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Media and culture change
Media and cultural change
Media and culture change
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Media Analysis Essay 3
In a recent observation of the video game Mortal Kombat, it became obvious that the game, players and setting all contribute to how media messages can affect the game experience and affect individuals. Three undergraduate and one graduate student with limited Mortal Kombat experience were observed playing four-player, tag team Mortal Kombat on PlayStation 3 for ninety minutes. The players displayed media effects outlined by the two step flow and cultural studies perspectives, and some of the magic bullet perspective. It has become increasingly important to gain more understanding of the effects of media messages on players, particularly as more and more acts of crime and violence are blamed on video games (DePasquale,
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2013). Although this study was conducted on players with limited Mortal Kombat experience over only a short period of time, it was enough to show that even short exposures to media messages can lead to some effects on behaviour and mentality. From my observations, it appears that media effects can be either positively or negatively reinforced based on conditions or social dynamics that people may play the game in, and that media effects are only as effective as the circumstances and condition in which they are received. Mortal Kombat is an award winning fighting game known for violence and grotesque depictions of blood and gore, involving ‘Fatalities’ that allow players to graphically kill or maim opponents. The ninth instalment of the series, released in 2011, was banned in Australia and South Korea due to the lack of appropriate ratings category and excessive representations of violence, blood and gore. The violence of Mortal Kombat was also the source of major controversy in the 1990s which led to a U.S. Congressional hearing and the establishing of the Entertainment Software Rating Board (ESRB) (Reiner, 2010; Totilo, 2010). The two female players observed, Natasha (19) and Alice (20), have limited video game experience and no Mortal Kombat experience. Neither sees themselves as an opinion leader. Natasha is not usually aggressive while Alice identifies as aggressive or defensive. Benito (19) and Jesús (27) have both played Mortal Kombat before but would not consider themselves proficient. Neither considers themselves to be particularly aggressive. Benito sees himself as an opinion leader in some contexts, while Jesús sees himself as an independent. The two step flow perspective is the concept that opinions and effects are mediated through opinion leaders.
A study of personal influence questions whether personal or media influence is more important in the effects of media messages. The two step flow model asserts that opinions are not individual – they are social and arise from group interaction (Wells, 2015b). In the same way, it is arguable that the media effects of players can be influenced by others, both within and outside of the game. From observations and interviews after the game, all players expressed behaviour and emotions that were contingent on the opinions, expressions and actions of fellow players. When asked what about the experience was the most fun, all players answered the group interaction was more enjoyable that the game itself, and that the game acted more as a catalyst for conversation than as the source of entertainment. Although Jesús had some responses that were slightly different from those of the others, it could be because he is older and has some differing points of view.
The two step flow model also suggests that mass communication is not direct or uniform; it does not operate directly on each individual, unlike the “magic bullet” perspective (Wells, 2015a). This is further exemplified in the differing responses of the players; Alice and Benito felt displeased with the sexualisation of female characters in the game and the ‘cultural appropriation’ of some characters, while Jesús and Natasha felt that the way in which characters were portrayed in a video game was expected and understand it is not
realistic. Observations from the video games also exemplify reactions in line with the cultural studies perspective of media effects. Cultural studies is concerned with power and its reproduction through mass messages, but recognises that people are not just passive receivers of messages, and that they resist messages that conflict with their beliefs or values (Wells, 2015c). It is also noted that individuals may resist independently. For example, even after playing the game for a while and becoming somewhat accustomed to the graphic portrayals of violence, all players still reacted negatively, such as by gasping in shock or flinching, in response to particularly graphical or gory depictions. This clearly shows that media messages do have the power to desensitise players to features of, in particular, violence, but players are still capable and will resist messages that challenge their values or beliefs. This also shows traces of the “magic bullet” perspective, in which a single media message is able to affect the entire audience directly. Moreover, content in the game that is portrayed differently than their values or perceptions are also greatly resisted by the players; for example, characters with revealing outfits are ridiculed for being impractical, confusing and sexist. Alice, in the post-game interview, also noted that she felt frustrated with the derogatory and sexist comments made in jest during the game, although she felt uncomfortable to share her opinion in front of people that she had just met. One of the most unexpected observations of the study was that despite all players becoming more proficient in, more accustomed and less sensitive to the violence of Mortal Kombat as the game progressed, none of the players particularly enjoyed the game itself and frequently asked if they could stop playing yet. Moreover, most were clearly able to identify the reactions and changes in behaviour and emotions that they experienced as an effect of the game, such as more aggressive physical motions or increased competitiveness, which suggests that media effects may not be as long-lasting or all-consuming as expected. When people recognise media effects they may become more alert and strive to resist the effects. This study highlights the fact that opinions and media effects are highly contingent on not only factors of the game, but also that of the players, such as their developmental level, personality type, temporary state (Riddle, 2015) and the conditions in which they are received. Although all four players had similar prior experiences with Mortal Kombat and played under the same circumstance, they did not have the same reactions and opinions after, supporting the idea that media effects are dependent on social dynamics and circumstances. Most opinions and responses are formed collectively, but occasionally individual beliefs also persist, further emphasising that although messages are created within a society, people are not passive receivers. Media effects have the capability to affect individuals both physically, mentally and emotionally, these effects are not necessarily persistent or permanent, signifying that extreme cases of media effects, such as video game influenced acts of violence, are caused by more underlying issues than media messages.
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame
Today’s society thrives on violence. Young children made pretend guns and shot at siblings, teenagers enjoyed video games which praised the player for kills, and adults flocked to see the latest horror movie, few people asked what effect this has on people and society. Some psychologists have started researching this effect. A study by Dr. Ferguson;...
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
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...
In the video game Enter the Matrix, released in 2003, the players take on the role of supporting characters in the film sequel Matrix Reloaded. They play the side stories; those that not appear on screen in the film. The game is inspired by the world that is depicted in the film. Enter the Matrix displays distinct visual parallel between the film and the video game. The overlook of the film and video game is similar and distinguishable because the video game mimics the visual style of the film. It gets players satisfied with their purchase of the game. Playing the game is a different experience for the players because it connects them with the source material. It allows them to be part of the story and to feel to be the character of their franchise. Players are considered spectators too because there are some cinematic cut scenes that are shown in the game which makes them observe and do n...
“According to Time magazine, September 27, 1993, violence in video games is on the rise especially with the release of Mortal Kombat. Over 50 million children all over the United States brought this violence into their homes. The parents and other adults of these children finally decided that the video games in the U.S. had gone too far.” Mortal Kombat was the first game that brought blood and gore into the video game world. Mortal Kombat started in the arcades it was such a hit, they made it into a game you could buy for personal use. Critics raved over it when it was first introduced, saying it was too violent for kids and it needed to be taken off the shelves. This game appealed to many people because of its real-life graphics, blood and gore. The game was also responsible for the video game rating system used today. The game was an instant hit, they made an endless amount of Mortal Kombat games, for every gaming system imaginable, there was even a movie made based on the game. This essay will illustrate how Mortal Kombat is violent, and take a critical point of view of this popular game.
Today, in the Digital Age (where information is only a click or two away, movies are in “high-def,” and phones can act as a calculator, a camera and a GPS), there has been a huge shift of economic interest towards computer-based technology and new media. These have since become a huge part of modern culture. According to the Entertainment Software Association’s 2012 sales, demographic and usage report, fifty-eight percent of Americans play video games, and thirty-two percent of these are under the age of 18; an earlier study reported that the average gamer in America plays about eight hours each week (“2013 Sales” 2). There is a psychological phenomenon called the “mere-exposure effect.” It describes how humans tend to feel an unexplainable preference for people or things that they are familiar with (Fourni...
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 video games and the potential aggravation of the character of youth is an ongoing argument. Video game violence has affected children and young adults both negatively and positively in recent years. Video games and their violence are often seen as responsible for desensitizing the consumers (Bartholow, Bushman, Sestir 2006), giving them a false sense of reality and incentives for aggressive and erratic behavior (Dietz, 1998). Contrarily, video and online gaming also seem to positively influence the youth using channels of release for negative energy and aggression, increasing social interaction locally and internationally and assisting in motor and perceptual skills.
influences when they are actively participating than when they are observers ( Clark 2). I spend most of my after school time locking myself in my room, playing video games. Not just fun video game, but I play violent video games. The amount of time that children spend playing video games is increasing. Research shows that sixty percent of children report that they can play video game longer th...
By: Paul Adachi and Teena Willoughby the article talks about how violent video are influencing people in general and causing them to become influenced by the video game creating conflict to society. In this study, the article did not say how many participants there were, but there were two different groups. One group will play violent video games and the second group will play nonviolent video games. The point this study as mentioned before is to see if video games cause aggression to children, adolescence and even adults. For example, thirty-one percent of adolescents play video every day and another twenty-one percent plays games for about five days a week. What is most concerning is the fact that almost half of the population plays violent, plus five out of ten play violent video games (Adachi, Willoughby, 2011). Both the articles that are mention both have a connection to the perspective theory of conflict and symbolic interactionism when being exposed to video games it causes a major conflict with others around them. Another example was the columbine shooting the shooters were teen boys and had been exposed to video games giving them that opportunity to learn on what they are play. By playing video games it cause danger to society and become highly aggressive (Adachi, Willoughby, 2011). Both articles talk about how video games are a negative influence and how it is being affected in
Drawings a boy may draw of a gun might be seen in a cartoon that they religiously watch, and this is looked to as being a social norm. Boys often watch violent or action-packed cartoons or television shows, whereas girls might draw a pony seen in their favorite cartoon. Girls are often expected as a norm to watch cartoons and shows that might involve drama and romance. “Again, identity is a social concept”. When we engage with any media, no matter what form it may take, we are in essence receiving the ideas from those authors.
Mass Effect is a multi-award winning sci-fi action-adventure video game trilogy by development company Bioware. In many gaming circles Mass Effect is regarded as one of the best story driven games ever created. In “Why Mass Effect is the Most Important Science Fiction Universe of Our Generation”, Munkittrick makes the argument that due to the themes it forces upon players and its reflection upon humanity as a whole, it is the greatest piece of sci-fi of our generation. Munkittrick does a great job presenting his argument often citing how in Mass Effect humans are the perceived minority. Throughout the article he builds his credibility with the audience through using numerous specific references to sci-fi and gaming pop culture.
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...