Innledning
We all have our own forms of addiction. It could range from activities like cleaning, drugs, gambling, alcohol, and even video games.

The desire to engage in video games is on the rise, with an increasing number of individuals experiencing a compelling urge to play.

The subject of video game addiction has gained significant traction over the past decade. However, the question that looms is whether one can truly become addicted to a virtual realm. Marc Lewis addresses this very topic in his article titled "Are Video Games Really Addictive?"

Innholdsfortegnelse
Are video games really addicitive?
- Forms of appeal:
- Language:
- Argumentive features:
- Message:

Utdrag
In this article, Marc Lewis employs various forms of appeal, integrating both logos and ethos into his argumentative strategy. These appeals serve as mechanisms to capture the readers' attention and immerse them in the topic at hand.

Marc utilizes logos to engage with common sense, substantiating his claims through the presentation of factual information and statistical data.

For instance, he reinforces his stance by stating, "Experts estimate that problematic play is exhibited by 0.5% of the general population and less than 1.0% of adult gamers."4. By incorporating concrete facts and numerical evidence, he establishes a foundation of credibility that encourages the recipient to embrace his viewpoint.

Another instance of this lies in his assertion, "A new direction in gaming research is to use the inherent appeal of the game—the very thing that makes them so attractive—to help improve child mental health."5.

This masterful incorporation of data not only lends weight to his argument but also bolsters the audience's confidence in his position.

Marc's well-informed approach positions him as a compelling persuader, adept at swaying the audience towards his perspective.

Simultaneously, Marc Lewis harnesses ethos in his argumentation. He openly shares his personal experiences and emotions regarding the topic, effectively fostering a sense of connection between himself and the readers.

Through his candid disclosure, he not only informs us of his sentiments but also grants us insight into his perception of addiction.

By extending this personal touch, he builds a rapport with the readers, inviting them to empathize and understand his point of view.

For instance, he admits, "And (sorry to have to add this, parents) the games many of us hate the most—first-person shooters—get top grades for cognitive enhancement."6. This interjection of his personal perspective bolsters his ethos, portraying him as a credible and relatable source.