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Question
which statement primarily appeals to pathos to support the position that video games can increase users intelligence?
while age - related memory loss can be devastating, after a few weeks of playing video games, users are often heartened by the cognitive improvements they see.
in recent years, some video game companies have released a number of intelligent games that help develop users puzzle - solving and strategic - thinking skills.
like many fans of complex, puzzle - based video games, i often find myself feeling both stimulated and challenged as i work my way through a game.
To determine which statement appeals to pathos (emotional appeal), we analyze each option:
- The first statement mentions the "devastating" impact of age - related memory loss and users being "heartened" by cognitive improvements. These are emotional terms that aim to evoke an emotional response from the audience.
- The second statement focuses on the release of intelligent games by companies and the development of skills, which is more of a logical or factual appeal (logos) as it presents information about the games' features.
- The third statement is a personal anecdote about the speaker's feelings while playing games, but it is more about the speaker's own experience rather than evoking a broad emotional response in the audience to support the position that video games increase intelligence. The first statement uses emotional language related to the impact of memory loss and the positive emotion of being heartened to support the idea that video games can increase intelligence.
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The statement "While age - related memory loss can be devastating, after a few weeks of playing video games, users are often heartened by the cognitive improvements they see." (the first option)