Humour Assignment Reflection/Analysis
For me, inventing my own humorous creation was
extremely difficult, and most of the times, very frustrating. I had no idea
what type of comedy my peers would be amused by, let alone Ms. Piovesan. But as
I continued to brainstorm, I decided to create something in which adolescents
of my age are familiar with, and something that they can relate to with their
own experience. However, since I am not a girl obviously, I had to approach it
from a boy’s point of view. But still, there were hundreds of different methods
for me to approach this assignment. Knowing that a vast majority of the boy’s
population in Collingwood like to play video games, and that they play these
video games that are often rated Teen or Mature excessively, I decided that
violent video games would be my topic for my “humorous” creation. And as a
teenager who plays video games myself, I was able to relate back to my own
life, and was knowledgeable of how detrimental video games can be in a
student’s life, and how worse it can get when the game involves violent content,
like shooting zombies. Deciding to take a satirical approach at this
assignment, I wrote a satire of how video games benefit the lives of children
and adolescents, resulting in my creation of VIOLENT VIDEO GAMES; POSSIBLE SURVIVAL GUIDES TO
A POST-APOCALYPTIC FUTURE.
In my satire, I say that the type of comedy I
used is comedy of ideas. I regarded the whole paper as a comedy of ideas for it
is an argument between the so-called professionals of how video games benefit
the lives of young children. I satirized the opinions of the professionals and
their thoughts on violent video games, by exaggerating the advantages of the
video games that will possibly help adolescents survive a post-apocalypse
future. The listing of the advantages is also an example of comedy of ideas, as
everyone knows that playing video games is harmful to people’s health, and that
it often downgrades the children’s potentials to do good in school.
My creation is funny because of the nonsensical
supporting arguments of the professionals, like the fact that violent video
games will teach young children important survival skills, such as finding gun
ammunitions inside buildings. To further develop this into a comedy, the satire
takes an issue concerning many families of the 21st century, that
is, children playing too much violent video games, and presents the opposite of
what really should be said. For instance, most readers will expect a full-out
lecture from a Harvard professor on why video games are bad. However, what is
displayed to them is rather the opposite: the professor encouraging violent
video games among children, for they will supposedly help the youths brace
themselves for a post-apocalypse future. Mainly, the extensive use of reversal
that is included in every argument is what makes this satire so comedic. The fact
that the professionals are just a group of ordinary people, who in reality,
should not be asked how violent video games benefit the lives of children, is
something to smile about. Take the Harvard professor for example. He may be a
teacher at one of the most prestigious schools in the world, but still he states nonsense
arguments, and thinks that violent video games will one day help teenagers lead
a squad of super soldiers against terminator robots. Lastly, the exaggeration
that is incorporated in the ending, saying that playing video games alone all
day long is the best way to prepare children for their future, is the ultimate
reversal of this satire. When parents are scolding their children for playing
video games too much and not getting many activities done, these so-called
professionals are inspiring adolescents to continue playing video games
friendless, and lonely. All these factors contribute to making my creation a
funny comedy.
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