db week2
Chapter 15 Links and Info
The following information brings together some of the theories discussed in Chapter 15 and connects them to the ideas of media, violence, and its effect on people. Introduction As you read in the chapter, what started the drive to do research on the media was the fear of Hollywood films influencing people to engage in immoral or indecent behavior, such as drinking or cheating on spouses. The media were not the primary cause for these concerns. During the 1920s in the United States, society was changing significantly, with more women working outside the home and gaining rights, with alcohol being made illegal for part of the decade (though that didnʼt stop people from making it or finding it), and with more prosperity being made available for many throughout the decade as well. But the media were an incredibly popular form of entertainment, so the elites became concerned how those media affected those in working classes and immigrant populations, particularly with women and children. So early media effects studies started with movies. In the 1950s and 1960s, it moved to television. Today, it focuses, in part, on video games. Video games and violence: A couple perspectives One of the key concerns to emerge from these effects studies is that of violence and on how that violence influences further violent behavior, particularly in children. In terms of video games, these concerns stem from several social and cultural causes:
• School shootings and their increased news coverage, particularly after Columbine • The realistic and hyperviolent movies and video games, such as the Saw series or the
Grand Theft Auto series • The fact that children play those games. Consider this reaction:
http://www.youtube.com/watch?v=ScA7PhDJPJE • The lack of negative consequences for the violent actions in those video games. In fact,
some games encourage violent activities in order to get further through the game. Several responses have occurred as a result of this research, including:
• The video game ratings system, which tells parents what age level is appropriate for the game. Consider this news story: http://www.youtube.com/watch?v=6kN4dEVzK8c
• Politicians raising concerns about the increased violence among children • Questions of what issues we’re address, including first amendment rights. I.e. is a video
game protected by free speech?
Bringing it together Check out this essay, titled “Reality Bytes: Eight Myths about Video Games Debunked,” by former MIT scholar Henry Jenkins. In this essay, he outlines eight key ideas to consider when thinking about the media effects and violence argument: http://www.pbs.org/kcts/videogamerevolution/impact/myths.html What do you think of the arguments he makes? Do you agree or disagree with the points he is making? Why or why not?