Task 1
What do audiences want from 18 age rated computer games/films?
18 age ratings are in place as there is a possible link between violence in computer games and the level of anti social behaviour that tends to be given to children who play video games. It is stated that children under the age of 18 who play video games or watch films over their age range have a different, less normal way to deal with social interactions. This has increased since 2005- and is constantly pressured onto the gaming industry that explicit videos shouldnt be ever shown to young kids. With theses types of over 18 films or video games the audience would be able to expect sexual content, blood and gore, strong language and intense violence. They would want to play a game or watch a film that is more detailed in the harming areas, and would want a different story line to someone who was around the age of 10.
The effects of exposure to explicit sexual or violent content, healthconcerns & censorship debates?
There are studies in which shows that there are 42% recorded of exposure to pornography online with 66% of those teens describing such exposure that is unwanted. The internet gives a massive access to sexual and violent content. A study also shows that the order in which sexual content is contained is within music 40%, followed by movies 12%, followed by television 11%. Pornography industry dont deny access to young consumers even though it is against the law. This means that there is many chances for young teenagers to see this sexual content and abuse it within a wrong way and do something illegal from it. How the media has objectify girls, has developed more issues with low self esteem, depression, eating disorders; which is far from leading a healthy sexual development and this is done through the media using unrealistic girls within TV, film and online shopping. The more teens who listen to degrading secual music content, is pushing the level of unplanned pregnancies and sexually transmitted infections based on how the music makes them feel. This shouldnt be pushed on people who are under 18 and dont understand the issues that it will bring to be living with this sexual pressure.
http://www.nsvrc.org/sites/default/files/publications_nsvrc_factsheet_impact-of-exposure-to-sexually-explicit-and-eploitative-materials.txt
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2970688/
http://psych.utoronto.ca/users/tafarodi/psy427/articles/Owens%20et%20al.%20(2012).pdf
Media holds a major factor within violence increase. It is showing explicit materials or pictures that are considered harmful to the audience. This could be filled by television, comic books, video games, film, literature, and radio. Violent video games have a strong push on children, they are easily influenced and copy what others are doing. If they see something bad and it sticks with them then its most likely that they will follow what has happened. Studies show that there is a likely correlation paired with aggressive behaviour and time spent watching the bad TV that is given to them. An example of this was the murder of James Bulger. He was abducted, totured and murdered by two ten year old boys. His body was found on a railway line two and a half miles away from his home. This murder made the convicts the youngest murderers in modern English history. Once being found the boys said they planned way ahead to find a random child to abduct, walk him to a busy road and push him into the traffic. The media then twisted this to say that it was all down to bad parenting of the boys. And the boys had no control over what they were doing as the family didnt help them growing up. Trash TV and shown volience from a young age meant they thought this was acceptable and the kids thought it was ok. Down to the films that the father had in the home that were violent and over the age rating of 18. I strongly disagree that this was down to parenting and was down to the children being mentally disturbed and took advantage of a 2 year old boy.
https://www.slideshare.net/rkCity007/media-violence-12946316
https://en.wikipedia.org/wiki/Murder_of_James_Bulger
Audience responses- negotiated, preferred, oppositional, participatory, fanculture?
A preferred reading is to give the audience information in which they would want to receive. Within film there is a clear indication of romantic films being directed towards the female population. To build an unrealistic emotion between the characters and the audience and the audience fall for it every time. Building up things within a movie to look as though it is real life. An example would be the Notebook, women watch this film and feel as though Ryan would be like all boys around the world. Building up their expectations and constantly getting hurt. a Negotiated audience is when the audience gather their own opinions and ideas over the production. This is a very normalised technique of engaging with the media, creating their own views and arguing with what has been said. It would depend if you agreed with the information given, like the presenters or like the music involved. Oppositional response is when a person isn't in the targeted audience and doesn't like the information and think badly towards it- and think badly of the product because they dont agree with it. For example within a soap, a showing of a woman who is having an affair sympathetically will encourage the reader whose culture is against adultery, creating an issue and making them dislike the soap. Participatory is the theory behind an audience, which has the shares online for information on products to show what has been recently viewed and enjoyed.
https://www.slideshare.net/zcurrie/audience-theory-3856713
https://en.wikipedia.org/wiki/Audience_reception
Task 2-
FIGHT CLUB-
The plot of this film is a depressed man who suffers from insomnia, who joins with a group of men who want to fight recreational.
http://www.dazeddigital.com/artsandculture/article/21812/1/how-fight-club-fought-a-crisis-of-masculinity
This article is showing how the fight club echoes the male crisis within that era, and treating violence as if it isnt anything to worry about.
The theory behind is the Uses and gratifications theory as it isn't really making/pushing people to do violent things or fight each other its a sort of release of anger for the viewers, the theory is based around what the consumer wants rather than the media itself. They are trying to boost the males image of themselves and show how men acted back in those days.
But this didn't result well for a group of people in New York City America. A 17 year old set off a bomb created by himself including fireworks and electrical tape outside an upper east side Starbucks. He wanted to mimic the plan done by Brad Pitts character in Fight Club. He had a major fondness for the movie, and pleaded guilty of attempted arson. This shows that someone can become so obsessed with an fiction story that they try to re act it and do it themselves, as they think it is normal.
http://abcnews.go.com/Entertainment/films-shows-inspired-real-crimes/story?id=16836535#2
http://www.nytimes.com/2009/07/16/nyregion/16starbucks.html?_r=0
http://kecfilmstudies.weebly.com/fight-club-exam-response.html
The responses to this film would be good, this is because it would appeal to both male and female. From the female view point, Brad Pitt holds a lot of women crushing over him, and seeing him rugged and beaten up could be attractive for some women. It would get good responses from the male population as it would show them how to be the stereotypical masculine, fighting in public and being very "boyish". The generation that we live in, think as though fighting makes the person look good, and big, and that is why this film would of got good reviews.
The plot of this film is a depressed man who suffers from insomnia, who joins with a group of men who want to fight recreational.
http://www.dazeddigital.com/artsandculture/article/21812/1/how-fight-club-fought-a-crisis-of-masculinity
This article is showing how the fight club echoes the male crisis within that era, and treating violence as if it isnt anything to worry about.
The theory behind is the Uses and gratifications theory as it isn't really making/pushing people to do violent things or fight each other its a sort of release of anger for the viewers, the theory is based around what the consumer wants rather than the media itself. They are trying to boost the males image of themselves and show how men acted back in those days.
But this didn't result well for a group of people in New York City America. A 17 year old set off a bomb created by himself including fireworks and electrical tape outside an upper east side Starbucks. He wanted to mimic the plan done by Brad Pitts character in Fight Club. He had a major fondness for the movie, and pleaded guilty of attempted arson. This shows that someone can become so obsessed with an fiction story that they try to re act it and do it themselves, as they think it is normal.
http://abcnews.go.com/Entertainment/films-shows-inspired-real-crimes/story?id=16836535#2
http://www.nytimes.com/2009/07/16/nyregion/16starbucks.html?_r=0
http://kecfilmstudies.weebly.com/fight-club-exam-response.html
The responses to this film would be good, this is because it would appeal to both male and female. From the female view point, Brad Pitt holds a lot of women crushing over him, and seeing him rugged and beaten up could be attractive for some women. It would get good responses from the male population as it would show them how to be the stereotypical masculine, fighting in public and being very "boyish". The generation that we live in, think as though fighting makes the person look good, and big, and that is why this film would of got good reviews.
IRREVERSIBLE (2003)-
Article where IRREVERSIBLE was shown up by the violent scenes that it has involved.
This is a very harsh, powerful, controversial film, which is disturbing for the audience to engage in. I feel as though the theory behind this film is the Reception Theory, this is for the producer to see how the audience interprets the text shown to them, and to see how they react with it. The film is told backwards, starting with the murder scene and ending the film with a nine minute rape scene. This would be disturbing for the audience to watch and push them to make their own opinions on it, rather than just listening to what the media has to say. It will show the audience how awful the situation actually is, and that the storyline is a common thing to happen in society, and the behaviour of some people are disturbed and think it is ok. There is no article that shows that this film has inflicted anyone to do the acts shown, or injected a person with the thoughts of murder, but by its sexual and violent content it would have some harsh affects on the viewer.
http://www.rogerebert.com/reviews/irreversible-2003
http://thelancet.com/journals/lancet/article/PIIS0140-6736(05)17952-5/abstract?cc=y=
http://www.telegraph.co.uk/news/science/11087683/Watching-violent-films-does-make-people-more-aggressive-study-shows.html
This is showing the effects on children and young people, increasing the likely hood aggressive, emotional, or fearful behaviour. They grow up thinking that violent and sexual content is normal and growing up around it would make it more likely to be violent in the future.
It is said that violence not only affect the mental state of the population but also the physical health too. Resulting in high blood pressure and will develop badly with the nervous system over time.
http://www.slate.com/articles/arts/movies/2003/03/irreversible_errors.html
Here is one opinion of the film that holds such disturbance and violence, agueing that it is the only moral way to present violence is in this way, to actually make the audience feel pain and hurt by the things they are visually seeing.
Article where IRREVERSIBLE was shown up by the violent scenes that it has involved.
- http://www.slate.com/articles/arts/movies/2003/03/irreversible_errors.html
- http://www.bbfc.co.uk/case-studies/irreversible
- http://www.spectacle.org/0307/irreversible.html
This is a very harsh, powerful, controversial film, which is disturbing for the audience to engage in. I feel as though the theory behind this film is the Reception Theory, this is for the producer to see how the audience interprets the text shown to them, and to see how they react with it. The film is told backwards, starting with the murder scene and ending the film with a nine minute rape scene. This would be disturbing for the audience to watch and push them to make their own opinions on it, rather than just listening to what the media has to say. It will show the audience how awful the situation actually is, and that the storyline is a common thing to happen in society, and the behaviour of some people are disturbed and think it is ok. There is no article that shows that this film has inflicted anyone to do the acts shown, or injected a person with the thoughts of murder, but by its sexual and violent content it would have some harsh affects on the viewer.
http://www.rogerebert.com/reviews/irreversible-2003
http://thelancet.com/journals/lancet/article/PIIS0140-6736(05)17952-5/abstract?cc=y=
http://www.telegraph.co.uk/news/science/11087683/Watching-violent-films-does-make-people-more-aggressive-study-shows.html
This is showing the effects on children and young people, increasing the likely hood aggressive, emotional, or fearful behaviour. They grow up thinking that violent and sexual content is normal and growing up around it would make it more likely to be violent in the future.
It is said that violence not only affect the mental state of the population but also the physical health too. Resulting in high blood pressure and will develop badly with the nervous system over time.
http://www.slate.com/articles/arts/movies/2003/03/irreversible_errors.html
Here is one opinion of the film that holds such disturbance and violence, agueing that it is the only moral way to present violence is in this way, to actually make the audience feel pain and hurt by the things they are visually seeing.
MANHUNT-
Article where MANHUNT was used/blamed for violent behaviour.
https://link.springer.com/article/10.1007/s11126-007-9056-9
Above is showing an article on the negative and positive side to violent video games. It states that health concerns are involved by giving higher visuospatial cognition, which would lead to much more aggressive behaviour. This is worrying on health as it can effect all body muscles and stress causes problems to the heart.
http://www.independent.co.uk/life-style/gadgets-and-tech/gaming/playing-video-games-can-be-bad-for-your-health-researchers-claim-9929359.html
This is another article showing how video games can effect health on the viewers, they give examples of where video games have caused strokes, chest bleeds, or injuries ranging from neurological to surgical.
It is also stated that video games have an effect from the exposure to explicit sexual or violent content has grown over the last few years and have created many issues.
https://link.springer.com/article/10.1007/s11199-009-9695-4
This article is showing the psychological effects of playing video games, it also shows how having sexual content within video games objectify females, and critical gender related social issues are shown in these games which means that the people playing them feels as though it is ok to exposure women to the same extreme in real life. Sexual content is rarely actually found in family friendly games as companies are prohibited to the content, but in 2004 sexual imagery and stories within computer games became more normalised and were widely advertised in the mainstream media. This makes it that the audience feels as though it is normal to act that way, and bring video games into real life.
The majority of the responses due to this video game haven't been pleasing. Since the case study above, the tabloids, MP and chair of home affairs committee said that back the game was found in the 17 year olds bedroom that it gave him the idea to murder. Since then the audience has seen this game as highly violent and behaviour changing to make them commit crimes such as this. They even campaigned for the game to be banned so that it didn't affect anyone else in the population.
https://www.wired.com/2016/03/manhunt-ps4/
Here is another article of how even 13 years later, Manhunt gives reflection of violence to its audience. It is another example of Hypodermic needle as it says that even though you know as a viewer that murder is bad "you still watch it everytime".
Article where MANHUNT was used/blamed for violent behaviour.
- http://www.dailymail.co.uk/news/article-316491/Teenager-gets-life-Manhunt-murder.html
https://link.springer.com/article/10.1007/s11126-007-9056-9
Above is showing an article on the negative and positive side to violent video games. It states that health concerns are involved by giving higher visuospatial cognition, which would lead to much more aggressive behaviour. This is worrying on health as it can effect all body muscles and stress causes problems to the heart.
http://www.independent.co.uk/life-style/gadgets-and-tech/gaming/playing-video-games-can-be-bad-for-your-health-researchers-claim-9929359.html
This is another article showing how video games can effect health on the viewers, they give examples of where video games have caused strokes, chest bleeds, or injuries ranging from neurological to surgical.
It is also stated that video games have an effect from the exposure to explicit sexual or violent content has grown over the last few years and have created many issues.
https://link.springer.com/article/10.1007/s11199-009-9695-4
This article is showing the psychological effects of playing video games, it also shows how having sexual content within video games objectify females, and critical gender related social issues are shown in these games which means that the people playing them feels as though it is ok to exposure women to the same extreme in real life. Sexual content is rarely actually found in family friendly games as companies are prohibited to the content, but in 2004 sexual imagery and stories within computer games became more normalised and were widely advertised in the mainstream media. This makes it that the audience feels as though it is normal to act that way, and bring video games into real life.
The majority of the responses due to this video game haven't been pleasing. Since the case study above, the tabloids, MP and chair of home affairs committee said that back the game was found in the 17 year olds bedroom that it gave him the idea to murder. Since then the audience has seen this game as highly violent and behaviour changing to make them commit crimes such as this. They even campaigned for the game to be banned so that it didn't affect anyone else in the population.
https://www.wired.com/2016/03/manhunt-ps4/
Here is another article of how even 13 years later, Manhunt gives reflection of violence to its audience. It is another example of Hypodermic needle as it says that even though you know as a viewer that murder is bad "you still watch it everytime".
More information found during magazine writing--
http://academic.csuohio.edu/kneuendorf/frames/phx/creativegeography/biltereyst_04.pdf
http://www.motherjones.com/politics/2013/06/video-games-violence-guns-explainer
http://www.gamesbrief.com/2010/08/if-video-games-cause-violence-there-should-be-a-correlation-between-game-sales-and-violent-crime-right/
Above is a great report on the percent of games sold and the level of violence that has risen since production. Proving that it does have involvement with crime rates and violent games push these people to do bad things.
http://academic.csuohio.edu/kneuendorf/frames/phx/creativegeography/biltereyst_04.pdf
http://www.motherjones.com/politics/2013/06/video-games-violence-guns-explainer
http://www.gamesbrief.com/2010/08/if-video-games-cause-violence-there-should-be-a-correlation-between-game-sales-and-violent-crime-right/
Above is a great report on the percent of games sold and the level of violence that has risen since production. Proving that it does have involvement with crime rates and violent games push these people to do bad things.