Monday, 19 November 2018

Lo6 - effects of media products.

Media product - GTA 5 (Video game)

Theory - Craig Anderson (2007) that high exposure to fact - paced violent games can lead to changes in brain function when processing violent images , including dampening of emotional responses to violencee. One of the high risk factors?

Link to article - https://www.forbes.com/sites/erikkain/2013/09/18/do-games-like-grand-theft-auto-v-cause-real-world-violence/#d14690b32418

My opinion - Due to the fact that the shooter was mentally ill and extremely angry, I believe the influence of violence in this media product could have encouraged him to have a violent outburst, due to the fact that some metal illnesses make individuals more impressionable as they want to be accepted in society, therefore making them portray copy-cat behaviors that they think are 'cool' to gain popularity. Mental illnesses can stop also you from understanding right from wrong and the consequences of your actions. In the game GTA 5 you are 'rewarded' for being murderous. Consequently making impressionable individuals copy this behavior as the main character in GTA 5 is portrayed as an ideal self, aspiring people who have no sense of right or wrong to be like them. I believe all these elements influenced the shooter as his friend stated that the shootings were something they'd enjoy watching for 'hours' on a video game.



Media product - Call of duty. (Video game)

Theory -  Chris Ferguson (2012) showed no long term link over three years regarding violent video games having an impact on those that play them.

Link to article - https://www.telegraph.co.uk/science/2017/03/08/violent-video-games-like-grand-theft-auto-do-not-make-players/

My opinion - Disregarding those that have mental illnesses and are prone to copying other behaviors, I think this article is right is saying that violent games such as Call of Duty and GTA don't influence extreme aggressive behaviors in teenagers. Grand Theft Auto is one of the most highly plaid video games in the world within modern society. Yet, studies show no difference on MIR tests when comparing individuals who don't play violent video games and those who do when shown images designed to provoke an emotional and empathetic response, implying that there is typically no long term effect of violent video games.



Media product - When Harry Met Sally (Film)

Theory -  George Gerbner and Larry Gross (1979) - Culitivation Theory.
This theory examines the long term effects of television. "The more time people spend watching TV, the more time the more likely they are to believe that they are to believe social reality aligns with reality portrayed on television."

Link to article - http://www.ncurproceedings.org/ojs/index.php/NCUR2013/article/viewFile/658/340

My opinion - This analysis states that women expectations on romance have adapted to the unrealistic scenarios they are shown in films, standards for what is seen as the 'perfect relationship' are now very high due to the various expectations of men within films that are of the romantic genre. I believe this is true due to the decrease of couples staying together and amount of single adults - compared to times before 'chick flicks' were popular. As women (and men) both have very high expectations and different opinions of what conventions the perfect relationship should consist of due to people watching different romantic films and gathering different ideas. Overall I think it is clear that unrealistic romantic films have morphed women's expectations and standards for relationships over the years. 

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