Critical Analysis (Final Draft)
Kumar, Sumit Critical Analysis (Final Draft)
Kumar, Sumit Critical Analysis (Final Draft)
Sumit Kumar
Gaming has been a popular pastime both adored and loathed within our society for
nearly eight decades, beginning around the 1940s. A wide variety of these games harbor the
ability to heighten skills such as manual dexterity and decision-making otherwise attained
through real-world situations. Thus, video games have become an intrinsic part of youngster’s
life and in today’s adverse scenario of the pandemic, they have become more vital by
“Children’s Screen Time Has Soared in the Pandemic, Alarming Parents and Researchers”
Richtel (2021) depicted the concern of parents on kids spending more time on electronic
consequences of playing games in teenagers while the article “Video games deserve better
than blanket, parachute coverage from reporters who don’t get it”, Park (2021) has
presented an opposite view and feels there is nothing wrong with kids playing games instead
demonstrated the significance of playing games. Park’s (2021) article is more convincing
than Richtel’s (2021) article because Richtel (2020) could not explain some details with
The first reason Richtel’s (2021) article is ineffective is his manipulative use of ethos
which is evident by the researches in the reading that could not justify the argument
completely. Park (2020) has stated, “So, imagine sending a health reporter to cover the
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impact of listening to certain rap lyrics over and over again, all while not understanding the
context of the lyrics, where they come from, or what they’re saying” to justify Richtel’s use of
inapt researches. For instance, Dr.Dimitri Christakis has mentioned “gift” as electronic
devices given by parents to kids in the pandemic and alerts parents to face the
consequences where he identified increased online use and addiction to devices in children
can lead to anxiety, depression, obesity, and aggression (Richtel, 2021, par.13). In his claim,
Christakis rather than mentioning video games mentioned online usage and addiction of
devices as causes that divert the arguments imposed by Richtel on video games. Also, Park
(2021) stated that Christakis has a long record of raising flags about violence in video games
which he mentioned by providing a 2016 research conducted by him and then mentioned
that the issue of video game violence on human aggression is rare by providing a 2020
study by the July meta-study published in the Royal Society Open Science (Park, 2021,
para. 7-8). In another instance to contradict Richtel’s (2021) quote on Dr.Dimitri Christakis's
claim, Park (2020) mentioned Richtel used anxiety and depression study using links to the
Times research which mentions social media as the culprit, not video games (Park, 2021,
para. 12) and this notion also contradicts Richtel’s (2021) claim on doing a deep study for
the article. Therefore, Park’s (2021) claim on Richtel’s (2021) quote successfully elucidates
to the reader about incomplete arguments imposed by Richtel. Hence, Richtel’s (2021)
manipulative use of ethos makes the article untrustworthy for the readers.
Probing further, the second reason Richtel’s (2021) article is ineffective is his
unscrupulous use of logos which is evident by the usage of weak logic with incomplete
details and improper pieces of evidence provided in Richtel’s (2021) article. For example,
Richtel’s (2021) article has mentioned several instances focusing on the Reichert family and
their concerns about their son playing Xbox and using his phone. Mr. Reichert mentioned the
“tipping point” when his son decided to make electronic devices his whole life (Richtel, 2021,
par.13). This illustrates the fact of his son being addicted to electronic devices for which he
spent around 40 hours weekly on gadgets but did not illustrate the fact of video games
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being responsible for increased screen time properly. Another instance, when Park (2021)
stated, “But the framing of the piece is flawed and embarrassing, using a Colorado parent’s
worry over their child’s Xbox usage as its case in point. This framing conflates digital screen
time to video games, which are two different things” (Park, 2021, para. 3) also justifies
Richtel’s misunderstanding between usage of electronic devices and video games for
spending more time on screen. Furthermore, Richtel (2020) has mentioned the usage of
“Roblox”, a game popular among children ages 9 to 12 in the United States, that proliferated
to 82% in the first nine months of 2020 (Richtel, 2021, par.9) but did not justify the reason for
this considerable surge while, Park (2021) justified the reason for this significant increment
by mentioning this game as a creative platform in which users can create games or
participate in them (Park, 2021, para. 5) and a good source of socialization in the pandemic.
Hence, the following instances successfully justify Richtel’s incomplete facts with improper
evidence making his logic weak. Thus, Richtel’s (2021) manipulative use of logos make the
The third reason Richtel’s (2021) article is ineffective is his devious use of pathos in
the photographs that convoyed the article, for which the themes postured. For example, the
first photograph displayed Reichert parents with their teenage son, James, who they claimed
being adversely affected by the usage of electronic devices for long hours, who once spent
his leisure time playing basketball and mountain biking (Richtel, 2021, paras. 1-3). According
to James's parents, they feel like they are losing their son (Richtel, 2021, para.3), which is
evident by the lack of eye-contact among them, and James shown as completely immersed
in the video game while using the headset and controller. His central position in the image
highlights the adverse impact of his behavior on his family, but a closer look divulges that he
was looking directly into the camera lens, which certainly means he was not actually doing
this deliberately rather, he was instructed to adopt a posture that conveyed the message of
Richtel (2021) and his photographer. The third photograph displayed Dr. Briasouli’s family
constituting six members sitting together on a small sofa where everyone looks happy and
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nothing suspicious activity was found involving any electronic device despite the fact that
children had had an iPad Pro, two iPad minis, and a Nintendo Switch, that contributed 70
percent of their weekly usage. (Richtel, 2021, paras. 16-18). Richtel’s (2021) manipulation of
To conclude, video games play a vital role in developing children’s critical as well as
creative thinking, and in today’s pandemic situation their role in imparting socialization and
education has made them more significant. Lack of complete information with proper
analysis of shreds of research provided by Richtel (2021) makes his article ineffective as
compared to Park’s (2021) article. Thus, parents should encourage their kids to play video
games that imparts profound knowledge rather than showing complete ignorance.
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References:
Richtel, M. (2021, Jan 16). Children’s Screen Time Has Soared in the Pandemic, Alarming
https://login.gbcprx01.georgebrown.ca/login?url=https://search.ebscohost.com/login.aspx?
direct=true&db=fth&AN=148170566&site=eds-live&scope=site
Park, G. (2021, Jan 27). Video games deserve better than blanket, parachute coverage from
reporters who don’t get it. Retrieved from The Washington Post,
https://login.gbcprx01.georgebrown.ca/login?url=https://search.ebscohost.com/login.aspx?
direct=true&db=edsgsc&AN=edsgcl.649801792&site=eds-live&scope=site
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