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Within the rise of new media and digital technologies nowadays, there are many issues of race, gender, sexuality and the transformation of identity throughout Internet. In her article “Gender and Race Online”, Lisa Nakamura argues that” racism and sexism have continued to flourish on the Internet, and indeed to some extent have even come to define it, despite our supposedly “post-racial” historical moment” (81). In my opinion, the author makes this claim because racism and sexism on the Internet are the case verified by both users and numerous studies exploring the issue. Particularly, it relates to online gaming. At the same time, an idea is expressed that games have the potential to stimulate kindness, creativity, and collaboration, as well …show more content…
One of the reasons for this state of affairs is the efforts of game studios to ensure that the culture of game production remains male (Nakamura 83). Another reason includes the fact that gamers tend to view abusive discourse as an intrinsic quality of gaming culture. For example, gamers differentiate between profanity, or “trash talk”, and “discourse that crosses the line” (Nakamura 85). While some people think that “trash talk” is an inevitable part of gaming competitions, others believe that racism should be ignored, making a receiver personally responsible for discarding it. Thereby, the main paradox of game, race, and gender studies reaches its climax in revealing that abuse acts as discursive waste and an intrinsic aspect of gaming culture at the same time (Nakamura 86). This way or another, people are still confronted with racism and sexism within gaming environments, and activists contribute to an increasing media campaign against racism and sexism in gaming culture. Finally, user-generated websites are created to expose sexism, racism, and other kinds of oppression. The sites encourage gamers to report abuse for the purpose of showing the ridiculous nature of any oppressive discourse in gaming culture (Nakamura …show more content…
Thus, the representation of the racist discourse can be found in all gaming genres. For example, non-Western culture is portrayed as cruel, superstitious, and irrational in Civilization series. Racist imagery of Caribbeans, Orientals, and Native Americans is reprised in World of Warcraft as well. In Grand Theft Auto, bodies of color are depicted and treated as violent stereotypes and expendable targets (Nakamura 83-84). In this way, video games ensure social practices that enable the use of racist speech inappropriate in other contexts. Even the practice of excluding women and non-stereotyped people of color from the content of a game is considered to represent a racial discourse as well (Nakamura
Grand Theft Auto IV promotes hetronormative hierarchical distinctions between feminity and masculinity through its framing of female and male bodies, its presentation of females as objects of the male gaze and its encouragement of players to adopt and act out a hypermasculine role. It is of vital importance that we do not exclude race, gender or sexuality from discussions of videogames, because as Leonard (2006, pp. 84) asserts, doing so ‘contributes to problematic, if not faulty, understandings of video games and their significant role in contemporary social, political, economic, and cultural organization.’ Instead as players we must engage in discussion regarding videogames and, as Jenkins writes, we must ‘find a way to move beyond our existing categories and to once again invent new kinds of virtual play spaces’ (1999, pp.
Racist Groups Using Computer Games to Promote Violence Against Blacks, Latinos and Jews. 3 Dec 2009.
In the article “Why we need violent video games,” Gilsdorf draws attention to the fact that violent video games are not the reason for aggressive behavior amongst youths; rather he suggests that they are an outlet for people’s aggression (Gilsdorf, 2013). Ethan Gilsdorf started out in journalism as a Paris-based travel writer and he is the author of the travel memoir investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms. He is known to be a writer, journalist and a critic (“About Ethan Gilsdorf”, n.d.). The author’s purpose in this article is to inform the readers that violent video games are not always related to the violence in reality. This is a timely argument as the article assesses the relation between violence and video games
Since the humble origins of the video gaming industry, individuals used it as a challenge of their abilities. In modern day, this industry is just a popular as any other media which exists in the mainstream world. Video games reflect society’s changing views of the normalities of which individuals and/or groups must abide to. This is exemplified in the evolving representation of the queer individuals within the virtual world. As the video game industry came into focus, so did the LGBT rights movement. This illustrates that society’s views on the LGBT community were reflected in the video games made, however, it was rare that such characters existed as protagonists until the twenty first century. Due to the extreme lack of asexual and non-binary
17(1): 107-130. EJ 406 646 Jenkins, Henry, and Cassell, Justine (eds.), 1999, From Barbie to Mortal Kombat: gender and computer games, Cambridge, The MIT Press. Gunter, Barrie, The effects of video games on children :the myth unmasked, 1998 Hayes, Michael, Games war :video games - a business review, 1995. King, Lucien, Game on :the history and culture of videogames, 2002
1) In the chapter black and white, Bissinger uses a taboo words to point out the theme and problem of the town. “Niggger, Goddam Jesus christ, and shitty.” Are the words that are italicized in this passage. Obviously the N-word is used as an insult for black people in the community and it show that race is the biggest issue in this chapter. Then he uses Goddam Jesus christ because the community is a predominantly catholic, especially white people, they found it ruled and very offensive. “ It bothered them, and they frankly didn’t know how a decent person would say a thing such as that, show such utter disrespect for the Lord.” (Friday Night Lights, By H.G. Bissinger) This is just an example showing that the people who use the N-word had no idea that they were being disrespectful not just to Lantia Akins but every black person in the community. The N-word has multiple meaning, a lot of people are not aware of it’s history and the real meaning it gives. It has such a deep meaning that the people in the town shouldn’t say it so casually. “What the hell was racist about calling ‘em niggers when they acted like that? It was just the truth.” (Friday Night Lights, By H.G. Bissinger) Bissinger added this in the end of the last paragraph to show how white people blinded so much by stereotypes of black people. The taboo language is used to get the audience’s attention, because it’s thing that shouldn’t be said. Overall it just makes thing interesting and it show the effects of taboo words and the theme. That is everyone should be treated equally.
Today, the world is connected digitally through the internet. Here, we can see many cases of anger and or racism daily. The Internet helps us see the severity of the issue with anger and “symbolic racism”, for it is widely understood that it does not matter what race or gender you are to experience or express the emotion anger in a racist way towards others. (Redlawsk. et al. pg. 681). Many racist acts are displayed daily on social media, yet no solid understanding is presented as to why it happens in its totality. It is more common to see these types of acts nowadays, even though we are more educated on the matter. It may be that “people use the internet as an artificial platform to express their emotions” including anger and racism. In an article published in the UK, Shakuntala Banaji claims Social Media is a “potentially therapeutic resource, for those needing the validation of their racist or anti-racist views”. (Shakuntala n.p.) Based on Shakuntala’s observation, technology is playing an instigative role in this phenomenon. Some use the internet to release, and more times than less fuel their anger. Even so, social media isn’t necessarily just a negative factor on the issue of anger and racism, for it also exposes other factors that may help understand the subject in a broader spectrum. The internet allows us to view these acts of anger being portrayed by
Ellis English 12 22 November 2013 Page 2 Schaffer, Amanda. A. "Violent Video Games Are Linked to Real-World Violence. " Popular Culture.
This journal article is entirely credible and written by two women who know what they’re talking about. This article discusses how video games form stereotypes about both genders and that they impact both gamers and non-gamers. Men are portrayed as aggressive and women are unsurprisingly portrayed as sex objects. A main issue with this is that video games are mostly played by the younger generation meaning these are the ideas being imbedded into the youth of the world. The...
Many video games portray women as objectified beings, purely used for sex appeal and to attract the larger male gamer population. We also see men idealised in a similar way as well – the males in video games are portrayed as muscly, brawny men. However, we rarely see a scantily clad man in a game, but there is a vast abundance of games which feature women wearing ‘sexy armour’, or a noticeable lack of substantial amount of clothing. This isn’t female-friendly as these games are made for men, causing women to feel alienated and uncomfortable.
The issue of sexism in video games has been going on for a long time. Similarly, Fox talks about how “Research has indicated that many video games and virtual worlds are populated by hypersexualized and unrealistic representations of women.” This shows how women have been sexualized in media which represent women as self-objective. Jess explained in his research that, “as a result of hypersexualization of women in videogames, it would lead to an increase in rape myth acceptance.” In one of Jess’ experiments, he focused on the effects of avatar features on women’s experience of self-objectification.
Video games have been a growing industry for about 30 years and has never been bigger. As a whole, the industry made around $66 billion last year, and is expected to make even more this coming year. Because of this growth, gamers have sought better graphics, better stories, and even more violence. Developers have satisfied this want with more M rated games that include heavier violence, stronger language, sexual themes, and intense blood and gore. Past acts and laws have been put in place to try and eliminate violence in video games. These laws have stiffled the industry's freedom of expression and caus...
COMM 3P90 Essay When does gamer trash talk go too far? Taylor McLeod Today, online video gaming consoles give participants the ability to not only virtually communicate with other players through text, but also verbally communicate through microphones.
Gaming has long been considered a male-dominated activity. There have been numerous scientific studies conducted to analyze the impact video games have on an individual and vice versa, however one of the most common discussions concerning the gaming community is sexism. With today’s growing audience and the popularity of smart phone gaming, it is a mystery as to why gaming has managed to keep its male-minded stereotypes. Most games reflect the sexist gender roles imposed upon gamers by society, however today’s response is a heated protest, some more dramatic than others. Most gamers are demanding more female protagonists, and developers are listening, but it’s a slow climb to equality in the world of pixels and fantasy. Let us discuss the surrounding influences of the video game community, some setbacks and remarkable breakthroughs in diversifying, and the ways gamers shape the games they play.
The video game market has shifted from being a predominantly male market to include the female population with games like The Sims, in which players build virtual worlds. Such games often result in online communities, where players build avatars and interact with others across the globe. My sister used to spend hours at the computer buildi...