Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Humor as cultural knowledge
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Humor as cultural knowledge
In their article “YouTube pranking across cultures”, Renee Hobbs and Silke Grafe attempt to analyze recent trend in online prank videos. They study the difference between two distinct cultures, the U.S. and Germany to understand what the results mean. While using content analysis to examine reactions to these videos, the authors also use a literature review of the psychology of pranking and humiliation. Moreover, the issue is popular in the online community but has not received much attention from researchers examining it as a cultural fact. Although the authors show the differences between the American and German cultures in regards to these videos, it appears that part of their thesis is unanswered which drives readers to think with their …show more content…
The first is a literature review. A lot of the literature reviewed concerns the power relationships and humiliation. This power relationship is based on three different actors or groups of actors. These are “the one who humiliates, the victim, and the witnesses, typically, pranks involve people in unequal power relationships” (Hobbs & Grafe, 2015, p.9.) The literature also looks at what the effects of humiliation are on the victims as well. They talk about the social patterns that exist as a result in places that are usually considered safe places like work and home. Some literature suggests that this emotional need to humiliate others is a result of the person pranking’s need for attention from others. This may have to do with the witnesses (Hobbs & Grafe, 2015, p.10). Next, the authors use the literature to talk about how people may get some sort of satisfaction. They do not from carrying out the actual prank sometimes but from the watching it on the Internet. The authors talk about the German idea of schadenfreude. This is used in English “to describe the emotional response generated in feeling pleasure at another person’s suffering” (Smith, 2009 cited in Hobbs and Grafe, 2015, p.12). The authors try to think about how the idea of the rise of the prank video is a result of this schadenfreude. Maybe it can show a cultural picture of values of joy because of humiliation. They re-state their question, is this different between Germans and Americans? On the other hand, the second method used is a content analysis of YouTube videos. The authors watched around 180 YouTube videos. These videos were based on the scary “maze game” video pranks in both German and in English. They coded for different variables in the video. These variables included demographics of the victim such as age (grouped in three different ranges) and gender. They also looked at if the victims were anticipating the prank. If they were,
The author tries to stir up the reader's pathos appeal, giving scenarios that knock up their emotion. Opening up the article, the author talks about a Canadian teen who filmed himself acting out a fight scene from a well known movie series, Star Wars. The film was posted online and shined to the public causing a “viral frenzy”(113). People from around the world even edited the video, enhancing it with “music and special effects”(113) to ensure the film was more entertaining and amusing to the premature, sinful minds of the general public. Another scenario that resulted in internet harassment formed when a South Korean student refused to pick up her dogs feces in a local subway in Seoul. Someone caught this faulty act on video and decided to post it on the internet which of course attracted multiple numbe...
By definition the comedy and tragedy are opposite ends of the spectrum of human emotion. Comedy being associated with the positive aspects, happiness, laughter, joy; while tragedy is associated with the negative aspects, revenge, hatred, sadness etc. It is here that the author makes his first error in his article. Rather than discussing the basis of these emotions he simply glosses over them, stating that an acceptable theory is yet to be provided that can succinctly answer why we laugh and why we cry. Furthermore he offers that those that would like to further their understanding, to visit...
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;...
Bullying in the educational setting has become significantly prevalent. Children appear to be less restrained as to mean things they say to their peers, as evidenced with cyberbullying where atrocious statements are said behind a screen in anonymity. Bullying can be so damaging to a child which leads them to feel as if there was no escape other committing the act of suicide. Society has long believed that suicide is an individualistic problem, however sociologist Émile Durkheim posed the idea that sociology is socially rooted. This paper will convey the premise in Durkheim’s 1897 work Suicide: A Study in Sociology and relate the issues presented in the riveting documentary Bully, which represents first hand experiences of bullying experienced by school-age children.
Violent video games are becoming more popular among children and adolescents of all ages since its debut approximately 30 years ago. This growing popularity is generating an increasing concern that these sometimes very graphic videos and life like characters can have a negative influence on the younger generation. Although never proven, there has been speculation that some of the high school shootings across the country were committed by students who were habitual players of violent video games. Due to these concerns, a non-profit, self-regulatory organization was established in 1994 by the Entertainment Software Rating Board (ESRB) to appropriately rate all video games from EC (early childhood), E (everyone), E10+ (everyone 10 and over), T (teen), M (mature), and AO (adults only). While assessing the efficacy of violent video game ratings, it is unknown how effective these ratings are for the intended audience (Becker-Olsen & Norberg, 2010).
THESIS STATEMENT: There are a number of theories as to why people like to watch scary movies.
Clifford, S. (2009). Video prank at Domino’s taints brand. Retrieved January 25, 2010, from http://www.nytimes.com/2009/04/16/business/media/16dominos.html
The prank takes place in the gym with a fake lecturer about sexual orientation who happens to be a male stripper. While he is lecturing about how important it is for men not to disrespect women, one of the main characters, Lara, is in on the prank, and asks him to take off his shirt. He replies, “What we have here is a very interesting case study – a female objectifying me, a male. It’s so unusual that I can only assume you’re making an attempt at humor..” (Green 208).
A horror movie “makes people think, what if it was reality?” said by a thrill seeker person who was waiting to watch a horror movie. Experts also cite more various reasons about why people enjoy watching scary movies. For the thrill of it and also because it seems real for thrill seekers; these are some secretes reveled to show why thrill seekers enjoy horror movies. Feeling the sense of evil and being curious about understanding humanity’s dark side makes horror movies a perfect way of enjoying these feelings, and relieving the tension of curiosity about violent, blood and terrorism. Moreover, experts said that not only desirability to blood and fear could consider as an attraction to whose ...
Over the years horror movies have become a big part of cinema business. Teenagers and adults like to watch scary movies because of the adrenaline rush. Every scary movie includes unexpected scenes that make the movie interesting and frightening. It is very terrifying that, parents are allowing their children to watch horror movies. This can be very harmful for children’s mental health. Watching really scary movies and cartoons, and even playing scary games, has many lasting side effects on children. When we watch those horror movies with kids, unknowingly we might hurt their feelings. To be more precise, it can easily affect their nervous systems. Unexpected loud scenes in horror movies may scare children easily. Horror movies can create negative
A survey of 1,102 adolescents found that 97 percent had played video games in the past day. Although most parents checked the censor’s rating before consenting their child to obtaining it, 50 percent of boys and 14 percent of girls favored games with an "M" (mature) or "AO" (adult-only) rating, which suggests a high degree of violence. Social scientists believed that children are more probable to mimic the actions of a character with whom they identify. In violent video games, players participate as a character, and even choose which weapons they’ll use while fighting other characters. Similarly, repetition increases learning. Video games involve a great deal of repetition. If the games are violent, then the effect is a behavioral preparation for violent activity. Violence in society is not solely caused by violent media. But research shows that continuous exposure to violent media causes people to believe that violence can be an acceptable, positive way to solve problems.
Video games have become one of the world’s largest hobbies. Many choose to love them and others have quiet of an obsession. Since the 70’s, video games have become popular in entertainment and a fixture of 21st century childhood. The theme and idea expressed in popular video games is commonly violence. Many studies have issued that the violence used as entertainment in video games causes younger children to be more aggressive and violent. Violent video games act as a form of violence, but do not cause the violence to occur. Moreover, violent video games cause young children to be associated with a higher visuospatial cognition (visual perception), effects the brain development, along with media violence influencing a child to act violent and have aggressive behavior.
Movies and video games today, play a significant role in shaping the attitudes, thoughts, and beliefs of society. In terms of being more influential on its particular audience, video games are a much more potent medium of entertainment than movies for a variety of reasons. The influence video games have on their participant are very obvious and overwhelming. Study’s concur the overall impact of video games on their audience is substantial when comparing them to movies. Video games have a substantial influence on its audience because video games are increasing violent behavior of the player, contain more violent content and a deeper complex plot, and video games require a much deeper lever of engagement of the player.
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,...
The first effect of mass media on teenagers is violence. Aggressive behavior is the first example of violence in the media. Aldridge argues that, teens who watch violent movies may behave in an aggressive way towards others for example bullying and fighting in school. This is important because there are high risks of teenage developing into aggressive behavior that may last into adulthood if they are not being supervised on what they see on TV (2010). Fearful of the world may also occur for those who watch violence television programs. According to children and television violence, teens that are being over exposed to violent on television may worry about becoming a target of violence. The relevance of this idea is that teenagers will more likely grow up thinking that the world is a scary place and that something bad will happen to them (2008). Imitative behavior is another major effect of seeing violence in the media. According to Weldon, two teens from Johnstown, Colorado, killed a 7 year old girl by beating her to death. The teens claimed that they were imitating moves from a video game called “Mortal Combat.” This is an example case which shows that violence in the video game may lead to an imitating behavior (2007).