The documentary film, Second skin, carries out the examination of different components of the MMORPG’s (Massively Multi-player Role-Playing Games) great coverage, the cultural context that revolves around them and consults with relevant professionals on the issue. Despite the fact that the film tends to veer into several paths, it places greater concentration on 3 stories. The first story is centered on a group of friends in Indiana, whose game dedication is World of Warcraft, the other illuminates a growing romantic relationship between 2 individuals who play Ever Quest 2; and the third is about a player who loses everything due to his gaming addiction. The film is mainly based on the symbolic interactionism theory. It relies on the symbolic meaning that people develop and rely upon in the process of social interaction. In the gaming world, the players act according to their interpretations of interactions in the real world. The film is mainly dependent on the subjective meaning and importance that gamers have placed upon the games they play and even upon their characters in the games they play in to an extent that they greatly alter their real lives. Second skin is a film that is correct in many ways while also wrong in others: a point to be displayed in the examples below. Example 1 An aspect of the film that I disagree with is …show more content…
Despite the fact that the film tries to illuminate the American culture and presence in the online gaming world, it seem widely inadequate that the issue of South Korea is not addressed. South Korea is a country where the online gaming world is a great part of the country’s culture. It is very disconcerting that this part of the gaming world is not mentioned at all in the film. The film is so based on moving from one issue to the other, that it’s very shocking that there is no mention of South Korea. Example
...ll, the accuracy and fairness of the arguments presented within suffer from the financial interest of those professionals within the movie. The argument stilts itself on the ethos attributed to the perceived authority figures, attributing correlation as causation, in order to drive home a marketable lifestyle that focuses more on pathos-laden reasoning than on a logical foundation. Based on the potential demographic, it could very well be effective to achieving the goal of those involved with the film.
...le, abuse, pregnancy, money, accusations, sex, love, relationships, death, family and disagreements. These issues can be supported by scenes from the film but we could fail to appreciate the rest of this document. These statements are easily supported when viewing the film.
Kerner, Aaron M.. “Irreconcilable Realities.” Film Analysis: A Norton Reader. Eds. Jeffrey Geiger and R.L. Rutsky. New York: W.W. Norton & Company, 2nd edition, 2013. 462-83.
The entire movie is bursting with counter narratives, when the audience believes they hold an accurate grasp on what is truly happening, there is a misguiding event, as the storyline is continually challenged. The viewer’s beginning formations about what is going on are learned to be always questionable because what is repeatedly steered to trust and is revealed not be the truth in the conclusion of the film. This neo-noir film had multiple scenarios that make the previous actions untrustworthy to the actual message. This proves that all the observations and thoughts the viewer possesses are only relevant to what they are exposed to and shown and not to what is, in fact, happening.
In his article, “Extra Lives: Why Video Games Matter,” author Tom Bissell utilizes pathos to explain the extra life our society is born into when dealing with gaming, making us forget everything happening around us. Bissell gives many examples of his own life and
November 1998, written for FILM 220: Aspects of Criticism. This is a 24-week course for second-year students, examining methods of critical analysis, interpretation and evaluation. The final assignment was simply to write a 1000-word critical essay on a film seen in class during the final six-weeks of the course. Students were expected to draw on concepts they had studied over the length of the course.
In the film, there are two opposite ideologies working against each other and influence how a character can view situations.
In the novel “The Summer I Turned Pretty” by Jenny Han, Belly is a 16-year-old girl who is trying to figure out who she is. Every summer Belly, Steven, and their mom (Laurel) go to Cousins Beach. Where they spent the whole summer at Laurel’s friend’s beach house, with Susannah (Laurel’s friend) and her two sons Conrad and Jeremiah. The novel begins with Belly, Steven, and Laurel in the car going to Cousins Beach. Once at Cousins Beach, Belly decides to finally invite her best friend Taylor to the beach house for a week.
Soh, C. S. (2001). South Korea. In C. R. Ember & M. Ember (Eds.), Countries and Their Cultures (
Everyone is different in their own unique ways. We are characterized by what we wear, what we look like, how we walk, and how we move. We are also characterized by our likes, dislikes, hobbies, and more. In addition to all of this, each one of us is characterized by what culture we are a part of. We represent that culture and its subcultures in unique and interesting ways. Today, I will share with you what subculture I belong to. I belong to a subculture of gaming, and I will talk about how, when, and why I participate in this culture.
All three pointing at what they see as specific flaws yet offering up no real solutions to these problems. With these flaws in this system pointed out Michael Douglas’ character William Foster is held up as a martyr. He is not portrayed as a real villain through out the story. Both men feel the strain of society the difference is the way each chooses to express this frustration.
From Korean Pop stars to dramas, South Korea has it going on. It seems that there is not one Asian country that has not had the Korean Wave, a Chinese term given to South Korea referring to the exportation of their culture, completely wash over it. What started as an Asian sensation, the Korean Wave is now beginning to spread globally, ranking South Korea as one of the top countries known for its exportation of culture. Between music, television, and video games, South Korea’s economy is rapidly increasing as the world continues to fall in love with its entertainment industry.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Asian countries have never been unfamiliar with gaming software. From the very beginning when Japanese companies developed various game councils, Asian countries, such as Hong Kong and Taiwan, became large markets for computer and video games. In addition to the spread of gaming system technology in Asia, countries like Taiwan, China, and South Korea that have abundant labor resources have developed sufficient, but inexpensive computer components and software in recent decades. Online games have existed in Asia since more than a decade ago, but did not come to the mainstream of software development until early 1997. Online games became mainstream with the introduction of the Internet café. Although some reports show that the appearance of Internet café and online games seems to promote the development of computer software design in Taiwan and increase the revenue for several computer component companies, it brings new social problems. There exists a management crisis of the cafés, and censorship or copyright problems with software. While the Taiwanese government is trying to eliminate the problems by putting more restraints on this modern business, it also has the dilemma not to violate people’s freedoms and rights. In this paper, I will first discuss Internet cafés in Taiwan and the famous (or infamous) online game known as “Heaven.” Then, I will present some ethical issues brought about by this new high-tech business and the opinions voiced regarding the pros and cons of the governmental regulations. Finally, I will also discuss my points of view concerning to this matter.
...n (Director) mistakenly seems to believe can carry the whole film. On the strength "based on a true story", he has rejected attention-grabbing characters, an imaginative plot, and unforgettable villains.