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' -
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