blargh AIM went down so just posting this here for the people who are helping me with my ethos/logos/pathos argument construction. Just scroll past this.
this is hallie btwapocalypticalsMarch 29 2011, 04:14:58 UTC
The way I understand ethos, you have to directly state the position from which an argument is made in order to support/dissect that position. So I would suggest looking more at the types of people who create video games and why/how that gives them the right to cater to certain demographics. Are there a lot of female video game creators? Probably not. Compare that to statistics of how many girls play video games, and you'll probably find a disparity that'll strengthen that argument a bit.
Ok, so the way we learned E-L-P is as such, so you understand where I'm coming from: ethos is a speaker's right to speak/make an argument, logos is the logic behind that argument/how they make it, and pathos is the emotional appeals of that argument. Your work here definitely reflects that, but I don't know if I would make it...more obvious? Your logos and pathos arguments are good in this regard -- logos makes a solid case, and your rhetoric in pathos is excellent. Which leaves ethos--you have to create your own position, perhaps as a woman who considers herself a progressive feminist and plays video games, who might have more insight into what girls want that, say, the "boys' club."
Despite claims that sexism is gone from our society, it is widely known that video games and the industry that creates them are sexist. Critics have called it a “boy’s club,” an apt nickname given the image it invokes of a group of elementary school children making a fort and hanging a sign on the entrance that reads NO GIRLS ALLOWED. This is certainly not the case now: video games have become much more mainstream. Their appeal to not just both sexes but to all ages is widely recognized. But like cinema during its fledgling years, video games run the gamut from covert unintentionally sexist tropes to overt chauvinism. From powering through platform levels as Mario to rescue the helpless, distressed damsel Princess Peach to the flagrant, in-your-face jiggle physics of Dead or Alive, the video game industry’s treatment of women as a gender and a sex is problematic, to say the least
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