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Influence of mass media on younger generation
Influence of mass media on younger generation
Influence of mass media on younger generation
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The Interactive Media Flash Game will showcase an inspiring assortment of issues relevant to the environment and sustainability. These environmental issues consist of; deforestation, oil spills, waste management and rubbish. Our goal is to create an educational ‘green’ Media Flash Game that will inspire and influence the next generation (ages 11-13) to ‘Live Small, Live Close; Use Less’.
Our game, like most children’s stories will have a main character/super hero, and our heroic character is a little green frog. The little green frog, yet to be named, goes on an adventure to stop deforestation and the other environmental issues. Throughout the storyline, the player will encounter numerous flash ‘mini’ games, which will associate to different environmental issues. During the journey and ‘mini’ games, the little green frog will assist different forest animals, that in the end he befriends. To finish the story, you have to complete each ‘mini’ game and be successful. Our Interactive Media Flash Game was divided into essential diverse parts, for each member of the group. Natasha focusing on backgrounds and a bit of animation, Jack focusing on the narration of the story and superheros, and for my part, i’m focusing on sustainability in media, game storylines, history of animation, the fundamentals of Media Flash Games and appealing and non-appealing games.
Sustainability has been described as an individual’s capability to sustain itself into the future. Educating the public with sustainability has evolved and become a whole lot easier with appreciation to the latest technology and the World Wide Web (internet). Media is one of the most exciting and fast moving forces in the world. People spend more time consuming media than any othe...
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...r to jump. During the game play and in between each level, there are no animations or descriptions telling you where you are in the story. Therefore, making it boring and repetitive. Analysing this game, made me aware of this, and we will take this into consideration while creating our Interactive Media Flash Game, so it isn’t boring and repetitive.
A story, big or small must have a beginning, middle and end. This is called the ‘3 Act Structure’. Act1 is the beginning of the narrative, which introduces the situation (catalyst). Act2 is the middle of the storyline, which introduces the complication (crisis). Act3 is obviously the last and final part, which establishes the resolution of the story (climax). In most cases, your character/superhero will transform the narrative. A game cannot have a storyline comparable to a movie or film, but it cannot not have one.
Flash! Flash! Flash! Flash! Flash!
Bates (2013:[sp]) identifies that animation is an excellent and ingenious way to encourage children to communicate stories, ideas and concepts in a creative and original way. As explained...
Pixar’s “Geri’s Game” was a very educational short film and it showed many lessons for the viewers to learn. Short films are a wonderful way to send messages while still making it entertaining to learn. Furthermore Pixar has made many great short films with all different lessons to learn. It also causes you to look for the meaning of the film, which makes you more observant. Overall these films are a marvelous way to advise and enthrall kids and adults of all
Since the coinage of the term in an MIT Technology Review (2003) article, Henry Jenkins’ theory of transmedia has been significantly contested and edited by multiple media theorists and scholars. In short, transmedia storytelling is the technique of telling a narrative across multiple platforms. The goal of a transmedia project is to heighten the degree in which audiences participate and interact with the events, characters, and storyworld of a franchise. A transmedia project can include, but is not limited to, the use of movies, books, games, social-media, and graphic novels. These elements work together to make the story more enjoyable and contribute to richer fan-engagement. Jenkins’ best summarizes a definition himself in his 2006 book Convergence Culture: Where Old and New Media Collide; “A transmedia story unfolds across multiple media platforms with each new text making a distinctive and valuable contribution to the whole” (pp. 95-96).
Yes , I have witnessed occupation injustice at my work place. At this time I am treating a client in ICU who was admitted from a SNF . Per her medical history history chart, client has been non ambulatory for two years, and she was dependent with all self-care except with self-feeding and simple grooming tasks. Client is highly motivated to participate in skilled OT services, and she is able to stand with Max assistance, yet at the nursing home she never received skilled occupational therapy services to increase participation in occupational performance. Client was deprived OT skilled services at the SNF to restore independence with ADLs and IADLs, yet she has capability to increase functional performance with the help of
:: Flash Feedback Questions: 1. Does the main character have an external, tangible goal? If not, what could it be? If so, explain why it does or does not work?’
Cory Arcangel exhibits a film called Super Mario Clouds, 2002. Arcangel hacked a cartridge of Super Mario Brothers, modified to erase everything but the clouds. It illustrates animated clouds from the game Super Mario which the clouds are gradually floating horizontally for a whole six minutes. In the next film Michael Bell-Smith, Up and Away, 2006 exhibits a multitude of colorful and animated sceneries which changed every second to seven minutes. Bell-Smith collected the beautiful and creative perspective from video games and created a slideshow with video game sound effect and calming beach music.
Sustainability must be defined to include meeting human physical, emotional and social needs (Rogers et al. 2012) and scholarly research and thinking on well being and its connection to the environment, sustainability, growth and sustainable development considers aspects that move towards social and environmental benefits . While environme...
I learnt that the game is meant to teach players about poverty in developing nations. The game emphasizes the opportunity cost that families in developing nations must bear if they want to get ahead in life. A family typically has to pick between health, education, happiness and money as the primary goal. The game shows me that you can never have it all and there will have to be a trade off when trying to achieve the goals set. It now becomes a matter of priority. For example, I had to choose who I would educate in the family and who the sole bread winner would be. The game
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...
STATE THESIS & MAIN POINTS: I’m going to persuade you that going green is one solution you could do to help improve the environment by first explaining the problem, then by explaining the factors responsible for pollution, and lastly by listing ways that can help solve this problem.
Media coverage of environmental issues can increase or diminish the amount of attention the public pays to these issues and strongly influence the political discussions that take place about the environment. In the past, the role of media in human society was seen essentially as sources of information and to influence people. It is now being proposed that the media should be understood as a process of social interaction through a balanced exchange of information and experience. This implies participants critically analysing the role played by the media in environmental protection and progressive management (Hansen
Technology nowadays has become a tremendous part of children’s everyday life. The biggest part of technology that children are mostly consumed by is video games. Video games were introduced back in the 1970s, which consisted of games such as Pong, that didn’t contain much graphics. Then starting in the late 1980s, video games started to become more developed in ways such as the graphic was in much better quality than before because of the advancement in technology. With increasing development in graphics, it made the video games much more realistic than ever before, and made video games as popular as they are now. Today approximately 90% of children spend about one-third of their day with some form of electronic device (Agarwal 38). Since video games play such a major role in children’s everyday lives, researchers have begun to question the influence these games have on the young people who are playing them. Both positive and negative influences have been identified leading to some controversy as to the wisdom of young people spending so much time playing these games.
Agenda setting in the media comes into play once again, influencing the viewers on which issues to think about daily. It is vital that environmental communication specialists work with journalists and reporters to frame environmental events in ways that are not biased; encouraging people to think on many levels. As this study conveys, those who not only watch one-sourced news, but also discuss political matters on their own terms with others are more sophisticated, and less likely to be persuaded by the media. Researchers in the field need to continue to conjure ways to keep the public focused on detrimental issues, while keeping them updated on several different mediated outlets, not just their news
126 Dare Owolabi et al.: The English Language and the Mass Media as Tools for Sustainable Development in