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Jones, Gerard. "Violent Media is Good for Kids." Mother Jones 29 June 2000 04 Apr 2008.

 

This article, unlike most, supports violent media for consumption by youth. The author recounts his youth when he was a quiet, lonely, and reclusive child who was broken out of his shell when he encountered comics about The Incredible Hulk. Reading about the Hulk gave him a fantasy self to support his self-confidence and allow him to do things he could otherwise not do. He later tested this concept on his son who was afraid to climb a tree with his friends by reading him Tarzan comics. For his son, the violent Tarzan comics created an imaginary alter ego to help him overcome personal hurdles. It is noted that all people want to experience fear, greed, power-hunger, and rage but cannot, so experiencing them vicariously through others, is a solution for them. Violent media is also useful to young people by helping them improve their self-knowledge and potential through heroic, combative storytelling. Pretending to have superpowers helps them to overcome a sense of powerlessness. Using this violence as tool is very important to overcome life’s challenges. The author does not deny that many video games may have inspired forms of violence in some kids, but argues that for every one that it hurt, it helped hundreds. The author finally warns that if parents are to shield their children from violent media then they will inevitably be shielding them also from power and selfhood.

This relates to the thesis by discussing how violent media affects the youth. He feels strongly that media such as The Warriors is a vital asset to youth as a method of emotional support. Most people need some sort of system to give them confidence in activities they would otherwise be uncomfortable partaking in. So in the case of The Warriors, the film would be very useful as a means of physical confidence and strength.

belongs to The Warriors project
tagged comics media violence youth by mwinston ...on 10-APR-08

Croft, Martin, and Nathalie Kilby. "Mortal Kombat Viral Is Tool For Bullying, Claims Charity." Marketing Week 16 Nov 2006: 3.

 

This article explains how an anti-bullying charity group is complaining about a video game campaign for Mortal Kombat. In this campaign people are directed to a website where they can upload images of their friends to be superimposed on the fighting video game characters. These superimposed Mortal Kombat characters are then sent to that person in the form of a “Death Diss” whereby the character is brutally murdered. The charity Bullying Online worries that real life bullies will upload images of their enemies to this site and it will only cause issues between the two parties in question. It states that the site has already seen examples of people using this viral marketing tool as a malicious way to insult somebody. A complaint about this advertisement campaign was made to the Advertising Standards Authority, the leading groups in controlling advertising. It is unknown if this campaign will cause the dreaded actions Bullying Online is worrying about.

This article relates to the thesis because violent media is being used in a manner that could potentially cause a movement to action by the receiving end of this viral marketing campaign. There are great worries by Bullying Online that such an advertising campaign might enrage somebody so much that they might react very violently against the opposing person. Just as The Warriors caused a few kids to act violently due to the violent media being viewed, there is a concern that this viral marketing campaign could cause the same response.

belongs to The Warriors project
tagged advertising games kill kombat media mortal video violence youth by mwinston ...on 10-APR-08

Keegan, Paul. "Computer Games like Quake and Doom probably won't turn your son into a killer. But what is happening to kids raised on the most violent, interactive mass-media entertainment ever devised?." Mother Jones Nov 1999 04 Apr 2008 .

 

This article revolves around a visit to E3, an annual gaming tradeshow. Its focus is to discuss the different genres of video games, but in particular the violent ones. It then attempts to analyze why these violent games become so popular. Throughout, there is always a hesitant tone as the Columbine shootings had occurred only three weeks prior to this conference. There is discussion of the ESRB rating system and how it is hardly enforced by parents or rental stores. The article proceeds to look at Myst, an extremely popular game that involves no violence whatsoever. Its appeal was solely through beautifully rendered images and fog that the character walks through on its mysterious journey. It is however noted that something seemed to be missing from this experience. That is where real-time 3D comes into play. It is a new generation of cutting edge computer games that render the scenery on the fly, completely immersing the player in the gameplay. This type of play has an appeal due to the adrenaline rush and excitement it causes that more static, slow paced games like Myst cannot match. These types of games undoubtedly engage the player deeply into their digital surroundings. It suggests that playing violent video games for extended periods of time numbs the player to the violence and they create a level of tolerance for violence.

This article relates to the topic by examining super violent video games, real-time 3D games in particular and their effect on players. It is pretty evident that despite their incredible ability to immerse the player in the gameplay, the ones playing are able to keep the game and real life separate. The only times when this is untrue when other circumstances are involved, in the case of Columbine, mental instability in two kids who happened to enjoy these types of games were some other circumstances. Like viewers of The Warriors, most will not become overwhelmed by the violence and will respond absolutely normally. Those who act out in response to the film are doing so because they have issues and not solely because of the violence being seen.

belongs to The Warriors project
tagged games kill media video violence youth by mwinston ...on 10-APR-08

Duncum, Paul. "Attractions to Violence and the Limits of Education." The Journal of Aesthetic Education 40.4(2006): 21-38.

 

This article attempts to examine violence in the media and educate youth on how to act in the real world so violence is not used as a solution to their problems. It cites the following forms of media as sources of violence: television, film, video, and computer games. There are also four different types of violence that can be seen in the media: comic, transgressive, retaliatory, and gratuitous. The author wonders why, from a psychological standpoint, people are attracted to violence. A couple of possible reasons are given such as: exploitation of the worst in human nature or a product of an increasingly degenerate society or maybe just a fashion statement or possibly just finding pure pleasure in the art of violence.

Comic violence is defined pretty clearly by example with any Tarantino film. His film clearly spoofs and parodies other super violent films. Additionally, professional wrestling fits into this category. Transgressive violence is any violence having to do with heroism through violence. It includes superheroes beating super-villains and enjoying the retribution being seen. This category surprisingly also includes a game such as Grand Theft Auto, where you embrace the villain and want to succeed as the villain. Retaliatory violence always has to do with retribution. When you feel bad for a character, you want them to get their revenge. Finally, gratuitous violence is when there is an overwhelming amount of violence that is unlimited in every sense of the word. It is all about grandeur and gore. Startin in the 1960s, media became more and more violent. Now, the line between good and evil gets blurred and the level of gore and shock has increased dramatically in media.

This article relates to the thesis by explaining the different types of violence seen in the media. It points out that gratuitous violence would be the most likely candidate to cause real world violence because the media appeals most to that type of person; however, it is unlikely to cause such actions because the people who would really go on rampages do not get the level of excitement from the film, because they would rather have the real life thrill. This article also explains how people are more aggressive prior to viewing the media than after, further supporting the idea that violent media does not cause violence.

report on internet activities of kids in the UK...and their skill sets
tagged children media report technology web youth by jarson ...on 04-NOV-05