Violent films and computer games effects on the audience part 2

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  • เผยแพร่เมื่อ 20 ก.ค. 2024
  • This is part of the audience theory series and looks at violence on television and computer games and it's effects if any on the audience.
    This episode looks at the criticisms of much of the research into the effects.
    Barker and Brooks (1998) - knowing audiences - "vocabularies of involvement and pleasure."
    Hill (1997) = shocking entertainment = "portfolio's of entertainment"
    catharsis theory
    Petley (2011) - Film and video censorship in modern Britain

ความคิดเห็น • 3

  • @r_travel4306
    @r_travel4306 8 ปีที่แล้ว +2

    These videos are so useful! I wouldn't understand any of these theories for my media class without them 😂 thank you!

  • @someidiotwithnoname
    @someidiotwithnoname 4 ปีที่แล้ว +1

    The biggest proof that violent video games and films have little, can't say none at all, effect on development of violent behaviour is history. Romans when they crushed the Spartacus uprising nailed a couple of thousand survivors to the cross and positioned them along the road to Rome to serve as a warning to other slaves didn't exactly have violent films or games. Coloseum and Circus Maximus are not exactly an a example because the audience was limited to about 150 000 in both but in a city with over 1 million. Also violence was "normal" in Greece, Phartia, Egypt etc. etc.
    Human nature includes a violent side, always has and probably always will, and if you allow it to come out in the society it doesn't matter if the person played violent games or movies, the individuals violent outburst becomes a problem of society, created by society. Other factor is a person psychological susceptibility to suggestion and it's ability to differentiate reality from fantasy. Persons liable to suggestion and have a weak grasp of reality (due to paranoia, manias, or simply lack of confidence due to social segregation) tend to take solace in fantasies and those fantasies can take over (same as stalkers who convince themselves their subjects of occupation are in love with them but simply not aware of that yet) but here we are not talking about blame onto violent games or films because those mentalities end up finding something to fill their need to obsess.

    • @grabbitt
      @grabbitt  4 ปีที่แล้ว

      interesting point :)