Video game analysis Plague Inc.
This is the textual analysis of a game called Plague Inc.
I want the paper to be focused on explaining how certain game elements: 1. allows the player to take control in times of trouble (like the current COVID pandemic), 2. the game acting as an outlet for “darker” emotions such as anger/grief/etc instead of the mainstream “we’re all in this together” attitude, and any other points that would best support this type of paper.
Additional files:
-For the file labelled HUMA, the instructions you’re looking for is on page 6. This is the most important as it is the rubric. All others are supplementary and are there if you need it.
I was unsure of how many sources you might end up using so I just put 5 but please don’t feel constraint with the number of sources.
Please avoid using passive voice as much as possible.
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