HEJ 231 Lecture Notes - Lecture 10: Survival Game, List Of Playstation Home Game Spaces, Moral Panic

27 views3 pages
Journalism week 10: media audiences
Looking at media audiences
- iterations, discussions, theories around audiences
- Anderson FAQs on Violent Video Games and other media violence
- Jenkins: Reality bytes
- Highlight the polarizing devices around media platforms, in particular theories
oMedia effect model: transfer of one content to another
oDoes video game involvement lead to other violence
- Communities visualization of what a concept is:
oGoogle search
oParticular algorisms used by Google
oTo use new media you have to engage with it
- Video games ar a great way to explore this course: require action on behalf of
the user in order for them to move forward
oUnlike reading a book which have a certain/clear sense of direction
oVideo games require interaction to move forward and for the narrative
to happen
oUser primed to be something more: a participant in the media product
- Video Games:
oHow is it reported in the news:
Record settings, audience and sales are the prime example of
media usage (commercial speaking), this is where the money is
Concerns about what games are being produced:
Violence
Mindcraft: survival game geared around, retro game
space (surprising given the high tech natures), throw
back to older generation, constructing environments
without game logic
oConsidered educational
oViolence inherently within this game (monsters
etc.)
Violence and children’s aggression: media effect
Addictiveness of gaming: binges on TV
Gaming cafes
oCultural divides
Hallucinate experiences
Moral panic: sexual violence
Misrepresentation of games being involved in massacres
- Political stance: protecting children
- Moral Kombat: documentary about the concerns surrounding video gaming
oInevitably linked
oFeeling guilty due to the moral worry
oResonate and challenge the framing of the bad of violent video games
Are we all going to behave in the same manner
Need holistic approach and tackle all the aspects involved
Reinforcing position you have
find more resources at oneclass.com
find more resources at oneclass.com
Unlock document

This preview shows page 1 of the document.
Unlock all 3 pages and 3 million more documents.

Already have an account? Log in

Document Summary

Looking at media audiences iterations, discussions, theories around audiences. Anderson faqs on violent video games and other media violence. Highlight the polarizing devices around media platforms, in particular theories. Jenkins: reality bytes: media effect model: transfer of one content to another, does video game involvement lead to other violence. Communities visualization of what a concept is: google search, particular algorisms used by google, to use new media you have to engage with it. Video games: how is it reported in the news: Record settings, audience and sales are the prime example of media usage (commercial speaking), this is where the money is. Concerns about what games are being produced: Mindcraft: survival game geared around, retro game space (surprising given the high tech natures), throw back to older generation, constructing environments without game logic: considered educational, violence inherently within this game (monsters etc. ) Misrepresentation of games being involved in massacres.

Get access

Grade+20% off
$8 USD/m$10 USD/m
Billed $96 USD annually
Grade+
Homework Help
Study Guides
Textbook Solutions
Class Notes
Textbook Notes
Booster Class
40 Verified Answers
Class+
$8 USD/m
Billed $96 USD annually
Class+
Homework Help
Study Guides
Textbook Solutions
Class Notes
Textbook Notes
Booster Class
30 Verified Answers