Sunday, May 29, 2016

WP3 Final Draft: Building Awareness

Jordan Caldwell
Zack de Piero
Writing 2
29 May 2016
WP3: Building Awareness
              Depression is a mental disorder characterized by constant feelings of sadness, anxiety, and hopelessness and is influenced by a neurotransmitter called serotonin. It is something I am very passionate about and have firsthand experience with, which is why my Writing Project will focus on depression. I chose to evaluate and transform the scholarly article Differential abnormalities in plasma 5-HIAA and platelet serotonin concentrations in violent suicide attempters: Relationships with impulsivity and depression (Differential Abnormalities), written by Spreux-Varoquaux et al. I have transformed it into two new genres—a set of instructions for an educational game for a younger audience and a Web MD post written for concerned adults—by using moves conventional of each genre.
              The primary objective of the article is to evaluate the plasma and platelet serotonin concentrations in “violent suicide attempters” and examine the association between these factors and depression and impulsivity (Spreux-Varoquaux et al. 2001). A group of twenty-seven suicide attempters admitted to intensive care units were selected upon a certain criteria, as well as a control group of fifteen subjects, to be interviewed by trained psychiatrists and evaluated on their levels of depression and impulsivity. After the interviewing process, both groups underwent the same blood sampling procedures in which “biochemical determinations” were made for the chemicals 5-hydroxyindolacetic acid (5-HIAA) (a serotonin metabolite) and homovanillic acid (HVA).  5-HIAA and HVA levels are measured through blood processing of both types of subjects to analyze adjacent to the interviews taken to qualitatively assess depression levels, which demonstrates the study’s overlap of the biological and psychological disciplines. Both physiological and cognitive assessments are performed to create relationships between hormone levels, mental health, and impulsive actions.
              The “younger” genre I created is a set of instructions for an educational and interactive game intended for 3rd—5th grade elementary school students. The goal of the game is to use a sensored “wand” to identify a certain brain region that an automated voice from the game asks you to locate. The “brain” is a large, plastic model that lights up when the correct region has been touched. The brain first asks the students to locate a certain region associated with certain functions and illnesses. If the students touch the correct region, the region lights up in yellow. If the incorrect area is touched, the whole brain turns red. It is intended for a classroom setting in which the teacher assigns students to groups so they can work together. The idea is for the teacher to give an intensive (for an elementary school student) lesson on anatomy and diseases of the brain and then introduce The Brain Game to the students as a way to encourage them to learn. The interactive and “colorful” nature of the game targets the 8—10 year age group, as older kids are not as intrigued by flashing lights and interactive games. The kids have to read the instructions on their own in order to figure out how the game works.
I used my prior knowledge of popular kids’ games and inspiration from the game Operation to think of moves to use for the instructions. I used a typical How to Play header to indicate that these were the instructions, and I separated the Game Setup and the To Win Points sections, so that kids would know where to look if they need help starting the game or how to play in general. I used a numbered list format in the form of “star boxes”. Together, the numbers and separate boxes make it clear the sequential order of the steps. This demonstrates the choice of moment perspective I took on the piece—a concept introduced by McCloud—as every box signifies an important but different aspect of the game. Using contrasting primary and secondary colors (such as green and orange) to grab the kids’ attention illustrates Losh and Alexander’s concept of performance through using visual rhetoric to instill joy and excitement in the child audience (132). This transformative piece is a creative and effective idea based on educating children on prevalent health issues via interactive learning. It is a proactive way of building health awareness in younger generations.
              Web MD targets a quite opposite audience. This valuable medical internet resource provides information on countless disorders and diseases, as well as treatments and other resources for those seeking help. The targeted ages are middle-aged adults (between 30—50 years old). Younger adults who might be experiencing depression are less likely to feel comfortable seeking help, whereas older adults might experience midlife crises or have a child or other relative possibly showing symptoms. The Web MD article does not serve as a direct diagnostic tool but offers suggestions and lists resources, encouraging the potentially depressed to seek professional help and let them know that they’re not alone.
              I used several moves to produce my own rendition of a Web MD post. For instance, I split the article into main segments: What is Depression?, What are the Symptoms?, and How do I Cure my Depression? Using this method, the information was explained in both a formal tone and other times in list form, such as when common symptoms were listed. Other typical conventions of a Web MD article were also incorporated into the piece, such as the logo, Tools and Resources section above the main article, links to other trending articles, and more. I tried to keep a similar font as well. The techniques I used to transform this piece embodied an overall choice of frame perspective. Unlike the scholarly article and the kids’ game instructions, this article uses a different angle to view the issue of depression (McCloud, 10). It portrays the disorder in a diagnostic light; the information is displayed to encourage people to get help, rather than simply to teach the audience of advances in science (Differential abnormalities) or encourage preventative education (The Brain Game).
Many people of all ages experience this disorder worldwide, and the negative consequences include lack of motivation, job loss, relationship dysfunction, and even suicide. The prevalence of people diagnosed with depression, especially in the United States, calls for an increase in accessible medical and counseling resources for people seeking help as well as health education and prevention programs to raise awareness for the disease. This high concern is what motivated me to transform the scholarly article into genres more accessible to younger and older audiences. By observing important conventions of each transformed genre, I was able to use moves that translated them into my own works.

Works Cited
Alexander, J. & Losh, E. “Writing Identities.” Understanding Rhetoric: A Graphic Guide to Writing. Boston: Bedford Books, 2013. 114—139. Print.

Alvarez, J-C., Batista, G., Berlin, I., Cremniter, D., Despierre, P-G., Gilton, A., Spreux-Varoquaux, O. “Differential abnormalities in plasma 5-HIAA and platelet serotonin concentrations in violent suicide attempters: Relationships with impulsivity and depression.” Life Sciences 69 (2001): 647—657. Web. 21 May 2016.

“Depression: Types of Antidepressants.” FamilyDoctor. American Academy of Family Physicians, September 2012. Web. 22 May 2016.

McCloud, Scott. “Writing with Pictures: Clarity, Persuasion, and Intensity.” Understanding Comics: The Invisible Art. New York: HarperPerrenial, 1994. 8—57. Print.


 “What is Depression?” WebMD. WebMD, 09 April 2016. Web. 21 May 2016.

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