The following student essay was written for an English class.
Josef Ameur
Videogame Genres
(See “Critical Reading” in Chapter 1)
GUIDING QUESTION
What types of videogame genres does Ameur describe?
VOCABULARY
The following words are italicized in the essay: accessible, arcade, genres, asteroids, attributes, charisma, embark, epic, quests. If you do not know their meanings, look them up in a dictionary or online.
PAUSE: Note the sentence where Ameur presents his categories.
1
Video games are an easily accessible way to cure the effects of boredom. Ever since the late 1970s, video games have been extremely popular. They started out as arcade units, costing 25 cents to $1 per play. Kids would spend hundreds of dollars playing these games. The accessibility of video games has evolved over time from pay-
2
Shooters are one of the oldest genres of games. This genre was born in arcade games such as Asteroids and Galaga. The early shooters were quite simple, and everything was on a two-
PAUSE: Note the detailed examples Ameur gives of each category.
3
Role-
4
Strategy games are similar to RPGs, but they are on a much larger scale. In strategy games, players often control a historic civilization. The three main components of strategy games are economy, military, and politics. There are usually several types of resources that the players manage such as gold, stone, wood, and food. Players control the villagers, assigning them to gather resources. In the military aspect of this genre, players control the army and train different types of soldiers, taking into consideration the strengths and weaknesses of the different units. Politics determines allies and enemies and who wars with whom. In strategy games, there is no such thing as peace.
PAUSE: What sentence ties the conclusion to the thesis statement?
5
Many genres of games have been created to explore and play, but all video games offer the same core benefit: They offer a brief moment in time to escape the world around you. Video games not only cure boredom, but they also offer an experience that can rival that of books or films.
(See “Writing Critically About Readings” in Chapter 1)