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This question is about the article "Reality Is Broken: Why Games Make Us Better and How They Can Change the World", where McGonigal criticizes how a group of people, gamers, have spent more time and money on games, than than in the real world.

McGonigal believes that although the knees are pleasant, this is a bad practice, but more and more frequent in our society, where members use games as an escape from the unsatisfactory reality in which they live.

Gamers may disagree with this and say that there is no problem with the recurring practice of playing video games. To refute this McGonigal associates feelings such as hunger, dissatisfaction and discomfort, with this group of people, to reinforce their counter argument.

In order to strengthen her counterargument, the negative emotions that McGonigal associate with these groups include discomfort, dissatisfaction and hunger.

  • According to the article, McGonigal stated that gamers, have spent most of their money and time on games.

  • McGonigal stated that spending money to games by the gamers is a bad practice as it can result into addiction and gamers believe that it is an escape from the realities of life but it isn't.

In conclusion, to be able to backup the counterargument, she stated that three were many gamers that are depressed and dissatisfied.

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