I haven't been keeping up with my blog very well so here's a summary of the rest of the work I have completed for the studio project from Image 4.
These are all 3 of the images I completed after Image 4, all of which I am really happy with.
GAD Year 2 Blog
Tuesday, 14 May 2013
Final Essay
Had a rough few weeks recently, and to top it all off, I get a trapped nerve in my back which leaves me crippled for substantial amounts of time in the day. Fantastic. So this is the essay I put together in pain, unfortunately I cant sit at my computer for too long, so I just hope this is good enough...
How do Media Responses towards Violence in Video games create Controversy?
How do Media Responses towards Violence in Video games create Controversy?
Through the years there has been
much controversy about the influence that Video games, as well as the mass
media has had on how people act with one another. There have been many negative
views that Video games cause people to be violent, aggressive and more hostile.
However, how true are these claims? The controversy stems from the Media
itself, with newspapers and studies conducted by the media into whether
Violence is cause by video games. These studies are then presented to the
public to persuade them that Video games are the source of all problems in
terms of violent behaviour from adolescents. But are these studies conducted in
a way that goes towards their conductors favour? Legitimate studies conducted
by Sociologists and Psychologists have found reasons to suggest that violent
video games and violent behaviour have no correlation between them. What I will
be studying is the controversy between the media and its audience on the case
of violence in video games, as well as studying the effect the media has on the
general reaction to games. I will study the rhetoric of a wide range of games,
and compare the experiences different games can give to their audiences.
To examine the way mass media can
influence how people view games, we have to first understand the sociological
theories behind it. The first theory which was released around 1940-1950 was
the Hypodermic Needle Theory. This theory suggests that like a needle, the mass
media is 'injected' into the audience and the effect it has is immediate and
overwhelming. 'The mass media in the 1940s and 1950s were perceived as a
powerful influence on behavior change.’ [sic] (University of Twente, 2013) At
this time there were various reasons to suggest the mass media was having a
direct effect on the population. The main indicator was the steep rise of
Propaganda and advertising. Being around the time of WWII, the use of
propaganda to influence the actions of the masses was widely used and
successful. Another use of propaganda was 'Hitler's monopolization of the
mass media during WWII to unify the German public behind the Nazi party'.
(University of Twente, 2013) This is the earliest and simplest form of
influence from the media; however, it is still relevant today, with this theory
explaining panic caused by news stories such as epidemics and natural
disasters. This also explains the fear caused by the media blaming violent
behaviour on video games, as the audience then believes that anyone who partakes
in games will become violent. Two Sociologists who expanded on this theory were
Katz and Lazarfeld (1955) who introduced the Two Step Flow theory of Mass
Communication. Their theory claims that the media moves in two stages. These
two stages are split between opinion leaders and Individuals in social contact
with an opinion leader. The opinion leaders are the receivers of the mass
media’s information, and who interpret it to the rest of the audience. 'Opinion
leaders are quite influential in getting people to change their attitudes and
behaviors and are quite similar to those they influence.' [sic] (University of
Twente, 2013) The opinion leaders interpret the media’s message to the
individuals in social contact with them. Katz and Lazarfeld are simply trying
to explain that our relationships with others also can determine how we
interpret and gain influence from the mass media. They have claimed that there
must be more than one step to how the population receives media, as one person
may receive a media message and then go and pass the message onto someone else.
In relation to how this can affect a person in terms of the mass Medias message
on video game violence, the population will absorb information given by the
media, and this will affect their views on video games.
The media has always been a key influence on how
the population view different parts of society. Games are no exception to this
fact, as they are the point of blame from the media in cases of violence, as
well as other subjects such a childhood obesity etc. The media has always
portrayed games as negative, and these ideas are passed onto the mass
population. But do these views affect the population’s outlook on video games?
Whenever encountered by cases of violence caused by adolescents, the mass media
are always quick to blame video games. Dubious sources such as the Daily Mail
even conducted studies to prove their point. Their results show a strong correlation
between violent video games and violent behaviour from adolescents. 'Evidence suggests that long-term players of
violent games may become more likely to react aggressively to unintentional
provocations such as someone accidentally bumping into them.' (Daily Mail
Online, 2012) The research conducted found that the teenagers who played
violent video games showed rises in their aggression levels over the course of
the study. It was a long-term study conducted by the Brock University of
Canada, and their results concluded there was rise in hostile behaviour in
these adolescents. However, if you look through the article, the Daily Mail goes
on to blame video games for two violent actions. A young boy of age 14 hung
himself after playing 'Call of Duty' which has disturbing scenes of soldiers
trying to kill each other. Another is Anders Breivik, who killed 77 people in
Norway after claiming he played 'Call of Duty' to train himself for the task.
These two cases have been solely blamed on video games, however the
investigation in these individuals’ family circumstances and mental health may
explain much more. In essence, the Daily mail is twisting stories in its favour
to encourage the mass population that video games are bad. Another famous
shooting in Colorado committed by the Columbine shooters in a high school has
been claimed to have been caused by the shooters playing violent games. 'The media revealed that Harris and Klebold
played a lot of violent video games, including "Wolfenstein 3D,"
"Doom," and "Mortal Kombat."' (Julia Layton, 2013). This
is another case of the media finding blame in video games. If we look into the
minds of these boys, we can see a clear mental instability which is a more
reliable and realistic cause of their behaviour. ‘During the attack Eric made comments
directed at jocks and claimed that he was getting revenge on people for
mistreating him.’(Langman, 2009) Past experiences with bullying and mistreatment are more
likely to have caused their violent behaviour against this school, than the
video games they may have played.
However, even looking over
studies and cases of violence, there is no substantial evidence that proves
that these games directly affected these actions, and are video games really to
blame for individuals behaviour? A Secondary school student from R.A. McMath,
claims there is no correlation between violence in video games to violence in
real life. 'In an essay he wrote on the subject, Yeung, who plays games such
as Call of Duty and Left 4 Dead 2, points out that many of the shooting games
that are popular in North America are also played in foreign markets. However,
while mass shootings have been spotlighted in the United States for the past
few years, such acts has decreased in those other countries, Japan and France
in particular.' [sic] (Andrew Hung, 2013) Therefore, if the violence was
directly caused by the video games, there would be a substantial rise in
violence in other countries as well, but this is not evident. A study
found in the New York Times also explains that the correlation between the
sales of violent video games and the rates of violent crime is not what is
expected. The rates of violent youth crime are actually seen to have lowered in
contrast to the rise in violent video game sales. 'We found that higher
rates of violent video game sales related to a decrease in crimes, and
especially violent crimes' (Dr. Michael Ward,2013) If there was an increase
violent crimes committed by youths in relation to the increase of sales, this
would indicate a possible link, however there isn't. One obvious cause
of violence is mental health problems, as well as some people claiming it is in
our 'genes'. If a perfectly normal, sane person plays a violent video game,
does this mean they will go out and mimic the actions? No, as the violent
crimes figures would be sky high. A recent post on Gamasutra's website examines
the reasons behind why people commit violent crimes, and how video games aren't
to blame. 'There’s no reason to believe the aggression videogames cause is
any different or more severe than aggression from any other source.' [sic] (Michael
Kasumovic, 2013) For a prime example we can look at the case of a 20 year
old boy, Adam Lanza. He murdered his own family after apparently playing the
game 'Dynasty Warriors'. However, looking into the case Adam had a severe
antisocial disorder, as well as being alienated by his friends after his
parents split up. If Adam did not have these underlying mental issues along
with family trauma, there is a significant chance that he would not have acted
violently in any way.
Games can give many different experiences to the player than
just messages of violence. The sheer amount of different genres of games there
are on the market today means there is plenty of diversity to give unique
experiences to the player. The role of the mass media in recent years has been
to portray all video games as violent and harmful on adolescents. This however
isn’t the reality. Games can fulfil all types of purposes in society, such as educational
purposes as well as being used as political influences. Video games which
contain positive messages are games such as Brain
Training, Spore, Save the Whale game (Greenpeace), as well as family games
such as Dance Central and educational
games. Brain Training encourages
players to keep their minds active by completing puzzles and mathematics on a
daily basis. Spore is a SIM game in
which players can create their own world and race, and help them survive and
evolve. Save the Whale game is a game
made by Greenpeace to promote saving the whales from being hunted and captured.
Family games such as Dance Central
merely have the rhetoric to encourage families to play together and compete
with one another. The rhetoric of these all these games is to teach players
without them even realising it, with even games such as Portal teaching the player physics and science. The mass Medias
opinion on games is that the rhetoric of all games is to subconsciously teach
people to be violent. However, when you study others it is clear that there is
a mixture of genres and messages, which can be found in all types of media.
After examining the effects of
the mass media on audiences, we can conclude that the message received by the
audience on video games is always a negative one. The point of blame by
newspapers and the government itself in terms of violent crimes by adolescents
will always lie on the shoulders on video games. In terms of violence, we can
claim that a person’s genes and mental stability can determine whether a person
acts violently from playing video games. In cases where video games have
apparently influenced a person’s actions, such as the Sandy Hook shootings, we
must realise that when a person commits these actions there is usually an
underlying mental health issue. 'Social isolation and precipitating mental
health issues, particularly in the Sandy Hook situation, have been other
contributors to the criminals of the recent shootings.' (Andrew Hung, 2013) The
lack of sufficient evidence to claim that video games do cause violent acts
means that there will never be a true correlation between the two. However, in
light of mass shootings in the USA in recent years, the government is looking
for someone to blame and video games will always be on their radar. The
ultimate conclusion of games is that there is a wide range of experiences that
this media contains. The view that all video games contain violent messages in
some way is flawed, as the substantial amount of positive messages found in
games as well as the use of rhetoric to subconsciously teach players outweigh
the negative feedback from the mass media.
Thursday, 9 May 2013
Feedback from my First draft
So this was the feedback from my first draft:
Basically, I need to change most of my essay. So this is my new title:
How do Media Responses towards Violence in Video games create Controversy?
Basically, I need to change most of my essay. So this is my new title:
How do Media Responses towards Violence in Video games create Controversy?
Tuesday, 30 April 2013
First Essay Draft
This is my first essay draft:
To examine the way mass media such as games can effect how we act in society we have to first understand the sociological theories behind it. The first theory which was released around 1940-1950 was the Hypodermic Needle Theory. This theory suggests that like a needle, the mass media is 'injected' into the audience and the effect it has is immediate and overwhelming. 'The mass media in the 1940s and 1950s were perceived as a powerful influence on behavior change. (University of Twente, 2013) At this time there were various reasons to suggest the mass media was having a direct effect on the population. The main indicator was the steep rise of Propaganda and advertising. Being around the time of WWII, the use of propaganda to influence the actions of the masses was widely used and successful. Another use of propaganda was 'Hitler's monopolization of the mass media during WWII to unify the German public behind the Nazi party'. (University of Twente, 2013) This is the earliest and simplest form of influence from the media, however, it is still relevant today, with this theory explaining panic caused by news stories such as epidemics and natural disasters. Two Sociologists who expanded on this theory were Katz and Lazarfeld (1955) who introduced the Two Step Flow theory of Mass Communication. Their theory claims that the media moves in two stages. These two stages are split between opinion leaders and Individuals in social contact with an opinion leader. The opinion leaders are the receivers of the mass media’s information, and who interpret it to the rest of the audience. 'Opinion leaders are quite influential in getting people to change their attitudes and behaviors and are quite similar to those they influence.' (University of Twente, 2013) The opinion leaders intepret the media’s message to the individuals in social contact with them. Katz and Lazarfeld are simply trying to explain that our relationships with others also can determine how we interpret and gain influence from the mass media. They have claimed that there must be more than one step to how the population receives media, as one person may receive a media message and then go and pass the message onto someone else. In relation to how this can effect a person in terms of violence, if we examine a recent story of a 14 year old boy. This boy befriended a 13 year old boy while playing online on Gears of War 3. The two met in person, and their relationship evolved into something more aggressive through the game. In April 2012, while meeting again, the 14 year old boy cut the throat of his friend, killing him. Because of their violent interpretation of the game and their friendship being based around this violence, the message received by this media effected them both negatively and ended up with the death of one of the boys. If the two boys had never met and gained this violent and aggressive friendship through the messages of the game, would the older boy still have gotten the idea to kill?
Looking from a sociological and
psychological perspective, can Violent Video games encourage Violent behaviour?
Through
the years there has been much controversy about the influence that Video games,
as well as the mass media has had on how people act with one another. There has
been many negative views that Video games cause people to be violent,
aggressive and more hostile. However, how true are these claims? Studies
conducted by Sociologists and Psychologists have found a key correlation in the
relation to violent video games and violent behaviour, especially those by
adolescents. The development over the years of the video game industry has
given this market a diversity in its games, leading to many dark and horrific
games making the market. These certificate 18 games have made their way into
the hands and minds of young children, and this may have had a major impact on
violent behaviours as they grow up. The studies I will be looking at by famous
Sociologists and Psychologists will analyse whether Violence in Video games can
effect a persons behaviour, and I will also conduct research into real life
cases of violence supposedly caused directly by games.
Video
games, ever since they were released have had some element of violence
portrayed in them. Violence in video games will always be inevitable, however,
does this violence influence people to imitate their in-game actions in the
real world? Real-life studies have been conducted into this theory, and most of
the results show the same correlation. 'Evidence suggests that long-term
players of violent games may become more likely to react aggressively to
unintentional provocations such as someone accidentally bumping into them.'
(Daily Mail Online, 2012) The research conducted found that the teenagers
who played violent video games showed rises in their aggression levels over the
course of the study. The influence of the violence in these video games has
evidently shown in the actions of individuals such as a young boy of age 14,
who hung himself after playing 'Call of Duty' which has disturbing scenes of
soldiers trying to kill each other. Another is Anders Breivik, who killed 77
people in Norway after claiming he played 'Call of Duty' to train himself for
the task. Another study conducted by the Department of Psychology at Iowa State
University examined the effects of desensitization to violence. 'No research
has experimentally examined violent video game effects on physiological
desensitization, defined as showing less physiological arousal to violence in
the real world after exposure to video game violence in the virtual world.' (N
Carnagey, C Anderson, B Bushman , 2005) They monitored the heart rate of
participants as they played violent video games, and then showed them real-life
violence. Participants who had played the video game had a lower heart rate
when watching the real-life violence than those who had not played the video
game. This shows a strong link between video games and a desensitization to
violence. This desensitization can cause adolescents to commit acts of violence
with no thought as they feel no sensitivity towards their actions. The blame
for adolescents behaviour in recent years has always been put onto video games,
with major shootings being put down to people being influenced by certain
games. 'The rise in dramatically violent shootings by teenagers, many of
whom apparently play violent video games, is helping the argument that video
game violence translates into real-world situations.' (Julia Layton, 2013) A
famous shooting in Colorado committed by the Columbine shooters in a high
school has been claimed to have been caused by the shooters playing violent
games. 'The media revealed that Harris and Klebold played a lot of violent video
games, including "Wolfenstein 3D," "Doom," and "Mortal
Kombat."' (Julia Layton, 2013).
To examine the way mass media such as games can effect how we act in society we have to first understand the sociological theories behind it. The first theory which was released around 1940-1950 was the Hypodermic Needle Theory. This theory suggests that like a needle, the mass media is 'injected' into the audience and the effect it has is immediate and overwhelming. 'The mass media in the 1940s and 1950s were perceived as a powerful influence on behavior change. (University of Twente, 2013) At this time there were various reasons to suggest the mass media was having a direct effect on the population. The main indicator was the steep rise of Propaganda and advertising. Being around the time of WWII, the use of propaganda to influence the actions of the masses was widely used and successful. Another use of propaganda was 'Hitler's monopolization of the mass media during WWII to unify the German public behind the Nazi party'. (University of Twente, 2013) This is the earliest and simplest form of influence from the media, however, it is still relevant today, with this theory explaining panic caused by news stories such as epidemics and natural disasters. Two Sociologists who expanded on this theory were Katz and Lazarfeld (1955) who introduced the Two Step Flow theory of Mass Communication. Their theory claims that the media moves in two stages. These two stages are split between opinion leaders and Individuals in social contact with an opinion leader. The opinion leaders are the receivers of the mass media’s information, and who interpret it to the rest of the audience. 'Opinion leaders are quite influential in getting people to change their attitudes and behaviors and are quite similar to those they influence.' (University of Twente, 2013) The opinion leaders intepret the media’s message to the individuals in social contact with them. Katz and Lazarfeld are simply trying to explain that our relationships with others also can determine how we interpret and gain influence from the mass media. They have claimed that there must be more than one step to how the population receives media, as one person may receive a media message and then go and pass the message onto someone else. In relation to how this can effect a person in terms of violence, if we examine a recent story of a 14 year old boy. This boy befriended a 13 year old boy while playing online on Gears of War 3. The two met in person, and their relationship evolved into something more aggressive through the game. In April 2012, while meeting again, the 14 year old boy cut the throat of his friend, killing him. Because of their violent interpretation of the game and their friendship being based around this violence, the message received by this media effected them both negatively and ended up with the death of one of the boys. If the two boys had never met and gained this violent and aggressive friendship through the messages of the game, would the older boy still have gotten the idea to kill?
However,
even looking over studies and cases of violence, there is no substantial
evidence that proves that these games directly affected these actions, and are
video games really to blame for individuals behaviour? A Secondary school
student from R.A. McMath, claims there is no correlation between violence in
video games in violence in real life. 'In an essay he wrote on the subject,
Yeung, who plays games such as Call of Duty and Left 4 Dead 2, points out that
many of the shooting games that are popular in North America are also played in
foreign markets. However, while mass shootings have been spotlighted in the
United States for the past few years, such acts has decreased in those other
countries, Japan and France in particular.' (Andrew Hung, 2013) Therefore,
if the violence was directly caused by the video games, there would be a
substantial rise in violence in other countries as well, but this is not
evident. A study found in the New York Times also explains that the correlation
between the sales of violent video games and the rates of violent crime is not
what is expected. The rates of violent youth crime is actually seen to have
lowered in contrast to the rise in violent video game sales. 'We found that
higher rates of violent video game sales related to a decrease in crimes, and
especially violent crimes' (Dr. Michael Ward,2013) If there was an increase
violent crimes committed by youths in relation to the increase of sales, this
would indicate a possible link, however there isn't. One obvious cause
of violence, is mental health problems, as well as some people claiming it is
in our 'genes'. If a perfectly normal, sane person plays a violent video game,
does this mean they will go out and mimic the actions? No, as the violent
crimes figures would be sky high. A recent post on Gamasutra's website examines
the reasons behind why people commit violent crimes, and how video games aren't
to blame. 'There’s no reason to believe the aggression videogames cause is
any different or more severe than aggression from any other source.' (Michal
Kasumovic, 2013) Violence at its core is triggered in people by a variety
of different things, whether it is from alcohol consumption or sports, there
are many triggers that can cause aggression. Video games can also be one of
these triggers. A study conducted into the long term effects of violent video
games in adolescents, supported that exposure to video games for as little as
ten minutes can enforce aggressive behaviours. 'But when researchers
consider other social factors linked to adolescent aggression, it seems increased
exposure to family violence and negative peer influences and less communication
with their parents have greater effects. Violent videogames, it seems, may be
an indicator, but there are clearly deeper issues at play.' (Michal Kasumovic,
2013) Looking into aggression, there are dependencies they determine
whether as a person we react to certain scenarios. Some people would react
violently to someone who is victorious over them in a game situation, however
others would not. This would suggest that psychologically we are all different
in terms of how we react in situations, which can explain many of the violent
crimes committed by adolescents. 'In the same way, there may be a subset of
individuals that are at a greater risk of the influence of violent video games.
As videogames have many benefits, rather than demonising them, shouldn’t we use
videogames to try and identify these individuals?'(Michal Kasumovic, 2013) For
a prime example, in the case of a 20 year old boy, Adam Lanza. He murdered his
own family after apparently playing the game 'Dynasty Warriors'. However,
looking into the case Adam had a severe antisocial disorder, as well as being
alienated by his friends after his parents split up. If Adam did not have these
underlying mental issues along with family trauma, there is a significant
chance that he would not have acted violently in any way.
After
examining the effects of the mass media on audiences, as well as studying
real-life cases of violent crimes being possibly motivated by violent video
games, there is no definite conclusion. For example, we can claim that a
persons genes and mental stability can determine whether a person acts
violently from playing video games. This is true, however, there is no way to
determine whether a persons mental instability stems from playing too many
violent video games for a prolonged amount of time. We cannot isolate the cause
of violent behaviour as they stem from the persons interpretations of the world
and the messages they receive from the media. One person may feel extremely
aggressive while playing a violent video game, and could be extremely calm in
the real-world. The cases where video games have apparently influenced a persons
actions, such as the Sandy Hook shootings, we must realise that when a person
commits these actions there is usually an underlying mental health issue. 'Social
isolation and precipitating mental health issues, particularly in the Sandy
Hook situation, have been other contributors to the criminals of the recent
shootings.' (Andrew Hung, 2013) The lack of sufficient evidence to claim
that video games do cause violent acts, means that there will never be a true
correlation between the two. However, in light of mass shootings in the USA in
recent years, the government is looking for someone to blame and video games
will always be on their radar.
Sophie
Woollard
2029
Words
CS Essay Idea
Basically my Title and Idea for CS is this:
"Do games change the way we act in the real world in relation to violence to Animals. A Case For and Against."
I want to split my essay into two parts, 1000 words for the case, on the way games have influenced how people act negatively towards animals, and cases to prove it as well as law suits from the PETA (People for the Ethical Treatment of Animals) against games companies that claim to encourage violence to animals. The second 1000 words would be against the claim, backing up that games do not change the way we act in the real world, with cases to back this up and outragous stories by the PETA against games companies. I will also look at procedural rhetoric in the games I study, and investigate whether they have a hidden message which encourages cruelty to animals in some way.
In my essay I want to complete an argument about whether games change how people act in the real world to animals, and come to a solid conclusion backed up by evidence to support it.
"Do games change the way we act in the real world in relation to violence to Animals. A Case For and Against."
I want to split my essay into two parts, 1000 words for the case, on the way games have influenced how people act negatively towards animals, and cases to prove it as well as law suits from the PETA (People for the Ethical Treatment of Animals) against games companies that claim to encourage violence to animals. The second 1000 words would be against the claim, backing up that games do not change the way we act in the real world, with cases to back this up and outragous stories by the PETA against games companies. I will also look at procedural rhetoric in the games I study, and investigate whether they have a hidden message which encourages cruelty to animals in some way.
In my essay I want to complete an argument about whether games change how people act in the real world to animals, and come to a solid conclusion backed up by evidence to support it.
Monday, 29 April 2013
Change in CS Idea
After Struggling with my Animal Cruelty essay, I decided to change my idea slightly. This is my new title:
This is the research I conducted into this idea:
Looking from a sociological and
psychological perspective, can Violent Video games encourage Violent behaviour?
This is the research I conducted into this idea:
Past research shows that violent video game exposure
increases aggressive thoughts, angry feelings, physiological arousal,
aggressive behaviours, and decreases helpful behaviour. However, no research
has experimentally examined violent video game effects on physiological
desensitization, defined as showing less physiological arousal to violence in
the real world after exposure to video game violence in the virtual world.
Evidence suggests that long-term players of violent games may
become more likely to react aggressively to unintentional provocations such as
someone accidentally bumping into them, they added.
http://www.dailymail.co.uk/news/article-2214346/Violent-video-games-make-teens-aggressive-girls-affected-boys.html
Sociological study on the influence of media on adolescents.
Mass media effect
Max Weber on violence
The columbine shootings
Decrease in shootings in foreign countries who play the same
games.
Study on teens
14 year old boy killed his mother, because of call of duty
14 year old boy kills friend, Gears of War
Strong correlation between violent behaviour and games
The role of media violence in violent behaviour
Two Step Flow Theory
http://www.utwente.nl/cw/theorieenoverzicht/theory%20clusters/mass%20media/two_step_flow_theory-1.doc/
Media Response theory by Katz and Lazarfeld
Hypodermic Needle theory
http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/Mass%20Media/Hypodermic_Needle_Theory.doc/
Video games reduce violence?
Violence is in our genes
http://www.gamasutra.com/blogs/MichaelKasumovic/20130305/187784/Video_games_arent_the_problem_its_in_our_genes.php
Killer with mental disorder
Columbine shooters mental stability
Tuesday, 23 April 2013
Image 4
Initial Rough Sketch:
Digitalised:
Reference Images:
Textures:
Image Production:
To finalise, I need to take the image into Uni to check the lighting and colours.
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