Sunday 30 June 2013

How do video games such as 'Call of Duty' and 'Grand Theft Auto' push the boundaries of on-screen violence and what is the impact of this on audiences?

In our groups we discussed the impact of what video games such as 'Call of Duty' and 'Grand Theft Auto' may have on an audience, and how they push the boundaries of on-screen violence. As we discussed both video games are known for there violence, they are both rated 18 and as many have said they apparently affect the audience. We discussed the 'Bobo doll experiment' where a woman showed violence to children and they went on to do the same but the game has an age rating so no one under the age of 18 should play the game. We also said that parents should have a responsibility to see what video games their children are playing. It could also affect the older generations as the video games tend to have a lot of violence. We also discussed the fact, that even though many say there is a link no such thing has been proven, no matter how many times the same thing has been reported, no scientific proof has shown the link. So maybe it could depend on the person playing the game rather than the actual game. We also discussed the way video games could have a positive affect on the audience as people could take out their physiological anger out during the duration of the game rather than go out and comply in violent actions. So in a way the video games could be good for teenagers who may have mixed emotions and anger issues - as they are able to take out their anger in the game rather then outside of the game, but even though many people have argued between the link of violence and video games, no such thing has been proven.

Tuesday 25 June 2013

Critical investigation - Gaming

‘A society that glorifies violence will grow more violent’ - This quote from the gaming critical investigation signifies how people see gaming and how people think it affects society. It represents how gaming is being seen and how the violence of gaming is becomming an issue.

With Web 2.0 converging many of the media platforms, accessibility to violent media content on the web has been made more easier than ever. - The media language used here with using "Web 2.0" shows how in this critical investigation, the person has spoken about one aspect through all media platforms.

‘Watching violent films and playing games like Grand Theft Auto, Mortal Kombat and Modern Warfare makes youngsters more prone to violence’ - Conveys one side of the arguement and allows a counter a passage for a counter arguement in the crticial investigation.

'Throughout violent video games, there have been clear boundaries between genders; it can be argued that the dominant sexes that play these types of video games are males as ‘males are more attracted to violent imagery than females are’ -

'Conversely it can be believed that 'Video game popularity and real world youth violence have been moving in opposite directions' -

'This connotes how women are seen as sexual objects linking Laura Mulvey’s theory of male gaze, as the game demeans women, portraying them as worthless. -