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Gabriela Leija-Hernandez
Professor Fielding
WRTC 103
12 October 2017
Visual Reflection Essay on PSA

Microsoft PowerPoint allowed me to create the PSA that


contributes to the claim that vicious video games can stimulate
violent behavior in children. A PSA has been created to enable my
audience to see the bigger picture, observe, interpret, and
understand a meaning that comes with the PSA. Within the PSA,
many elements appear that reveal that the purpose of creating
the PSA was to strengthen the claim discovered.

Seeing the Big Picture


The sponsor of the PSA I created through Microsoft
PowerPoint uses both PBS and NOVA NEXT as its sponsors. The
article that both sponsors use is called, What Science Knows
About Video Games and Violence. The PSA and the information
embedded within in from the sponsors article agree with
Flanagans (Violent Video Games Promote Antisocial Behaviors)
claim, which is that video games can change behavior in a
negative manner. The purpose of the PSA was to inform parents
that it is crucial to pay close attention to what media their kids
play, especially when it comes to video games that are filled with
more mature graphics and brutal scenes. The first thing the
audience will look at from the PSA is the picture in the center. This
focal point displays a boy looking at violence on a television
screen and then remains curious about the behavior he just
witnessed as he starts having thoughts toward the actions.

Observing and Interpreting


Above the focal point on the PSA is a bolded text that
reads EVERY TIME YOU ALLOW THEM TO START THE GAME, YOU
ALLOW THEM TO SEE VIOLENCE AS A GAME TOO. This element is
wants the audience to resort their eyes to it immediately after
looking at the picture so they are certain to agree with claim. The
PSA uses complementary colors such as purple and yellow to
obtain an appropriate color scheme around the black and white
focal point. The focal point only uses the color red aside from
black and white to draw more attention to the weapon the child is
growing curious about. The centered image, information around
the picture, and the bolded and capitalized text at the top of the
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PSA reinforces the ads purpose because it wants the audience to


logically understand the concern of the claim. The PSA evokes
feelings of caution from the audience with each element of the
PSA. It is also mentioned that in todays society many individuals
dismiss the claim. (Flanagan) This is represented through small
text on the side.

Making Meaning
The main point of the PSA that appears to be more
persuasive is the photo of a little boy who looks engaged and has
his ear enlarged to show how much they adapt to what they
watch or listen to as youth. Adjacent to the young boy, the
caption explains, Playing violent video games increases
aggressive thoughts, angry feelings, and physiological arousal.
(Keim) In the PSA, there is a strong appeal to logos more than the
other two appeals due to various facts and information from the
two articles looked at. The centered photo displays emotion that
children are easily affected. Within the articles, ethos is shown
considering both Flanagan and PBS have a scientific background.
The PSA is organized and spaced in order for the audience to take
the claim seriously.
Thinking about the Process
A challenging aspect of constructing the PSA was deciding
on an appropriate photo to be centered and remain a focal point.
Many images depicted the claim, but not as specific and
appropriate as the current picture of a child being directly
affected behaviorally. Careful consideration was also done
concerning the text provided in the PSA until information that
tailored specifically to behavior on a younger group was found.
The strongest element of the PSA has to be the focal point
because it is bound to be seen before any other aspect of the PSA
based on its location and what is depicted within the photo that
strong supports the claim without yet saying a word.

While some elements were more challenging that others,


every piece of the PSA I created eventually transitioned efficiently
into an argument both the sponsors and Flanagan wanted to
apprise to their audience. The claim that that brutal video games
can create violent behavior in children is evident throughout focal
points, information, and credibility of the PSA.
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WORKS CITED

Flanagan, Jack. Violent Video Games Promote Antisocial Behaviors Opposing Viewpoints,

2015, Accessed 22 Sept. 2017

Keim, Brandon. What Science Knows About Video Games and Violence. PBS, Public

Broadcasting Service, 2013, Accessed 10 Oct. 2017

Stirling, Nick. IF 12: Cultivate. 2001. Flickr,

https://www.flickr.com/photos/the_red_pyramid_thing/5562409202

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