Tuesday, September 27, 2016

Phonom Penh Pro Sweatshop Arugment

Kristof begins his essay by addressing Obama and his team. He then goes on to describe
Phenom Penh as a Dante-like hell and offers to give a tour of the area. 

The problem he identifies is that sweatshops are not being exploited enough. Kristof assumes his readers are unaware of how the locals would prefer to work in a factory then scrounging for income.  His purpose in this essay is to allow the reader to see from the locals point of view on sweat shops and how it helps the families. 

In order to accomplish this purpose, he appeals mainly to pathos. He does this by quoting
some of the mothers saying they wish for the children to be able to work in a sweat shop with a steady income to help raise out of poverty. He also using pathos when stating how the train has ran over multiple children, the children cannot afford to go to the doctor and in the shade. He also appeals logos by stating that the sweat shops are safer for children to work in, smell better and cleaner.

In his essay, Kristof addresses the main argument against his thesis, the idea that labor standards can improve wages and working conditions without greatly affecting the eventual retail cost of goods. He refutes this argument by saying it is more likely that with high wages, the one hiring would often demand brides or some of the wages in order to get the job.

 Finally, he concludes by making the point that even though Americans find it hard to accept, the workers prefer the factory over the alternative work. Overall, the argument Kristof makes is effective because he is showing the positive effects the sweat shops have on the locals.


Monday, September 19, 2016

Media Gaming Argument


There is a big dispute on the effect of violent media on young children. This picture takes a huge stand on the negative views. 


mediaviolence.org "The Top Games of 2011 Include"
Practical Argument 2nd edition page 84


In the picture, the child is very focused in the game he is playing. his body is leaned forward as if he is trying to get as close as he can to the television, his eyes are wide with interest and his mouth relaxed as if he is not aware of his surroundings. The couch, the wall and the words are blurred out that the main focus is the child. The child's main focus is the game. There is sun light on the left side of his head showing that the child is playing the game by himself during the day instead of playing outside with the neighborhood kids or riding his bike.



Bulletstorm is set in the 26th century era where it is also a first
 person shooting style made by Polish
     
Remedy Entertainment created
 Max Payne, who is an
 ex-cop out searching for revenge for
 the death of his family.
 The top left corner includes five of the top 2011 games according to CNBC. All games are high violence. For those, including myself, that are not aware of these games I have Rage by id Tech and Bulletstorm by Polish are both first person shooting games; Rage is post-apocalyptic setting while bullet is in the 26th century era. Max Payne by Remedy Entertainment and Dues Ex by Edios Montreal are story line games that are about killing and searching for revenge of the deaths of loved ones.  

     I think that this visual argument has a strong pathos and ethos points. Showing a child not only inside during the day but so focused on electronics will make any parent  analyze what their own children are doing. Using a major label such as CNBC is a powerful ethos argument due to people tend to trust bigger names.