read the article and complete the two question

1) Provide an intellectual biography of the publication source and genre. Is your assigned source a scholarly or popular source? Is it an argumentative essay, a literature review, a newspaper article, etc? What type of institution published the piece (peer-reviewed journal, newspaper, university press, think tank, etc.)? How are the priorities and orientations of these genres and institutions evident in the thesis, evidence, and conclusions of source?

2) In 100-200 words, summarize either Bogost or Jenson & de Castell’s thesis and main points. In addition to summarizing, locate where the thesis arrives in the text with page numbers. If you can quote the main thesis, please do so.

(do your best not to go over 200 words! It will be difficult, but it’s good practice in learning how to sift through “fluff” points and focus in on the author’s key arguments)

Example for those two question.

  1. This piece is considered to be a scholarly source as seen by multiple defining features such as the references presented at the end and throughout the piece, as well as the background of the author who has PhD’s in the subject matter, making her a professional. The genre of this source is academic research. More specifically, it is an excerpt from a dissertation for the Anthropological department at Stanford University. The Annenberg Center for Communication as well as the department of Anthropology at Stanford were the publishers of this academic source. The orientations of a university publisher were apparent because the piece presented is scholarly, academic, professional and contains references to other professional work. The university would not publish a work under their name if it was not vetted for precision and accuracy and if it did not contain the necessary contributors in order for the author to make her conclusions
  2. The main claim becomes increasingly clear towards the end of the work. The main idea is that when games are created and shared with the world there is a balance that must be achieved between the types of people the game is intended for, the social purpose of the game, and the type of learning that the game is meant to propel. If these dynamics are not seamlessly interwoven with each other, then tension between them may come to exist. Genres include academic, entertainment and construction. Social agendas include enrichment, indulgence and empowerment.
    1. The thesis can be found on page 113: “The production, distribution, and play with children’s software involve ongoing tension and intertwining of different genres, social agendas, and educational philosophies”.

    link for the reading.https://drive.google.com/open?id=1y4RPZdIU9e4qHBPm…

 

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