Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Roles of media in modern society
The influence of media in modern society
The role of media in contemporary society
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Roles of media in modern society
The American’s culture is a place of creativity and opportunity that has been the core that brought its society into today’s modern world. However, there is always a dark side to creativity and opportunity. Opportunity to create a simulated world that can affect a person’s mindset into acting against their morality. There are many gaming companies that have affected our culture in a revolutionary way. Back in the 1800s, our society never knew what a virtual reality is, and now it is a world of fantasy. However, in today society, games and movies have increased our culture’s financial and technology. According to the article Games industry generated $108.4bn in revenues in 2017 by James Batchelor claim the games industries have “generated well
In the short article titled “Virtual Morality” by Andrew Tuplin, Tuplin compares both video games and movies that violate moral beliefs according to the social norm. He argues the fact that technology is and will continue to challenge moral beliefs as well as the norm for what we see as acceptable in the real world. I for one see this issue to be harmful and threatening to the way we interact with the world on a daily basis. These so called “fantasy worlds” are confusing young minds and allowing them to create their own image to what is both morally right and wrong in society. This essay will explain why I feel that children should not be allowed to participate in violent video games and movies because the violence they learn will eventually introduce itself in society in one way or another.
Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the dangers outside. Now your father has disappeared, and it’s up to you to find him. After a harrowing escape from your subterranean home, you walk through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say “don’t leave us out here to die!” As you walk through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying “scenic overlook” on your right, the broken remains of the interstate bridge stand as a monument to a destroyed culture. Petrified trees are all that remains of the local fauna. Off in the distance, all that remains is destruction. While you may think of this stunning visualization of a wonderful novel, this is actually one of the opening scenes from Todd Howard and Bethesda Game Studios’ “Fallout 3.”
The media has been a part of the daily life of the American people for the longest time, because of this fact, the media influences the decisions and views of how people should live. One big part of the media that tends to start to develop a sense of how the day-to-day American should live is Disney. Since kids are the main source of Disney’s billion dollar industry children have become an important dimension of the social theory (Giroux 1999: 65). “Within this context, television emerges as a consumer-oriented medium that reflects advertisers’ desire to reach a young, upscale, and primarily White audience” (Goodale1999; Henderson and Baldasty 2003: 100). As a result other races and ethnic groups other than white Americans are often put aside when it comes to the social media view of how Americans should live.
In 2008, 97% of twelve to seventeen year olds in America played video games, thus fueling the domestic video games by $11.7 million. Ten out of the top twenty best-selling video games contain violence. Many of these violent video games have been accused of incidents that include crime, bullying, and behavior problems. As the popularity of violent video games increase, more people become victims of behavior problems such as depression, aggressiveness, and addiction. Although video games were intentionally created for entertainment purposes, through studies and experiments it has been established that they are factors of behavior problems because of the active interaction people demonstrate while playing video games.
Media has had many changes in the past years. Growing up I remember my mom saying that we were lucky to have color televisions now. She would say that when she was younger she would have to hear her stories and games over the radio because back then there was no televisions. Another way of getting entertained was reading stories. The newspaper and the radio was the only way of getting news back then. I thought it was funny when my mom told me that since they were one of the few families that had a television in the neighborhood, she would charge the kids 10 cents to watch television in her house. This was actually a pretty smart thing to do.
Video games first appeared in the 1950s and were urbanized all through the 1960s. They came to importance in the 1970s and established an original and unlike entertainment industry in the world. These games have evolved notably with time and have become a culture on their own. Nevertheless, questions were raised about their effects on people which led to debates in societies about whether or not they should be banned. However, video games should not be banned in this age and time.
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
Popular Culture has changed drastically over the decades with the biggest question being whether or not popular culture is a positive or negative expression of our ideas and reflections. American Pop Culture has an extremely important role that influences the United States and around the world. There are countless topics that make up pop culture and it is nearly impossible to name all of them. Some of the topics are Television, Music, Religion, Politics, Arts, Economy, Education, Family roles and structures. Three of the cultures that I believe has changed the most and seems to cause the most controversy are television, music and religion.
“On Tuesday, November 2, while the rest of the country was voting, the Supreme Court of the United States heard oral arguments in Schwarzenegger v. EMA, the landmark case in which the state of California is petitioning for the re-instatement of a California law banning the sale of deviant or morbid violent video games to minors” (Macris). This case is a current example of the opponents of video games trying to prove video games are a bad influence on children and teenagers. Violent video game opponents have always tried to disprove the positive effects of video games. They also have been known to make up and mislead with tales of terrible side effects. This essay will prove to the reader that many of these various statements against video games and their creators are false. Contrary to opposition arguments, video games actually present benefits to gamers by reducing stress, providing entertainment, and helping to develop motivation that could not otherwise be achieved through conventional means.
The future of mankind is at stake! Video games really can help people! During David Perry’s discussion on TED talk, he explains his Irish background, and how he learned the art of coding and programing while attending school in Belfast. Perry’s mother wanted him to become a dentist; however, his passion for programming lead him to becoming a video game designer. Throughout the presentation, Perry displays his passion for gaming, and how he believes, along with his colleagues, that the video game industry would eclipse the music and Hollywood industry. Perry explains if a human being can learn and change who they are as a person using their own life experiences, video games can be used to mimic these experiences to better aid mankind. Therefore, David Perry, whose ethos includes being a well-known and passionate video game designer, shows his pathos by arguing that video games offer experiences that are greater than
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Reading and writing. Painting and drawing. Dancing and singing. Just a few of the many forms of entertainment that shape American culture. Many people seek various outlets in their leisure time, both active and passive; and whether it be sports, TV, music, etc. most can agree that entertainment is a fundamental aspect of today’s society. Although its influence is undeniable, some people (like those that Neal Gabler writes about in his book Life the Movie: How Entertainment Conquered Reality) may argue that this is bad for our society, only leading to corruption. While history can support Gabler’s idea that entertainment has the potential to negatively affect our morals and social order, it has also been beneficial to our society and can be used in constructive ways. Whether entertainment is good or bad is dependent on the person and how they chose to utilize what is around them.
In the editorial “Video Games Pro Con”, author Steven Markoff gives a compelling argument and uses many ethos and logos. The information he uses helps his argument and his information is current. Using the “(2008) study Grand Theft Childhoo...
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.