CRRA explanatory draft

Authors incorporate different rhetoric to send meaningful messages their targeted audience. Chuck Wendig, novelist, screenwriter, and game writer, argued “young adult is a proposed age range for those who wish to read a particular book.” Young adult fiction is executed through a variety of genres marketed to teenagers. It is crucial in for the author communicate with their intended audience of teenagers through reflecting through the various struggles encountered. The connection presented in the novel must be presented in a way that mirrors their own world to lure readers into the story and the message. Young Adult Fiction generally consists of “teen protagonist sounding like adults but acting like teens and problems are consistent with the real world” (Wendig). These features are present in the book, For the Win. The author, Cory Doctorow focuses on using the teenage protagonists across the world in his story and placing them in real life settings to bring class struggle to attention.

In the book, For the Win, Doctorow alternates between different teenagers across the world and their story. Although there are different characters and each with different stories, their problems mirror real life situations in teenagers are able to relate to. The story starts out with the Leonardo, an American teenager who is addicted to a computer game and constantly gets in trouble for staying up. His grades started slipping in school and one day he was caught playing his computer game during school hours. He was greatly upset that his parents have agreed to send him off to boarding school and their conversation heated during the car ride and ended up crashing. As they wait for the police to arrive, Leonardo then snuck away and “disappeared from Orange County as thoroughly as if he’d been snatched off the street by serial killers” (Doctorow 25). This occurrence reflects many teenagers action as heated moments at home have caused them to run away — strongly believing their actions are appropriate. He is then roaming around the city of Los Angeles on his own, ignoring his parents phone calls and concerns. Leonardo thought to rely on his tremendous video game skills to make a decent living at a local café. He was filling out applications as he emails from his mother titling, “WHERE ARE YOU?” After ignoring his parents concern for some time, he then finally replies:

“Mom, I’m fine. I’m acting like an adult (taking care of myself, making my own decisions). It might have been wrong to lie to you guys about what I was doing with my time, but kidnapping your son to military school is about as non-adult as you can get. I’ll be in touch when I get a chance. I love you two. Don’t worry, I’m safe.”

This experience is relatable to many young adults as they become religious assuming they are all grown up and mature. Change and maturity is a common theme in Young Adult Fiction. Doctorow uses the character to demonstrate learning, and growth creating an appeal to the optimism present.

Doctorow then introduces Mala, a 15-year-old from Dharavi in Mumbai, India. Her story includes the struggle of “sleeping together in a tiny room over Mr. Kunal’s plastic-recycling factory in Dharavi, the huge squatter’s slum at the north end of the city” with her mother and brother (Doctorow 14). Mala played Zombie Mecha every day at a local game café and she was very good at it. She was then offered an “honest job of work to attack other workers in the game for a lakh (a lakh — 100, 000 rupees).” Her mother was against her playing Zombie Mecha but as soon as “the man — Mr. Banerjee — had mentioned money, ammaji had become her daughter’s business manager” (Doctorow 16–17). Mala was reluctant to do the job because she was receiving a larger pay than her friends. But “thinking of her family first,” Mala agreed. This experience reflects many young adults and people in real world. Mala mirrors many teenagers, making her another relatable character because she experiences guilt as she is getting more pay than her teammate, along with the deceitful job she has accepted. Many feel obligated to help contribute to her families financially and when they are offered an opportunity to do so by conforming, either it is moral or not. The author uses teenager protagonists to connect with young adults as they appeal to the teenager problem that mirrors real life situations.

Young Adult Fiction contents and messages are communicated through rhetoric as the author writes for young adults and teenagers. In the book, For the Win, the author communicates with the targeted audience through the use of his characters and their teenage problems. He uses characters as a mechanism for the readers to connect with on a more personal level. Being develop characters such as Leonardo and Mala, representing a domestic and third world countries, that audience is able to relate and knowing they’re not alone, which gives them the confidence to carryout and overcome their struggles.

Work Cited

Doctorow, Cory. For the Win. New York: Tor, 2010. Print.

Wendig, Chuck. “25 Things You Should Know About Young Adult Fiction.” Terribleminds. 4 June 2013. Web. 10 July 2015.

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