Are video games like 'Grand theft auto v' becoming increasingly violent and what effect do they have on audiences?
angle
Are younger audiences being affected by the increase in violence in video games? the increase in violence in video games has it effected how younger teenagers act in society. Is this just a moral panic of the 21st century or is further regulation required. How the gaming industries have changed over the years? Who do they really target? Impact on the age regulation. Is buying the game to easy?
hypothesis
Is violence in Grand theft auto increasing? How has the game developed over the years since first release in 1997. Video games are psychologically damaging for young people. Are parents blaming the game for most crimes?
Linked production
The first idea is to have news style documentary about violence in video games. In this documentary I will explain the violence in video games and hows affected younger teenagers.
Migrain
Representation
negative Parents representation
Male dominance- males causing violence and leading the game
stereotypical
stories not accurate- blame game
Media language
Mis-en-scene provide how USA was in the 90s and how gangs acted
CLAMP
Illegal drug usage
illegal bank robberies
Clothes- visualisation of gangsters in America.
In game violence being portrayed.
Media institution
Main institution involved- rockstar production
similarities with saints row same institution
engine by Rage
Distributed by optic disk
game engine- euphoria
Media audiences
Primary demographic- 13-30
personal relationship with the 3 characters.
Class E- demographics
reformers and strugglers
Genre
Male dominance
Sexism
treating females
personal troubles in game
narrative
In game story- equilibrium, disequilibrium, new equilibrium on every mission every game solved by the hero- main character
recurring theme as they always go home to eat or sleep.
SHEP
Social-
- Changed the way we think about gaming industries
- Changed the way we think about younger teenagers who are addicted to video games- think they may harm somebody
- Some extent restricted our thinking towards the USA
historical-
- Grand theft auto is based on real gangsters- http://gamerant.com/grand-theft-auto-5-screenshots-real-life-gangsters/
- Setting is in real cities in America and real roads.
- coverage of gangs and how they are in real life.
Economical-
- when every new grand theft auto comes out high amounts is spent on advertising
- Most expensive game ever spending 170 million on marketing and development
- Smashed most financial records- breaking 2 financial records fastest entertainment property to gross 1 billion dollars and fastest video game to gross 1 billion dollars
- Political corrupt society in game is having a bad effect on Americas politics.
- Grand theft auto is blamed for some crime issues
- This came could be used for the US military to de-sensitise killing according to Glenn Beck
Representation and stereotyping-
Media technology and digital revolution-
Ownership and control-
regulation and censorship-
media affects-
theories
Gerbner cultivation Theory- http://visual-memory.co.uk/daniel/Documents/short/cultiv.html
Ronald Barthes- The Signifier and signified- Denotation and connotation http://changingminds.org/disciplines/storytelling/articles/barthes_five_codes.htm
Stuart Hall- Dominant and preferred reading, Negotiated reading, oppositional reading.
Lines of appeal brand values- http://www.mediaknowall.com/gcse/advertising/advertising.php?pageID=analysis
narrative structure- Todorov
Demographics
VALs- Values, attitudes and lifestyle
Physchographics
The hypodermic needle
Two step flow theory
uses and gratifications
Richard Dyer- stereotyping
http://www.mediaknowall.com/as_alevel/alevkeyconcepts/alevelkeycon.php?pageID=audience
Media texts
Main Focus- Grand Theft Auto 5
Other Media Texts
Call of duty modern warefare 2-2011
Watchdogs 2-2014
tomb raider-2013
saints row 4-2013
last of us- 2014
TV documentaries
BBC- addicted to games
ABC- are video games to blame for the increase in violence
Academic text/books
Barrie Gunter: the effects of video games on children: the myth unmasked (1998)
James Newman: Playing with video games (2008)
Nancy signoriell: Violence in video games: a reference handbook (2005)
Grand theft childhood April 2008
Violent video games effects on children and adolescents
game over for childhood (2012)
Internet Links
- http://www.emeraldinsight.com/doi/abs/10.1108/17473610410814256
- http://gac.sagepub.com/content/3/3-4/264.short
- http://books.google.co.uk/books?hl=en&lr=&id=9XB3AgAAQBAJ&oi=fnd&pg=PP1&dq=violence+in+video+games&ots=2nkBVvEE-c&sig=UhRzsWGxS-VpBpSuWhrprSfPrP4#v=onepage&q=violence%20in%20video%20games&f=false
- http://pss.sagepub.com/content/12/5/353.short
- http://link.springer.com/article/10.1023/A:1018709905920#page-1
reports
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