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Advantage of video games
Effect of media on society
Effect of media on society
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The visual shows a young boy around the age of 13 playing a video game. By looking closely at the visual it shows the kid being the centerpiece of the picture, he is the brightest object. Looking by the kid’s actions he seems to be very drawn to the game, his eyes shows that the game that he is playing seems to be very interesting to him. Opening the eyes that wide means that he is trying to interpret every detail the game is giving him causing him to be excluded out of the world around him. His smile shows the accomplishment that he is receiving excitement from whatever is going on in the game. The head and body has a tilt towards the focus of his attraction. This shows that he is excluding himself from his surrounding. By sitting on the edge of the sofa could mean is achieving a challenge that has him playing very intensely. By looking at the background, …show more content…
it seems as though he is alone and that there is no one else in the room with him. The top games of 2011 were Rage, Bulletstorm, Max Payne, Twisted Metal and Deus Ex 3: Human Revolution according to CNBC. Meaning every kid would want to get their hands on them as soon as possible. Looking by the names of these videogames, they all seem to be rated M. The rating stands for “Mature” and is tended for ages seventeen and up. These types of games have a lot of intense violence, blood and gore, sexual content and strong languages. These descriptions would have a bad effect on kids that are not mature and old enough to play these types of games. The audience can tell the boy is playing a violent game by first looking at the provider of this visual, Mediaviolence.org. The name of the site is very straight forward of what the argument is going to be about. In the photo the audience is persuaded the child is playing a violent videogame by adding the violent games of 2011 in the corner. Allowing the viewer to make the connections without directly saying it. This shows that mediaviolence.org has a standpoint on the argument being made already. Which is that violence in video games contributes to children’s behavior. All the games that are listed are M for mature which contain very graphic and intense language. The audience can clearly see from the visual that the boy is not even suitable to play this game or does not even seem mature enough to play these games. The way his body is positioned is showing that he loves to play these types of games. The lighting shows it is daylight by how it hits the wall in the background.
But he is inside playing games instead of hanging with friends, doing homework, or being with family. He also could be lonely because the lighting is casted on him ad the left area is very dark that could lead to depression and anger issues. This could also cause him to act out and copy out bad things the video games teaches him, examples like using bad languages or hurting others. Gerard John says, “ Across generations, genders, and ethnicities. I kept seeing the same story: people pulling themselves out of emotional traps by immersing themselves in violent stories.” Going along with the violent story plots within the video games and how it teaches children it is right to act this way. Many of the games have bad languages, disrespecting authorities and nudity. Young children should not be trapped in such a world of disgusting and poor positive influences. The bad language is teaching children an ill way of speaking and how to use them to speak to other individuals. They will grow up not knowing how to properly communicate with
others. John Leo says “Pilots train on flight simulators, drivers on driving simulators, and now we have our children on murder simulators.” This seems as what some kids practice, they try to act it out in real life. Just like the Littleton Massacre. The two teenagers cared out their attack the same way as the video games played. The audience gets a clear message from this by deeply considering that video games could have a very negative role in a child’s life and causes untreatable damage physically and mentally. Not all children think like this and most of them know what is wrong from right. To make a child learn life skills video games are a good way to do them but they have to be slowly introduced to things that could affect them negatively. In conclusion mediaviolence.org is trying to convince their audience that children who play video games are exposed to violence. Trying to make a concern by implying violence in a video takes a toll in behavioral issues. Automatically drawing in viewers into thinking in what ways can video games impact people. Suggesting that the viewers needs to make a clear stand point on to do something about this issue being presented.
The portrait of the boy has a frontal vantage point with his body centered and balanced on at all angles. This shows the expression on the boys face and the size of the boys body, which is important to the title of the work. When looking at the photograph the eyes are immediately drawn to the boys face and grin.
In this artwork there is the use of organic and geometric shapes, space, and lines. Lippi uses his space actively in this picture it is not just void and dull but it brings the whole picture into focus. We could examine in the picture that space behaves as insight into the picture. Space in this picture gives context clues to the location of the picture, the emotions of the artist, and emotions of the characters in
...elationship between the people in the composition and their feelings in each other’s company. The viewer is forced to think critically about the people in the painting and their feelings and body language.
...n image of desolate grief that the lone brother feels for his lifeless sibling. Image is truly the most important element in the style of this story.
The girl in the bottle looks sad and . The salient image is of the girl with the mask on her head represents that she is isolated and lonely. The dark colours shows that as well. The vectors make you look up where there is an illuminated
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
The absence of any open spaces contributes to the figure’s composure and self-containment. The slight upward tilt of the head and the suggestion of an upward gaze of the eye give the impression of eagerness and alertness.
When I was a kid my parents always took me to Nathdwara to take the blessings of Lord Krishna every now and then because my parents are so religious. So by going there several times I am also attached to that place. Actually Nathdwara is situated in Rajasthan state and I live in the state called Gujarat and in the city called as Ahmedabad. It takes six hours drive from my city to Nathdwara and this is the only nearest place where I could get mental peace. This is very important place for me and my family because it is a tradition of our family that whoever goes there gives free food to the hungry and poor people. We do so because we think that if we do good work in our life we will be allowed by god to go to the heaven. [The two states on the left are Gujarat and Rajasthan. One in light blue color is Gujarat with the arrows and on the top of it with cream color is Rajasthan. I live in the middle of the state and Nathdwara is at the border of the Rajasthan]
James P. Spradley (1979) described the insider approach to understanding culture as "a quiet revolution" among the social sciences (p. iii). Cultural anthropologists, however, have long emphasized the importance of the ethnographic method, an approach to understanding a different culture through participation, observation, the use of key informants, and interviews. Cultural anthropologists have employed the ethnographic method in an attempt to surmount several formidable cultural questions: How can one understand another's culture? How can culture be qualitatively and quantitatively assessed? What aspects of a culture make it unique and which connect it to other cultures? If ethnographies can provide answers to these difficult questions, then Spradley has correctly identified this method as revolutionary.
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
Since the time that video games have come out there has been many researches and experiments to publish their effects on the players of the games. Several psychosocial characteristics, such as hostility, anger, and being diagnosed with attention deficit and hyperactivity disorder (ADHD) or Asperger syndrome, are suggested to be related to violent video games. The ones that are getting harmed most by these games are the children and young teens. These Violent games affect children’s minds in many harmful ways. There has been a research that has shown that some violent video games can result in the mental disorder known as schizophrenia. Schizophrenia is a mental disorder that makes it hard to tell the difference between what is real and what is not real. It also makes it hard to think clearly, have normal emotional responses and also act correctly in social situations. Video games make it difficult for younger kids to understand the difference in real life and the game. There was a boy who went to daycare, he was 8 years old and very into video games. One morning he shot his mother as she laid in her bed. After doing so he called his grandmother and told her “something is wrong with mommy she’s not get...
Personal experience and reflexivity should be used within anthropology as a tool to reflect on the culture that is being studied and not a refocusing of attention on the self. Works such as Dorinne Kondo’s “Dissolution and Reconstitution of Self,” use the idea of reflexivity as a mirror in which to view the culture being studied in a different manner. This use of reflexivity allows for the focus to stay on the culture being studied. A move away from this is the new branch of humanistic anthropology represented in this essay by Renato Rosaldo’s “Grief and a Headhunter’s Rage” and Ruth Behar’s “Anthropology that Breaks Your Heart” allows anthropologists to use reflexivity as a way to explore universal human feelings. For me, this is not the study of anthropology as much as self-reflexive psychology. The focus shifts from culture to self. The anthropologists completely understands the feelings of the people he/she is studying. I think that it is rather ambitious to state that emotion is univeral, and I do not think that it is the job of anthropologists to do so. The reflexive voice is a necessary aspect of ethnographic writing, but the anthropologist must be careful not to shift focus from concentrating on culture to concentrating on herself.
Embarking on a journey of anthropological fieldwork will undoubtedly include a plethora of setbacks. At its foundation, fieldwork requires developing rapport with the native people in order to gain access of genuine knowledge pertaining to the specific culture being studied. Subsequently, social communication between the researcher and the native people is a key component to the entire process; yet simultaneously it is a root of the many problems a researcher can encounter while in the field. It is no secret that the cultural background of the researcher can often highly contrast the culture he or she enters during fieldwork. This initial cultural adaptation one must undergo while doing anthropological fieldwork is what many in the realm describe as culture shock.
One of the visual elements of this painting is the color he really uses the color to get people's attention because he uses watercolors to blend them together to make such a wonderful painting. He blends many different colors together to make new ones there is not a spot in this painting that there isn’t color. The second visual element is the people in the painting they are naked and dancing around like nobody's looking. The people in the painting are relaxing and enjoying one another and various ways. Some are even having sexual contact in the painting it’s expressing themselves from one to
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.