Tuesday, 4 November 2014

Notes and quotes

Grand theft auto (primary text)
1. Nick Clegg warns of 'corrosive effect' of grand theft auto 
http://www.theguardian.com/technology/2013/sep/20/nick-clegg-warns-of-corrosive-effect-of-grand-theft-auto

  • "Video games like grand theft auto have a corrosive effect on the behaviour of players"
  • Nick Clegg: "theses video games can have a powerful effect"
  • Clegg added: "They occupy hermetically sealed world of their own and this have a determintal effect" 

2. Anyone claiming grand theft auto is just violence for violence sake hasn't played it. 
http://www.theguardian.com/commentisfree/2013/dec/31/grand-theft-auto-5-torture-violence-video-games

  • "grand theft auto isn't much different to Hollywood movies"
  • "we teenagers play these video games for their stories and artistic merit, much like why I would watch a film or television show, or read a book"
  • "Critics love to condemn its usage of prostitution, torture and murder"
  • "GTA 5 does a better job of showing the consequences of violence" 
  • "In game you cannot get away with violence the police intervene, if they catch you causing violence"
  • "Video games don't make anyone violent it's just a scapegoat 
  • "GTA 5 isn't a manual on how to live your life- its a video game"
3. Grand theft auto makes it cool to- even pick up- prostitutes 
http://www.theguardian.com/commentisfree/2013/dec/27/grand-theft-auto-v-prostitutes-killed

  • "My students play GTA instead of studying. It teaches them to kill prostitutes and beyond 
  • "You can get out of the car and beat her down"
  • "All of this is possible, encouraged by people giving you tips on youtube and chatroom"
4. GTA 5 torture row: Teacher slams scene of extreme violence in most expensive game ever. 
http://www.mirror.co.uk/lifestyle/staying-in/video-games/gta-5-torture-row-teachers-2278689

  • This torture scene has sparked fears with teachers and lectures about the impact of the extreme violence. 
  • Alison Sherratt states: "extreme violence should not be included in video games"
  • "Children in playground are displaying more violence and we've conducted polls and found they are viewing GTA 
  • She said: “Up until now we’ve been warning of the dangers of children seeing these games but saying it’s the parents responsibility to keep children away from these video games.
  • “They don’t understand the difference between reality and fiction because it’s so awfully graphic and real. and they do copy it.
  • “Responsibility also lies with parents to ensure that their children do not access these types of games until it is appropriate.”
5. Liverpool pupil, robbed bank with a gun as if he was in  a video game
http://www.dailymail.co.uk/news/article-2430643/Liverpool-pupil-15-robbed-bank-gun-real-life-Call-Of-Duty-Resident-Evil-video-game.html
  • The teenager burst into a branch of Barclays and pointed a fake handgun at terrified cashiers while demanding cash.
  • judge Ian Lomax said: the child may have been influenced by something he had ‘been watching or playing’.
6. Can a video game lead to murder?
http://www.cbsnews.com/news/can-a-video-game-lead-to-murder-04-03-2005/
  • Two weeks ago, a multi million dollar lawsuit was filed in Albania against the makers of Grand theft auto, claiming that months of playing the game led a teenager to kill three people,two of them police officers 
  • They were gunned down by a 18 year old who's been playing the game for nine months day and night 
  • "He bought it as a minor. He played it hundreds of hours, which is primarily a cop-killing game. It's our theory, which we think we can prove to a jury in Alabama, that, but for the video-game training, he would not have done what he did."
  • "A police officer we spoke to said, 'Our job is dangerous enough as it is without having our kids growing up playing those games and having the preconceived notions of "let's kill an officer." It's almost like putting a target on us.' Can you see his point?" asks Bradley.
7. Grand theft auto records
http://www.polygon.com/2013/10/9/4819272/grand-theft-auto-5-smashes-7-guinness-world-records
  • Best-selling action-adventure video game in 24 hours
  • Best-selling video game in 24 hours
  • Fastest entertainment property to gross $1 billion
  • Fastest video game to gross $1 billion
  • Highest-grossing video game in 24 hours
  • Highest revenue generated by an entertainment product in 24 hours
  • Most viewed trailer for an action-adventure video game
8. violence in Video game 
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
  • "The problems with these video games is that violence they contain." 
  • "concerns often stem from real life tragedies involving children and teenagers  who have played violent video games 
  • "Science has not proven that playing violent video games causes violent behavior.
  • "school shootings are tragic and very scary. They also are very rare. According to the national center for educational statistics, 17 kids were killed in US schools by shootings between 2008-2009"
9. Effects of video games 
http://pss.sagepub.com/content/12/5/353.short
  • "Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults."
  • Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.
10. Claims that video games lead to violence 
http://www.theguardian.com/science/brain-flapping/2013/sep/20/video-games-cause-violence-claims-cause-violence

  • Dr Mario Vance, a psychological researcher at the Rapture Institute for headline-inspired science, conducted a seven-year longitudinal study that monitored the anger levels of more than a thousand volunteers from gaming communities. The results showed statistically significant increases in overall aggression and violent tendencies that occurred very soon after tenuous mainstream media stories claiming video games cause violence.
  • "Mainstream media have never liked video games, but it's just getting silly lately," said Dr Vance. 
  • "Recently, several media sources focused on Aaron Alexis (the Washington naval yard gunman) and his enthusiasm for Call of Duty as a cause for his brutal crimes. Because when wondering what could have made a naval reservist, someone trained by the military to engage in actions with the express intention of killing people, turn to violence, the obvious conclusion is 'video games', apparently.
  • Dr Vance and his colleagues assessed daily reports submitted by willing gamers as to their aggression levels and violent tendencies, and over 90% of subjects reported dramatic increases in anger and violent inclinations whenever they viewed a news story that associated video games and violent behaviour. The remaining subjects were not included as they were typically too busy punching walls or screaming incoherent threats at traffic.
11. Research of the effects of video games
  • some studies suggest that the playing or observing of violent games does affect young
  • children negatively as they show increased levels of aggressive behaviour – at least in the
  • short term
  •  other studies suggest that computer games have little or no effect on children’s aggressive
  • behaviour, or can even be put to good use in an educational context
  • children exhibit addictive behaviour towards computer game playing
  • computer games cause children to be less sociable and less academically capable
  • those who commit crime to finance their game playing habit share some characteristics with
  • other kinds of addicts and encounter various social problems.
  • Some research has set out to address the link between computer game playing and self-esteem as well aggression. Low self-esteem might well lead to more frequent play which would in turn lead to more mastery and therefore higher self-esteem according to Sanger 
  • Video games negative outcomes: Aggression, low- self esteem, addiction and crime 
  • Video games positive outcomes: Relaxation, High self esteem , Education, sociability. evidence is sparse, various studies seem to suggest that the playing or observing of violent games does affect young children negatively as they show increased levels of aggressive behaviour at least in the short term- Griffiths
12. Liverpool pupil robbed bank as it was a real life video game
http://www.dailymail.co.uk/news/article-2430643/Liverpool-pupil-15-robbed-bank-gun-real-life-Call-Of-Duty-Resident-Evil-video-game.html
  • Studies show ultra-violent games can lead to copycat behaviour among teenagers. Grand Theft Auto V, the latest game in a notorious series, was released last week to massive controversy.
  • ‘Kids should be protected from certain content'
  • Debra Chan said: ‘He wanted the money because he was jealous of other people who had material things he wanted.’ 
  • ‘This is a very serious matter. It’s an armed robbery but not in the conventional sense most people would recognise. 
  • The teenager has been sentenced 
13. Video games are not making us more violent studies shows
http://www.theguardian.com/technology/2014/nov/10/video-games-violent-study-finds
  • Major new research into the effects of violent movies and video games has found no long-term links with real-life violence. 
  • consumption of violent video games was measured against youth violence rates in the previous 20 years. The study concluded that playing video games coincided with a fall in violent crime perpetrated by those in the 12-17 age group.
  • Anders Behring Breivik claimed to have played the military shooter Call of Duty in preparation for the killing of 77 people in Norway in 2011
  •  laboratory tests into aggression can only measure short-term aggressive reactions
14. Aggression from video games linked to incompetence
http://www.bbc.co.uk/news/technology-26921743
  • Feelings of aggression after playing video games are more likely to be linked to game play mechanics rather than violent content- studies suggest 
  • Games modified to have counter-intuitive, frustrating controls produced more aggressive reactions.
  • playing violent video games for long periods of time can hold back the "moral maturity" of teenagers- one study suggests
  • Problems arose with teenagers who spent more than three hours every day in front of a screen, continuously playing these violent games without any other real-life interaction.
  • "If developers can design more effective game-play processes then it could be possible to minimise a player's feelings of exasperation and irritation - admittedly something good developers will want to achieve in any case," said Richard Wilson.
  • "Players of games without any violent content were still feeling pretty aggressive if they hadn't been able to master the controls or progress through the levels at the end of the session."
15. Media Magazine Issue 40
https://drive.google.com/folderview?id=0B0i5diL3vrEiSGxRNHIyZmM4Ums&usp=sharing

  • When looking at some of the responses to controversial media texts it’s possible to see the general acceptance of an idea that is based on a largely discredited audience theory – the hypodermic syringe theory. This theory claims that the media ‘injects’ its passive audience members with ideas, values and attitudes that can directly influence behavior. This simple cause and effect perspective of media influence fails to address the complexities that make up the collective audience and indeed its individual members.
  • The idea that the media has a direct effect on people is often used by tabloid newspapers and politicians when responding to violent events. Of the many examples often cited are the claims that the music of Marilyn Manson and the game Doom were to blame for the Columbine High School shootings; and that the film Child’s Play was influential in the murder of Jamie Bulger.A belief in the direct influence of the media led to Oliver Stone being taken to court accused of being responsible for crimes which were allegedly influenced by his film Natural Born Killers. 
  • pursuits of the masses in their leisure time have long been seen as potential sources of social, moral and cultural decline. The social taboo of taking pleasure in violence could go some way to explain why computer games have been problematic. It is frequently argued that games such as GTA encourage consequence-free violence for its own sake through the narrative of the game. Players in these types of games can immerse themselves in the narratives; and the game-play means that they identify with the violent protagonists and receive rewards for violent actions. Unlike an action film which bases its violence on ‘justifiable’ motivation like revenge, survival or saving the family/state etc. the violence in games is largely perceived as ‘unjustified’ and presented as fun or just a way to pass the time; it is therefore more likely to be seen as morally reprehensible. 

  • 16. Grand theft Auto First person shooter set to cause controversy
     http://www.craveonline.co.uk/gaming/articles/789191-grand-theft-auto-vs-first-person-violence-sure-cause-controversy
    • Grand Theft Auto V‘s new first-person viewpoint on the PS4/Xbox One/PC remaster of the game looks to be much more than just a gimmick
    • However, the GTA series’ comical level of over-the-top violence is somewhat uncomfortable to witness when you’re placed in the shoes of one of the game’s three protagonists.
    • members have noted how the game’s new perspective may make the violence a little “too much,” with some of the wanton acts violence you can perform on innocents in the open-world game 
    EthicalTestyHagfishTangibleAdorableGadwall

    17. Violent video games and aggression Journal 
    • It is well established that violent video games increase aggression. 
    • There is a stronger evidence of short-term violent video game effects than of long-term effects. The present experiment tests the cumulative long-term effects of violent video games on hostile expectations and aggressive behaviour over three consecutive days.
    • Participants played violent or non violent video games 20 min a day for three consecutive days.After gameplay, participants could blast a confederate with loud unpleasant noise through headphones (the aggression measure).
    • As a potential causal mechanism, we measured hostile expectations. Participants read ambiguous story stems about potential interpersonal conflicts, and listed what they thought the main characters would do or say, think, and feel as the story continued.
    • As expected, aggressive behaviour and hostile expectations increased over days for violent game players, but not for non violent video game players, and the increase in aggressive behaviour was partially due to hostile expectations.
    •                                  

    Friday, 10 October 2014

    research

    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 
    mortal combat 

    TV documentaries
    BBC- addicted to games- https://www.youtube.com/watch?v=R83287N6kFg&safe=active
    https://www.youtube.com/watch?v=pE-5sm_Iqts


    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)

    bibliography 
     http://www.theguardian.com/commentisfree/2013/dec/31/grand-theft-auto-5-torture-violence-video-games-  About Grand theft auto violence about the sake of the violence

    http://www.mirror.co.uk/lifestyle/staying-in/video-games/gta-5-torture-row-teachers-2278689-  Grand theft auto torture row- teachers slam Grand theft auto 

    http://www.telegraph.co.uk/technology/video-games/10312420/GTA-5-the-violence-debate.html-  Violence in video games debate. 

    http://kotaku.com/grand-theft-auto-blamed-after-eight-year-old-shoots-gra-1201375715-  Grand theft auto blamed for shootings

    http://www.cbsnews.com/news/can-a-video-game-lead-to-murder-04-03-2005/-  article about: did grand theft auto lead to violence


    http://gac.sagepub.com/content/3/3-4/264.short-  The meaning of race and violence in video games

    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- Book which are linked to video games which contain violence. 
    http://pss.sagepub.com/content/12/5/353.short- Journal about violence in video games. 
    http://link.springer.com/article/10.1023/A:1018709905920#page-1-  Examination about violence in video games. 
     reports 

    https://www.youtube.com/watch?v=Nbq5xUNm1iw- Youtube self made documentary giving their opinion about violence in video games 

    https://www.youtube.com/watch?v=6N9SZ8ETpVM-   Project about violence in video games 

    http://www.vox.com/2014/9/16/6152541/video-games-violence



    Tuesday, 7 October 2014

    hypothosis

    Working tittle 
    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- 
    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- 
    • 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   

    Issues and debates 
    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





    Wednesday, 17 September 2014

    Feedback

    • Great topic but question needs to be sharper/clearer
    • Good to see media language being used- would be good to link mise-en-scene to the question
    • is there any evidence of real life crimes copying GTA?
    • Record and stats/financial aspects are important but need to link it to the question/ violence ... media debates.
    • Big questions here about regulation and censorship 
    • blame the game in each case (rather than gun, control, parenting)
    • Daily mail article is relevant- but surely the problem is parents not the game. 
    • use of online comments- good source of research provides contrast with theory/academic sources  
    • similarly with other cases- there is an incentive to the blame in each case. 
    WWW:

    1. Good use of articles
    2. The use of the online comments in the presentation 
    3. Using Records/statistics to back your point
    4. Media Language being used 
    5. GOOD TOPIC
    EBI: 
    1. Need to make the question more clearer 
    2. Link mise-en-scene to the question 
    3. Link Records to the question 
    4. Make the articles point more clear 
    5. Need to look at other aspect of the violence not just the game e.g. parents
    The first thing that I will have to do is make the question more sharper and focus the question on one side. I will have to look at the articles that I find in more depth and look at the other sides of the article e.g. The game might not be the only issue affecting parents it could be parents. I can't just blame the violence on the game and have to look at the other issues. 

    Wednesday, 3 September 2014

    In Grand Theft Auto Women are represented as the weaker sex and the women don't cause any violence which may be the reason why women aren't affected and don't come up in the media as much as males.  In the game males are represented as the strong sex and this is why many young teenagers copy their hero's in real life because of all the problems that they cause in the game and the people who play the game want to do what they do in real life. this could be a major factor in why violence has increased due to video games.  In the media it is accurate that the male is the more dominate that is the dominate reading in Grand theft Auto. 

    In Grand theft Auto the video many different types of people are being represented. One thing that is being represented is the country America and the representation in the game just gives the country bad publicity as there always news about people robbing banks, killing people etc. and this something that the County America doesn't want to be associated with as these are serious crimes. Prostitutes in this game have such a bad representation that they have had protests to ban the game overall. 

    From this you could connote that they're very bad people in the USA as some of things that happen in this game are based on real life. It gives a bad reputation of the people in America as they love drugs and love to pay prostitutes and plan to cause problems in society.  You could say that the rock star production have created the black person as the villain who is harming society and all the gangs in the game contain black people and these people are always creating a new equilibrium and the police contain white people restore peace in the community. 

    The target audience for this game are teenagers over 17 as the restriction for the game is M which is for mature audience which is over the age of 17, however I believe that the industry promote this game towards parents of younger children. The facts are that they the game comes out on a Friday and all the special offers are on at supermarkets including ASDA and sainsbury and this is the day where parents do their house shopping and their children create the buzz about the game so in the end the parents will buy the game as it be's at a very cheap price. It's almost like the tobacco industry. On the box it says it's for people over the age of 18 but these bosses promote towards younger people. This links to increase in violence as the games contains more violence and children get addicted and want to try what the characters do in real life.I believe that the industry target the class A,B and C because most parents come into these categories and they want the parents to buy the product for their Kids. This is also targeted at D as these are students.  


    This article backs up it's points with strong evidence. This articles is from the daily mail and was published on the 14/08/14 and the main point is why do children have access do these video games and the daily mail have put the blame onto the parents as they are the ones who buy the children the video games. In this article some parents admit that there children play these video games including grand theft auto and call of duty.  This article is targeted at parents as it states why parents allow their children to pay these games and ignore the age limits and this a very serious situation and this could be one of the reason why violence has increased with younger children/teenagers as it is very easy to gain access for these games. This is why millions have been put into research to see why violence has increased and a big factor is the use of video games. Gaming counsellors have said that video game addiction is strong as drug addiction and this could be a reason why violence has increased due to the amount in video games. The whole article is related to the video game grand theft auto. There is such strong evidence that violence in video game has increased as more cases are being made in the media and so many serious things have happened including: a kid shooting his Grandparent. 

    This article which was published in the telegraph and the topic is the GTA is deliberately trying to downgrade women which 100% correct. The starting sentence is that GTA V's treatment of women aims to make its audience feel uncomfortable. I agree with this point as the three main characters are 3 dominant male's and these 3 men don't care about women as they have sex with them anywhere and prosistitutes are all over the city which has a bad representation of women. The games expert believes this has bad representation on men as no women were included and this is why the blame is lead on to males about violence because the game is about three males.