Mu-Huan (Hunter) Tsai
1239055 Section AE
Media Analysis Essay #2
Demographics
The participants of this observation were my aunt, Shuman, her daughters, Kimie and Yanie, and my friend, Johnny. My aunt is a 51 years old house wife. Her two daughters, Kimie and Yanie, are 22 and 18, are both students in UW. Johnny is 24 and he studies in the Bothell Campus. We are all native Taiwanese, except Kimie and Yanie grew up and study in the states. I also invited June, Johnny's sister, to explain how the game works. The game I picked was "Mario cart," since I figured that a mom and two girls would not enjoy shooting each other. They did not know that I will be watching them while they are playing due to that I was going to interview them afterward. The observation lasted for two hours because we thought that was too much gaming for a day.
Observations
As mentioned before, the reason why I picked this game was because it seemed to be more peaceful-like. However, appearances could always be deceiving. The game actually provoked my participants to react more aggressively than I expected. My participants only spent about 10 minutes to fully comprehend game and then they started to teamed up and fight against each others. Teammates yelled at each other the most, and the contents were merely "shoot it!", "fire that", "hurry up" and "we are losing." Although the purpose of the game was not much different from the violent shooting game, "Call of the Duty," which was trying to win by hurting or impeding others, they seemed to accept the game as "involving" and "cute." Later in the progress, Johnny started to behave very impatiently, probably because he found the game not very fascinating, while my aunt was not really accommodated to the game. Mo...
... middle of paper ...
...rs have to hurt or shoot each others throughout the game, the exclusion of wound and scenes of blood splatter reinforce the main idea of its cuteness. The baby voice that the characters produced after being hit also drives a lot of female player crazy. And if Mario Cart has blood splashing around, I would totally not expect my aunt to join this event. Lastly, the elaboration part is pretty much similar to the emphasis part since the main setting of Mario Cart is cute and cute. If I have picked "Call of the Duty" for them, they would definitely behave more aggressively rather than some mere complain about my aunt not being able to play the game well. And frankly, I personally did not recognize that Mario Cart does contain some violent elements. In fact, I used to think the same way as my cousins until I have noticed how framing works in this seemingly-adorable game.
One of the most widely deliberated topics when it comes video games with children is the violence factor. Psychologists Saleem, Anderson, and Gentile show that the impact on the children has to do with the content of the game. They assessed 177 children from ages 9–14 years old play a prosocial, neutral, or violent video game, and assessed helpful and hurtful behaviors simultaneously through a new tangram measure. Participants were told that they would play a video game by themselves, work together with a partner on a puzzle task, and that they would choose 11 tangrams for their partner to complete (there was no actual partner). If their partner completed 10/11 tangrams within 10 minutes, their partner would win a $10 gift certificate. They were told that they would also receive 11 tangrams from their partner, and that performance would be scored but they were not eligible to win a gift certificate. Participants were told that one of the study’s goals was to determine whether a potential prize influences performance. In their conclusion, given the genre of game played, children can be influenced by the “helpful” or “hurtful” intentions of the actual game. Prosocial games increased helpful and decreased hurtful behaviors in a short-term experimental context with children. In contrast, children’s games with violent content increased hurtful and decreased helpful behavior.
Carmen Tieu is a student who wrote an article showing her support for violent video games benefitting girls. Tieu grabs your attention by describing what a usual Saturday night for her is like, playing a first-person-shooter game. Continuing her article, she states that violent games help girls to be freed from certain “girly” stereotypes. She claims girls who play ‘FPS’ games will gain confidence around guys by beating them at their own game. Tieu also argues that playing these violent games help women to bond with males on different grounds.
Some people may see a video game as being a negative influence on violent behavior. While others see it as an opportunity to do something they would never do in real life, or a positive way to take out their daily frustrations. Some shooter games have helped people to become better hunters because they can practice their aim without accidentally shooting an unintended target or wasting expensive
To Kill a Mockingbird, the novel by Harper Lee embodies a work of Southern literature, set in the 1930s in a small town in Alabama. The book’s genre exemplifies a coming-of-age historical fiction story. The narrator, a young girl named Scout Finch, describes the lessons she and her brother Jem learn when their father, a lawyer named Atticus, defends an African American man who stands accused of raping a white woman. The novel’s premise revolves around the efforts of a father raising his children and guiding them in their moral development. Along the way, the book deals with the themes of courage, prejudice and maturity. These three concepts are defined differently by Atticus than by most of the other people in the town where he lives. According to Atticus, courage means doing what remains as right and resisting what remains as wrong, even if other people oppose you. In contrast to the prejudice of the townspeople, Atticus believes it important to treat everyone equally. Maturity, in Atticus’ view, refers to having a sense of conscience and seeking to protect those who remain innocent. As these definitions show, Atticus Finch displays a strong sense of ethics. His goal as a parent remains to pass his values on to his children. This paper will argue that Scout and Jem learn the true meanings of courage, prejudice and maturity through the influence of their father and the example he sets for them.
Most people that are against video games dont like them because they believe virtual shooting can translate in to real life shooting. Gary Slutkin is the founder of an organization that has successfully lowered gun violence in parts of Baltimore and Chicago, “Slutkin doesn’t think that virtual violence is a cause in itself, but neither does he think it’s harmless. Instead, he thinks the games make people more susceptible to becoming violent.” (Keim). This doesn't mean you should be scared of someone for playing Call Of Duty but it also doesn't mean the game comes without consequences. Rowell Huesmann, A psychologist says:
An article on Procon.org says, “A peer-reviewed study published in the Journal of Adolescent Health found that children, especially boys, play video games as a means of managing their emotions: "61.9% of boys played to 'help me relax,' 47.8% because 'it helps me forget my problems,' and 45.4% because 'it helps me get my anger out.". If anything, shooting games help people more than hurt people because they get to release their anger and problems on Fictional characters. PIxels on a screen instead of real people. Isn’t that better? Some might say that casual players that aren’t angry could become mad from the game either by hackers, “campers” or the difficulty. However, there are no studies from reliable sources that say those reasons have caused actual violence. There have been many fake or unreliable articles about this. Wouldn’t parents encourage their kids to play a shooter game if they got angry? According to them they shouldn't because they are violent, causing this anger that people have to be used on someone else.
Call on Duty 3 These games have little respect and morality. Savacool did an experiment on violent video games and how many times a day and the numbers were shocking, 81 % admit they play video games every hour. According to a new study by Savacool, she did research indicates the effects of video games and the numbers again showed emotion, behavior, conflict were the top three. Savacool makes a great point by saying , “no one is immune to video games any more than anyone is immune to smoking cigarettes.” This is a great quotation because it talks about how violent video games are no different from drugs or cigarrettes.
Video games have evolved tremendously since they were released in the early 50’s. The 2D ping pong has evolved into 3D virtual realities that immerse us into another world. There are different genres of games, but the one we’re going to focus on is the action genre. These games are known for their violent content and graphic nature. These games promote harming other individuals to beat the game. Violent video games influence people to behave violently, desensitizes people to violence and makes them see the world as a violent place, and it causes people to act aggressively when interacting with others.
Ana-Mauríne Lara’s Erzulie’s Skirt positions the female body as the scene where lives are interconnected across history and as a dissertation of the human condition. Her protagonists, Micaela and Miriam, tell a story of love, struggle, and survival that echoes the historical significance of slavery and the Caribbean middle passage across time and space. Divided into several sections based on time and location, one particular period in Lara’s novel connects Micaela and Miriam’s experiences most closely with slavery as a whole. After a voyage across the Mona Strait as an attempt to escape from the conditions in the Dominican Republic, they find themselves captured, trapped in a brothel, and forced into prostitution. Many parallels can be drawn to interpret Lara’s use of the brothel as a metaphor for the slave ships used to travel across the original Middle Passage, including the comparable use of people as commodities, the specific imagery and language Lara uses, the historical narrative presented at the beginning of each section, and the larger themes in which identities were simultaneously stripped by oppression and also preserved within the context of community and spirituality.
If there was any evidence that the game taught violent or bad behavior, the school would and could immediately put a stop to it. For instance, psychologists Mildred Newman and Bernard Berkowitz can be quoted as saying, “If a child can openly say, “Bang— you’re dead,” that’s healthy. It’s the child whose death wish is a guilty secret who is more likely to be in trouble.” (Newman & Bernard, 1975, p. 21) This means that the child that isn’t comfortable with the thought of death or harbors some kind of guilt because of it is less healthy than the opposite
The symbolism and imagery used in the short stories paints a vivid picture into the author’s train of thought. Charlotte Perkins Gilman and Shirley Jackson were not normal writers. The stories are a form of gothic writing. This paper will be analyzing the point of view, symbolism, and setting in the stories The Yellow Wallpaper by Charlotte Perkins Gilman, and The Lottery by Shirley Jackson.
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
I’m the type of guy that would go out and buy a Call of Duty game, pop it open and gather all my friends and jump right into it. Call of Duty is one of the most popular games out and many people love to play. It is competitive, it has online play, and you can also create a clan or group to play against other people around the world online. Call of Duty dates back to 2003 and really wasn’t popular then because it’s all about killing your enemy. Many parents didn’t want their child to play the game. Growing up, I didn’t know much about video games, so I wasn’t really into them until I started playing Call of Duty. Not only does it have military based features, it also has zombies and/or aliens features as well.
The concerns of parents are that theses types of games are going to change their child’s life in a bad way. These ideas are true through tedious experiments that prove that violent games produce violent children. The games that cause the most fear are ones that give the players the opportunity to select their own weapon and decide what violent adventures they long to experience. A well known fact is that repetition increases the learning process. For example, when students are studying for a test they will incorporate the use of flashcards. Using the flashcards exposes the child to the information repeatedly until it is memorized. While playing these games, the player learns the patterns of games through repetition. By doing this they are unconsciously learning to act in the same way as the game. In March of 2014, the Center for Study of Violence at Iowa State participated in a study where they followed over 3,000 children over a three year period who played video games. Since the experiment was carried out over a long period of time, it was easy to spot out the effect of the games on the test subjects. The report discovered that the boys who played the hostile games had an increased amount of recorded aggressive behaviors, and although the girls in the experiment played less violent games than the boys, they still displayed violent behaviors (Gentile, 2014). The
Majority of games are not designed for educational purposes. However, there are some games that are made for educational to teach ethical/political issues to teenagers through a familiar medium. Teenagers also have to know when to play game and when to stop. It is a wrong time to play games if a teenager hasn’t done his/her homework. And this will result in parents asking their son/daughter to study. There’s no problem of talking about the game with friends. However, there are some people who cannot come out from the “game world” because they are not attached to the real world and ending up killing two policeman in the real world like the incident in Alabama, US in 2003.