Critical Approaches To Media
In this assignment, I will talk about how audiences respond to media products, such as Games.
Here's an interesting video which I found on YouTube, discussing the common argument of whether violent video games can cause violence in real life and how they effect different people who play them.
This argument also applies to films. Most people love a good action film with lots of blood and gore, however some people argue that these types of films should not be shown to a younger audience as they can mentally damage and influence people to do things, that they would not have otherwise done if they hadn't watched the film. Many studies have also been carried out in an attempt to put this argument to an end, but it has not been successful as people still disagree. Here is a popular video, which shows a news reporter arguing with Tarantino about his violent films, however Quentin defends his corner in the argument and states his point very clearly.
For this, I'm choosing a popular game, Battlefield 3, which contains lots of shooting and blood.
Audience Response
I researched this game a lot and came across numerous sites, which displayed clearly what the parents of the world thought about this game. The majority of them were not happy, writing comments such as this:
This being said, it was not the overall response from parents, as some other comments seemed okay with their children playing this game, while knowing full well that it is filled with blood and gore.
This comment from another parent, shows that games with as much gore as this, can actually still have a positive response from parents. The game had an age 16 rating here in the UK and these parents are still okay for their children of 12 years old to play it. I may also mention, that there is an option to turn off any excessive blood and gore graphics from the campaign, which allows for a simpler, less bloody experience.
I personally purchased the game when I was under the age of 16 and I loved it. Everything about it was really cool and it was a great game to play with friends, as the game pushed for people to use team work and work with friends while creating strategies to take down the enemy and capture the flag or plant the bomb. While these objectives may be a bit extreme, the actual team work and planning was a form of team building and comradery, which I feel over the years has positively effected me outside of the game and in the real world. The game involves violence, but in no way does it promote it.
Passive and Active Audiences
Audiences come in all shapes and sizes, people can play the game without thinking or caring too much about what it is they're playing. However, other people who play the game can be very into commenting about the positives and negatives of video gaming or whatever media product is in question, these types of audiences are known as Active.
Both are unique, but active audience members lend us a image of what people are thinking about the game, these people will also be the ones to write comments and reviews on social media sites and forums, while passive audience members won't be too bothered about all this and will just care about playing the game itself.
The Hypodermic Needle Theory
The theory suggests that the mass media could influence a very large group of people directly and uniformly by ‘shooting’ or ‘injecting’ them with appropriate messages designed to trigger a desired response.
Both images used to express this theory (a bullet and a needle) suggest a powerful and direct flow of information from the sender to the receiver. The bullet theory graphically suggests that the message is a bullet, fired from the "media gun" into the viewer's "head". With similarly emotive imagery the hypodermic needle model suggests that media messages are injected straight into a passive audience which is immediately influenced by the message. They express the view that the media is a dangerous means of communicating an idea because the receiver or audience is powerless to resist the impact of the message. There is no escape from the effect of the message in these models. The population is seen as a sitting duck. People are seen as passive and are seen as having a lot of media material "shot" at them. People end up thinking what they are told because there is no other source of information.
Evaluation
In reflection, I believe video games are a great way for kids to interact with one another, it is a great alternative for children who are bored and may otherwise be out on the street causing trouble without the games they're playing and again, it's a brilliant way for stressed out children or teenagers to channel their anger or frustration and kill a few Nazi zombies instead of causing mayhem on the streets.
CRITICAL APPROACHES TO MEDIA
In this assignment, I will talk about how audiences respond to media products, such as Games.
Here's an interesting video which I found on YouTube, discussing the common argument of whether violent video games can cause violence in real life and how they effect different people who play them.
This argument also applies to films. Most people love a good action film with lots of blood and gore, however some people argue that these types of films should not be shown to a younger audience as they can mentally damage and influence people to do things, that they would not have otherwise done if they hadn't watched the film. Many studies have also been carried out in an attempt to put this argument to an end, but it has not been successful as people still disagree. Here is a popular video, which shows a news reporter arguing with Tarantino about his violent films, however Quentin defends his corner in the argument and states his point very clearly.
For this, I'm choosing a popular game, Battlefield 3, which contains lots of shooting and blood.
Audience Response
I researched this game a lot and came across numerous sites, which displayed clearly what the parents of the world thought about this game. The majority of them were not happy, writing comments such as this:
This being said, it was not the overall response from parents, as some other comments seemed okay with their children playing this game, while knowing full well that it is filled with blood and gore.
This comment from another parent, shows that games with as much gore as this, can actually still have a positive response from parents. The game had an age 16 rating here in the UK and these parents are still okay for their children of 12 years old to play it. I may also mention, that there is an option to turn off any excessive blood and gore graphics from the campaign, which allows for a simpler, less bloody experience.
I personally purchased the game when I was under the age of 16 and I loved it. Everything about it was really cool and it was a great game to play with friends, as the game pushed for people to use team work and work with friends while creating strategies to take down the enemy and capture the flag or plant the bomb. While these objectives may be a bit extreme, the actual team work and planning was a form of team building and comradery, which I feel over the years has positively effected me outside of the game and in the real world. The game involves violence, but in no way does it promote it.
Passive and Active Audiences
Audiences come in all shapes and sizes, people can play the game without thinking or caring too much about what it is they're playing. However, other people who play the game can be very into commenting about the positives and negatives of video gaming or whatever media product is in question, these types of audiences are known as Active.
Both are unique, but active audience members lend us a image of what people are thinking about the game, these people will also be the ones to write comments and reviews on social media sites and forums, while passive audience members won't be too bothered about all this and will just care about playing the game itself.
The Hypodermic Needle Theory
The theory suggests that the mass media could influence a very large group of people directly and uniformly by ‘shooting’ or ‘injecting’ them with appropriate messages designed to trigger a desired response.
Both images used to express this theory (a bullet and a needle) suggest a powerful and direct flow of information from the sender to the receiver. The bullet theory graphically suggests that the message is a bullet, fired from the "media gun" into the viewer's "head". With similarly emotive imagery the hypodermic needle model suggests that media messages are injected straight into a passive audience which is immediately influenced by the message. They express the view that the media is a dangerous means of communicating an idea because the receiver or audience is powerless to resist the impact of the message. There is no escape from the effect of the message in these models. The population is seen as a sitting duck. People are seen as passive and are seen as having a lot of media material "shot" at them. People end up thinking what they are told because there is no other source of information.
Evaluation
In reflection, I believe video games are a great way for kids to interact with one another, it is a great alternative for children who are bored and may otherwise be out on the street causing trouble without the games they're playing and again, it's a brilliant way for stressed out children or teenagers to channel their anger or frustration and kill a few Nazi zombies instead of causing mayhem on the streets.


