You are on page 1of 57

WRITING AN

EDITORIAL
WHAT IS AN
EDITORIAL?

An article in a publication 
expressing the opinion of i
ts editors or publishers.
How to write an
Editorial?
Enumerate your
thoughts about the
topic in an index card
The issue at hand: Computer and Online gaming

Initial information about the issue:

 Phenomenon brought about by the advances in technology


 Digitalization of books, pictures, films, games, etc.
 Creation of a new culture, specifically gaming culture, as a
result of technological advancement.
Write the different
possible stances/outline
people may have on the
issue
Various stances/takes about the issue at
hand
Stand 1 Stand 2 Stand 3
Enumerate the facts and Supporting Supporting Supporting
arguments in support of Arguments Arguments Arguments
the corresponding stances for Stand 1 for Stand 2 for Stand 3
1    

2    

3    

4    

5    
Various stances/takes about the issue at hand
Stand 1 Stand 2 Stand 3
Welcome computers as an Regulation of computer use;
innovation Total Ban on computer shops and discipline in the family
gaming

1. Familiarity of the youth in using  Enforcement of strict disciplinary  Channel youthful energies to
computers measures productive endeavors
2. New form of bonding or  Totally withdraw the youth from  Regulations in putting up
gameplay computers computer shops

3. BUT: can also develop an  Close computer shops  


aggressive behavior

4. Can also turn teenagers into  BUT; Computers may be used for  
addicts other purposes
5  Result in a generation unfamiliar  
with computers.
o You may write
key words and
phrases that will
best explain your
chosen issue
o These can serve
as the basis of
the opening
paragraphs
Stand 1: Welcome computers as an innovation

 Familiarity of the youth in using


computers
 New form of bonding or gameplay
 BUT: can also develop an aggressive
behavior
 Can also turn teenagers into addicts
Stand 2: Total Ban on computer shops and
gaming

 Enforcement of strict disciplinary measures


 Totally withdraw the youth from computers
 Close computer shops
 BUT; Computers may be used for other purposes
 Result in a generation unfamiliar with computers.
Stand 3: Regulation of computer use; discipline in the
family.

 Channel youthful energies to productive


endeavors
 Parental guidance
 Regulations in putting up computer shops
WRITING A DRAFT
Computer gaming, if done without moderation,
can cause many different side effects such as
more persistent mood swings, increased
violence, shortened temper, not to mention its ill-
effects on the body, especially if one sacrifices
sleep, eating and hygiene just for the sake of
playing computer games.
The first paragraph begins with
his stand on computer games
right away. In the next draft, he
will have to set the stage for his
observations.
Many students fall into this pitfall of computer
shop gaming every year. This is evident especially
when one enters into a computer shop only to find
out groups of students wearing the same uniforms
or a collection of individuals each with different
uniforms comprising the majority of the people
inside the said shop.
The writer right away identifies the
usual victims of computer gaming
without providing substantial
explanation as to how they become
such.
It is not a hidden fact that the more time these teenagers
spend playing computer games on these shops the lesser
the time they’ll spend on studying, which they should be
doing, and thus a higher possibility of getting bad grades.
Also, it is of no doubt that these establishments are killing
the social life of these teens wherein the time they should
spend socializing and interacting with people around them
are spent on solitary pleasure in the “gaming world”.
Family members of these students also see visible
effects on the students after being engrossed in
this kind of activity. Ill effects on the students such
as mood swings, increased violent behaviour, use
of profane and obscene language can clearly be
observed on the student who has been immersed
in computer shop gaming.
Moreover, computer shops provide, most of the
time, what is called “bad company”. I’ve yet to
see a gaming computer shop where obscene
language can’t be heard. These teenagers, when
led by people in the said shops can be described
by wise saying that “when blind leads a blind,
both fall into a pit”.
The writer enumerates the ill effects of
computer paragraphs three and four without
elaborating on them. Doing this will leave
the readers hanging. Substantial explanation
of each of these points is needed to establish
the significance of these observation.
Why, then, are these shops permitting
these things to happen to our
teenagers? Are they not conscious of
these things or simply just let these
things go on under their noses?
The fifth paragraph is simply a
barrage of rhetorical questions.
Nonetheless, there is no concrete
suggestion yet as to what the author
hopes to achieve.
If they have a single drop of care
about these students’ lives they
should atleast moderate, if not
ban at all, student computer shop
gaming.
The author suggest one course action
without explaining the rationale for it.
Besides, this is an example of fallacy,
false dichotomy, and thus, this portion
should really be revised.
Writing Tips
At this point in the writing process, the writer hasn’t
thought of a title yet. This is fine since his main
objective is to simply thresh out his thoughts about the
issue.

Make sure that the points and suggestions you raise are
always backed with substantial supporting ideas.
The Digital Boon…Bane?
By: Romeo Paolo Esquillo
Among the breakthroughs that happened throughout
human history, it is perhaps digitization that best defines
our current age. Since all sorts of information can now be
represented by numbers 1 and 0, contemporary
Information and Communication Technologies (ICTs) are
now available to store everything
Books, movies, music, and of course everyone’s
classic favorite, games. And because of this, one
can see just about anyone playing games not only
at the comfort of one’s home, as what was done
back in the 80s and 90s but at almost any
occasion: while on a public transportation vehicle,
listening to boring lecture, or even between
conversations.
And as a result, a brand of gaming
culture has been created, one that does
not let up, took every opportunity
possible to play, and the gamer already
becomes an addict.
But before we all bask the wonders brought about by
contemporary gaming, I think that a caveat is in order.
Computer gaming, if done without moderation, may
have negative effects on the personality of the gamer.
Contemporary research has shown that heavy gamers
have more persistent mood swings, gets easily angry,
and they also love picking up a fight,
not to mention its ill-effects on the body, especially if
one sacrifices sleep, eating and does not take a bath
just for the sake of playing computer games. Thus,
computer gaming may be viewed as a double-edged
sword. While it does provide its users with almost
instantaneous entertainment, it can also have
detrimental effects on a person’s psyche.
The writer seems to be having problems with
parallelism, or making the presentation of
ideas in a series consistent. He constantly
shifts into different forms, from noun
phrases, verb phrases, to complete clauses.
Thus, the portions that are not parallel have
to be rewritten.
This paragraph has problems with pronoun
antecedent agreement. It seems that the
pronouns used in this paragraph do not have
clear referents. It is indeed more advisable
for the writer to indicate the specific noun
you are pertaining to at the first mention.
Obviously, the more time these youths spend in the
computer shops, the less time they study. Moreover, it is
already worse enough that these students spend scores of
hours on computer gaming, but what is worst is their
vicious hobby extends up to the hour they spend at home.
With the proliferation of tablets, desktops and laptops, one
can play games anytime he or she wishes to, thus leaving no
more room for studying and other productive activities.
Such a pattern of addiction may prove to be
detrimental not only to the academic
standing of these teens but ultimately, also to
the fate of our nation because they are also
very same people who will later on lead us
upon reaching the age of maturity.
This time, the problem is in the
degrees of comparison. It seems that
the wrong degrees are used in
describing the words assigned to
them.
Furthermore, computer gaming may also pose a threat to the
social life of these teens. Instead of mingling with others and
learning more about human communities, computer game
addicts are zapped into their respective game worlds, thus
turning them into mindless zombies who live for nothing but
accomplish the mission set before them in the gaming world.
Indeed, these once healthy diversions have now become
vicious substitutes for authentic human relationship.
Given such atrocities that computer gaming brings to the
youth, and ultimately, to the nation itself, I think it is high time
that we, as a community should join hands and work together
in order to put an end, or at least regulate this vice. Laws
banning computer shops from being establish near schools
can be strictly implemented in order to prevent teenagers from
playing when they may either be in school studying or
working on their assignments.
Even parents have to do their fair share in curbing this evil;
they might exert more effort in monitoring their children’s
activities and provide them with wholesome and educational
activities. And finally, we, the youth, could also rise and
channel our energies into productive endeavours; gaming may
provide us temporary escape from the pressures we encounter
in school, but nothing beats good old-fashioned labor and
mingling with peers.
If we are immersed in gaming, we only build a fantasy world
which disappears every time we turn off our computer units.
But if we focus on working hard and strengthening our
relationships, we eventually build a better world not only for
ourselves but also for the generations to come.
Through these little efforts, we can look forward to a future
full of promise as we develop an ethic that is driven towards
productivity. Just like any other tool, computers may prove to
be helpful or harmful depending on how individuals use them.
At the end of the day, however, we have to wake up to the
reality that computer gaming brings more bane than boon, and
for this reason, we need to make a conscious decision to
become responsible computer users and not be drawn towards
this insidious device.
READING AN
EDITORIAL
The Digital Boon…Bane?
By: Romeo Paolo Esquillo
Among the breakthroughs that happened throughout
human history, it is perhaps digitization that best defines
our current age. Since all sorts of information can now be
represented by numbers 1 and 0, contemporary
Information and Communication Technologies (ICTs) are
now able to store everything from
Books, movies, music, and of course everyone’s
classic favorite, games. And because of this, one
can see just about anyone playing games not only
at the comfort of one’s home, as what was done
back in the 80s and 90s but at almost any
occasion: while on a public transportation vehicle,
listening to boring lecture, or even between
conversations.
And as a result, a new brand of gaming
culture has been created, one that does
not let up, took every opportunity
possible to play.
But before we all bask the wonders brought about by
contemporary gaming, I think that a caveat is in order.
Computer gaming, if done without moderation, may
have negative effects on the personality of the gamer.
Contemporary research has shown that heavy gamers
have more persistent mood swings, gets easily angry,
and they also love picking up a fight,
not to mention its ill-effects on the body, especially if
one sacrifices sleep, eating and hygiene just for the
sake of playing computer games. Thus, computer
gaming may be viewed as a double-edged sword.
While it does provide its users with almost
instantaneous entertainment, it can also have
detrimental effects on a person’s psyche.
Among the members of the population, teenage
student have perhaps the highest propensity to
succumb into this pitfall. This becomes all the
more evident when one enters into a computer
shops only to find groups of students wearing the
same uniforms or a bevy of teenagers flocking to
engage in virtual battle.
Obviously, the more time these youths spend in the
computer shops, the less time they study. Moreover, it is
already bad enough that these students spend scores of
hours on computer gaming, but what is worse is their
vicious hobby extends up to the hour they spend at home.
With the proliferation of tablets, desktops and laptops, one
can play games anytime he or she wishes to, thus leaving no
more room for studying and other productive activities.
Such a pattern of addiction may prove to be
detrimental not only to the academic
standing of these teens but ultimately, also to
the fate of our nation because they are also
very same people who will later on lead us
upon reaching the age of maturity.
Furthermore, computer gaming may also pose a threat to the
social life of these teens. Instead of mingling with others and
learning more about human communities, computer game
addicts are zapped into their respective game worlds, thus
turning them into mindless zombies who live for nothing but
accomplish the mission set before them in the gaming world.
Indeed, these once healthy diversions have now become
vicious substitutes for authentic human relationship.
Given such atrocities that computer gaming brings to the
youth, and ultimately, to the nation itself, I think it is high time
that we, as a community should join hands and work together
in order to put an end, or at least regulate this vice. Laws
banning computer shops from being establish near schools
should be strictly implemented in order to prevent teenagers
from playing when they may either be in school studying or
working on their assignments.
Even parents have to do their fair share in curbing this evil;
they might exert more effort in monitoring their children’s
activities and provide them with wholesome and educational
activities. And finally, we, the youth, could also rise and
channel our energies into productive endeavours; gaming may
provide us temporary escape from the pressures we encounter
in school, but nothing beats good old-fashioned labor and
mingling with peers.
If we are immersed in gaming, we only build a
fantasy world which disappears every time we
turn off our computer units. But if we focus on
working hard and strengthening our relationships,
we eventually build a better world not only for
ourselves but also for the generations to come.
Through these little efforts, we can look forward to a future
full of promise as we develop an ethic that is driven towards
productivity. Just like any other tool, computers may prove to
be helpful or harmful depending on how individuals use them.
At the end of the day, however, we have to wake up to the
reality that computer gaming brings more bane than boon, and
for this reason, we need to make a conscious decision to
become a responsible computer users and not be drawn
towards this insidious vice.

You might also like