Violence in Films2
Violence in Films2
showing the
VIOLENCE IN difference
between people
Video games have affected behavior all the way back to the 1980s. Violence video games This is the theory in 1940s that is
have been said to cause an increase in damaging behavior and aggression by the gaming massive influence on how behavior
sessions. For example, In 2004, a 17-year-old boy was obsessed with violent games; this changes on the audience based on what
included a new release of Manhunt. He murdered a 14-year-old boy who felt as though is injected into them by the media.
they were close friends. A hammer smashed over his head, which is a violent act that is The audience is considered to have
used within the game, did this. The media blamed it on the video game and therefore the mercy towards the media, meaning
audience jumped on the idea, and did not feel as though it was the young boys fault. This that the audience does not have any
is an example of the Hypodermic needle, by injecting the audience with information that control on what they receive. The
is not exactly true; but believe it anyway by directly accepting the information. In my benefits to this theory is that is a good
opinion I do not agree that it is has anything to do with the game, it probably gave the method for the media industry to make
boy the idea of how to murder, but any one in a good mental state would understand the sales, and make change trends in an
difference between right and wrong. According to Manhunt franchise they sold 1.7 effective and reliable way. The
million copies of the game, with one murder committed by the game against 1.7 million, downside is that it had limited analysis
shows that it more about the mental state of the murderer rather than what has been of audience reception, the audience
inflicted to them by the video game. now days is more intelligent and aware
of how the media industry sucks us in
with their fake information which
means its harder to work.
Reception Theory
This theory shows the
audiences understanding of the
media and why they interpret
the texts in different ways. This
is also classed as audience
reception, to see the difference
in communication between the
audience and the media
industry. This theory was
created in 1960s. This theory
has its pros and cons. This is
because it gets the Medias
message across to the audience
and in some sense builds a
relationship with them. Then
not everyone has the same
opinion so this makes it easier
Fight Club is the film based on postmodern consumer to clash and differ.
society, losing their masculine identity around the
working ages, and creating a fighting club for men to gain
themselves back. The character wants to experience a
real feel of being that can only be achieved through
fighting, this is what some of the audience members would
interrupt this for themselves, and feel as though they have
features of the characters to relate to. The fight club seems
to be more of critique of violence than promoting it. It
depends how people interpret the film. For example, in
New York City a 18 year old boy set off a bomb that he
created himself by including fireworks, and electrical tape
which he placed outside Starbucks. He was creating a
mimic plan, which was done by Brad Pitts character in the
Fight Club. He was said to be obsessed with manly films Here is another graph
that boost masculinity. This shows that someone can
become so obsessed with a story that they try to react it showing how children
themselves, and feel as though it is normal. I feel as
though violent films can push people to do stupid things,
violence rates have risen
but they already had to urge to do it within them, it is up in 2011 because of the
to each indivual whether they want to take a fictional story
and make it come to life, so this is where the theory comes exposure to violent films.
in place for everyone to make their own opinions about
the film, and judge whether the actions they take next are
a good or back thing.
This is a graph showing
how the sales of video
games and the number of
violent crimes have gone
up linking together since
the 1990. It states in the
article that games are
making our society go to
hell in a hand basket
This could also be for
other reasons that sales
have increased, such as
better technology and
software- from 1990 the
games wouldnt be the
same as in 2008 for
quality which would also
push people to buy the
game.