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Impact of mass media on youth
Impact of media on society
Impact of media on society
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Introduction
In modern society, the public uses multiple types of media each day. Two main types of media for entertainment are video games and movies. Although they both started for different purposes, they now leave people choosing between one or the other (Franich, 2011). Due to the specific stereotyping of movie characters, movies are more influential than video games. People can relate better to the characters, and thus change their perceptions and beliefs after viewing movies.
Movies or Video Games: Which is more influential?
Movies are more influential than video games on audiences due to the gender roles and stereotypes portrayed by characters within films. Behm-Morawitz and Mastro (2008, p. 132) have found this answer through the development of Bandura’s social cognitive theory and teen movies. This theory explains how gender roles are shared through mass media, and this becomes the belief in society. As characters are dramatized in films, viewers will begin to believe that the stereotype in the film is real in society. Teen films are growing in popularity and as more teens are exposed to the films, more teens being to develop these beliefs.
An example that Behm-Morawitz and Mastro (2008, p. 132) used to validate this theory was through the evaluation of the movie Mean Girls. This portrayed teen girls as being ruthless bullies. Due to the popularity of this film, more movies are being produced with the same stereotypes of girls, thus further exposing to teens to this negative behavior. Behm-Morawitz and Mastro (2008, p. 141) also discovered that teen movies similar to Mean Girls generally change the beliefs of viewers to have more unfavorable attitudes toward women and stereotype their beliefs about female friendships.
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...anich (2011), there was stronger research for movies being more influential to society. Behm-Morawitz and Mastro (2008) explained how characters played in modern movies have an effect on societies beliefs. Stereotypes, specifically with gender roles become stronger or become beliefs through viewing films with characters in those roles. Whether or not these stereotypes are true in society, people will believe they are true if they are in movies.
Works Cited
Behm-Morawitz, E., & Mastro D. (2008, March). Mean girls? the influence of gender portrayals in teen movies emerging adults’ gender-based attitudes and beliefs. Journalism & Mass Communication Quarterly, 85 (1), 121-164. doi:10.1177/107769900808500109
Franch, D. (2011, August 18). Videogames vs. movies: have games replaced films as the modern popular narrative medium?. Retrieved from: http://goo.gl/2fRM3f
Mainstream movies are about men’s lives, and the few movies about women’s lives, at their core, still also revolve around men (Newsom, 2011). These female leads often have male love interests, looking to get married or get pregnant. Strong independent female leads are still exist for the male view, as they are hypersexualized, or the “fighting fuck toy,” (Newsom, 2011). This depiction has created a culture where women are insecure and waiting for a knight on a horse to come rescue and provide for her as well as the acceptance of women
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,
Smith, Jeff, and Chloe Beighley. "Normalizing Male Dominance: Gender Representation in 2012 Films." Grand Rapids Institute for Information Democracy. N.p., 12 Feb. 2013. Web. 1 Apr. 2014.
"The Impact of Stereotyping on Young People." MediaSmarts. National Film Board of Canada, n.d. Web. 31 Mar. 2014.
The timeless Coming-of-Age tale is often a triumphant one in which the kid breaks free of the fallacious adults, but are they really so one dimensional? Do kids really represent truth and the adults fallacy? How does the audience perceive the power struggle? What part does the older generation play in this genre besides a stock villain? What can these characters tell the audience about the ideals of their own generations? Although seemingly at odds with each other, the adults and youth in coming-of-age films are similar to each other and can represent two sides of the viewers themselves.
Youth have a certain quality and charisma that has made making films about them not only an interesting endeavor but also fundamental to cinema (Shary, 2002). Representative of hope and change, children are viewed as the future. Youth culture, with its ‘here today and gone tomorrow’ kind of dynamic, suggests that children are also the future of film. For decades the film industry has relied on young audiences for patronage and also looked to youth for inspiration and just the kind of material that makes a relevant and refreshing script (Shary, 2002). Youth-oriented film has subsequently become a genre all its own (Shary, 2002). A history of American youth cinema would indicate no different. It is thus interesting to explore youth-oriented films and how films across time, namely Lolita (1962), Marathon Man (1976), Rain Man (1988), Kids (1995), and The Perks of Being a Wallflower (2012), have depicted youth culture, specifically the theme of “Coming-Of-Age.”
Stereotyping is used in our everyday life in things such as advertisements, movies, books, magazines, and other types of entertainment. It is pointed out to be negative and causing too many problems, but it can be used to motivate us to act a certain way, or buy certain things. Stereotypes are the most useful way to influence people to change and better themselves.
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...
of influence in both the characters and gender roles of people in our society. The films have brought about the shaping of morals, behaviors and characters of not only children, but also adults in todays society, through engaging them in a constant series of unthinking consumption. In addition, most of the films in Disney bring out many different gender roles and people who grew up watching them have been influenced greatly by the content in the films (Blum 13). This paper will involve the various roles played by the characters in the films and how their roles have influenced the society at large.
In Lev Manovich’s What is Digital Cinema, he states that “traditional film technology is universally being replaced by digital technology.” (Manovich, 178) This is indeed true. Digital technology is changing video games as well. Both films and video games depend on each other. Film studios and video game developers remediate each other’s product to maximize profits. Filmmakers, cinematographers, directors, actors and composers often work on video games. The two industries use the same technology. Both medias tell interrelated stories in both narrative worlds, which Jenkins calls it, transmedia storytelling. Transmedia storytelling is an approach that reconfigures the entire media experience. Video games that are based on films allow the players to interact with the characters that are seen in the film by manipulating the console’s controller.
I chose to analyze Despicable Me, an animated film geared towards a younger audience, because I was interested in examining underlying theories and messages that this film would be relaying to its viewers. Often times, when watching animated films, children are not aware of these messages, as they are absorbed by the characters, special effects, and humor. But as we have learned throughout this semester, our brains are subconsciously primed by the various surroundings we are exposed to. Since we also studied the impacts of entertainment, such as television and video games, on children, I wanted to see how a popular children’s film might also affect them.
Video games are almost always present in any house that is home to an adolescent child. While video games are popular among people of all ages, adolescent children are usually the most involved. An article was developed by three members of the Psychopathology department at a university in the Netherlands. While addressing the use of video games the statement was made that “Today, in the United States, 91% of children between the ages of 2 and 17 play video games”(Granic, Lobel, Engels). Children may spend countless hours sitting in from of a television screen, participating in the electronic activities. While there are many different genres of video games, perhaps among the most popular are those that contain a high level of violence and hostility. Along with the violent content and commentary, these videogames create a hostile mindset. Video games have the ability to cause negative effects in the way young people think and act socially.
However, video games have not always been, and even today still aren’t, a completely accepted mode of recreation. These games have caused a large amount of controversy, dating back to one of the first games to come under fire back in the mid-1970s. The problem that certain groups in society saw with video games exploded with one of the more famous cases where a video game was brought to court over its contents in the early 1990s with the introduction of Mortal Kombat, one of the first household games that included blood. Even today, games continue to be criticized for characteristics that have been labeled as violent, sexist, or immoral and are blamed for instilling these ideas into those who play the games. However, these arguments do not have any merit. While video games may display actions and properties that have been deemed as cynical and detrimental, they do not cause significant negative behavioral changes in the players. It is the exact opposite: games have a positive effect on their players and the people around them.
Movies take us inside the skin of people quite different from ourselves and to places different from our routine surroundings. As humans, we always seek enlargement of our being and wanted to be more than ourselves. Each one of us, by nature, sees the world with a perspective and selectivity different from others. But, we want to see the world through other’s eyes; imagine with other’s imaginations; feel with other’s hearts, at a same time as with our own. Movies offer us a window onto the wider world, broadening our perspective and opening our eyes to new wonders.
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,...