Lindsey Tanner's article entitled "Is video-game addiction a mental disorder?" is a great example of how language tools are used to build emotion into writing. Tanner begins by using an attention getting device. She states, "The telltale signs are ominous: teens holing up in their rooms, ignoring friends, family, even food and a shower, while grades plummet and belligerence soars." This is a great example of imagery. When reading this statement, you can almost visualize a person that keeps to themself, has no social life, and that doesn't care about the things that are important, but only cares about his "guild" or his "online quests."
In the very next sentence, Tanner uses a great example of analogy. She states, " The culprit isn’t alcohol or drugs. It’s video games, which for certain kids can be as powerfully addictive as heroin, some doctors contend." This comparison of video games and heroin really explains how addictive video games can be. Heroin is one of the most addicting substances that exists in the world. It is also one of the hardest drugs to overcome. If video games are as addicting as heroin, then it would be nearly impossible to overcome a video game addiction without a pressing effort from the person who is addicted.
Later in this article, Tanner shares a story of a woman who bought the popular online video game, World of Warcraft, for her 15 year old son. Soon thereafter, her son became serverely addicted to playing the game, and would spend most days playing 6-12 hours a day. The woman shared another great example of an analogy. She states, "it’s like I went out and bought him his first Jack Daniel’s." Comparing an addicting substance, such as hard liquor, to any video game, demonstrates how serious video game addiction can become.
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