My critical investigation presentation

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My critical investigation presentation

  1. 1. MY CRITICAL INVESTIGATION PRESENTATION<br />By Bilaal Mughal<br />
  2. 2. http://www.youtube.com/watch?v=ld9ynbhJ49s&feature=player_embedded<br />
  3. 3. Critical Investigation Title<br />How and why does graphic violence within<br />video games such as Call of Duty attract a<br />teenage demographic<br />
  4. 4. Linked Production<br />Viral campaign for a new and upcoming game<br />and also a Magazine article promoting the<br />release of that video game <br />
  5. 5. MIGRAIN<br />
  6. 6. Media Language<br />Blood and Gore<br />Contrast of lighting = Tension + Suspense<br />Diegetic and Non-Diegetic sounds = heavy<br />breathing, gun shots = Suspense <br />http://www.youtube.com/watch?v=nKBNDDJbTw<br />Diegetic sounds – feel more involved, water dripping, footsteps,<br />mice crawling adds to suspense and tension<br />http://www.youtube.com/watch?v=J0avfjkdAr0<br />Realistic representation of how video games are nowadays,<br />provocative language and violence <br />
  7. 7. Institutions<br />Activision<br />Infinity Ward<br />Analysis: How the Infinity Ward scandal affects<br />Call of Duty<br />Broke contract between them as Infinity Ward<br />were not paid their royalties and therefore<br />resigned <br />Black Ops violence 'went too far' – Treyarch<br />Treyarch (owned by activision) <br />“It was too much. The throat cutting is nasty, but that was worse.” <br />
  8. 8. Genre<br />Action + Shooter – consists of a lot of blood,<br />gore and violence in order to attract their<br />Targeted market. Guns and other weapon<br />utilities to satisfy user requirements <br />Psychological Horror – Influences teenagers to<br />carry out what they see on screen. E.g. Manhunt <br />
  9. 9. Representation<br />Violence > portrayed > negative light.<br />Negativity > violence causes for young teenagers to become influenced and adapt to the violence.<br /> Games > COD and MOH adapt > violence and make the idea of war a enjoyable experience. Arabs are portrayed negatively within Call of Duty and shown to be antagonists.<br />
  10. 10. Cubans<br />“Common stereotypes of masculinity, particularly in World War<br />II cultural media. = DOMINANT REPRESENTATIONS<br />
  11. 11. Audience<br />In my opinion around 13 to 25 year olds.<br />However the advertisements make the game<br />seem diversely targeted and suitable for<br />everyone  Teenagers at a young age have been<br />encouraged by the graphics to perceive the<br />violence positively, and act upon it. It's targeted<br />specifically for males due to the high content of<br />violence, however females are also known for<br />playing such games. <br />http://www.youtube.com/watch?v=-ouf9RyA33A&feature=player_embedded<br />
  12. 12. Ideologies <br />All the institutions are based in the USA, and therefore<br />creates the idea of how Americans portray and<br />represent other stereotypes within video games. It also<br />creates the idea that post 9/11 the amount of violent<br />games have increased, especially in Call of Duty where a<br />lot of negative representations upon Arabs have<br />controversy affected the way we as an audience<br />perceive them. Call of Duty: Black Ops was also released<br />on the 9th of November = 9/11<br />
  13. 13. Narrative<br />Traditional narrative of a war game <br />Protagonist <br />“Normal” – White people <br />Antagonist<br />“Abnormal” Arabs, other ethnicities etc. <br />
  14. 14. SHEP<br />
  15. 15. Social <br />Socially accepted, a lot of moral panics are<br />young teenagers are influenced and encouraged<br />to take aboard the idea of graphic violence for<br />their own enjoyment.<br />The ideologies of the Americans shownwithin<br />the game play also shows the impact it has on<br />society <br />
  16. 16. Historical<br />The events of 9/11 have caused for an increase<br />in violent games and also the idea that Arabs are<br />antagonists and therefore misrepresented.<br />Violence is over-represented which adds to the<br />moral panics. However this amount of violence<br />has been developing over time. <br />COD > been known for its use of graphic<br />violence  <br />
  17. 17. Economical <br />A very big increase in violence games. Games<br />such as Call of Duty are now seen to be a fashion<br />item and a desirable game amongst young<br />teenagers, it's a very debatable game socially<br />amongst teenagers.<br />
  18. 18. Political<br />The portrayal of dominant figures such as John<br />F. Kennedy, Fidel Castro and Richard Nixon have<br />been represented within the game in a way<br />which has been controversial and debated<br />highly around the world. The narrative roles of<br />violent games usually suggests the same<br />conventions of communism. <br />
  19. 19. Issues and Debates<br />Representations & Stereotyping<br />Media effects<br />Post 9/11 and the media<br />Media technology and the digital revolution<br />The effect of globalisation on the media<br />
  20. 20. Media Theories<br />Hypodermic theory<br />Cultivation theory<br />Effects theory<br />Reception theory<br />Uses and gratifications theory<br />
  21. 21. Points I will use in my essay<br />“If something is repeated often enough it will tend to be<br />believed and remembered”<br />“Stereotypes are thus neither neutral nor fair, presenting the<br />examination of differences within groups” <br />“Media studies of moral panics emphasise the social and legal<br />consequences of widespread public exposure (via the media) to<br />crime, violence, and other societal, ethical or medical ills” <br />“Mass Media have the power to directly effect the attitudes and<br />behaviour of ordinary people”<br />
  22. 22. “Psychos will always be psychos; they don't need video games to help them.”<br />“The reproduction of ideology has to be seen within the context of the means of<br />production of media organisations.”<br />“We must get away from the habit of thinking in terms of what the media do to the people and substitute for it the idea of what people do with the media”<br />
  23. 23. This fits into the contemporary media landscape because.. <br />The use of violence within modern video games<br />is still debatable on whether this much graphic<br />violence should be accepted and the effects<br />socially. It also underlines the misrepresentations<br />of race gender and ethnicity which at the moment<br />is a factor which is still quite controversial around<br />the world <br />
  24. 24. Bibliography<br />Williams, Kevin. Understanding media theory . London: H.<br />Arnold, 2003. Print.<br />Laughey, Dan. Media studies – theories and<br />Approaches . Harpenden, Herts. Kamera books<br />2009.<br />http://www.gknova6.com/agegate.php<br />http://www.gamepro.com/article/news/214252/analysis-how<br />the-infinity-ward-scandal-affects-call-of-duty/<br />http://www.gamepolitics.com/category/topics/call-duty-series<br />http://www.telegraph.co.uk/technology/news/6454298/Call-Of-Duty<br />Modern-Warfare-2-leaked-footage-set-to-ignite-controversy.html<br />http://www.digitalislam.eu/article.do?articleId=1704<br />http://childrenshospitalblog.org/my-son-wants-call-of-duty-but-how-do-these-video<br />games-impact-teen-boys/<br />http://www.guardian.co.uk/technology/gamesblog/2010/apr/28/games-controversy<br />

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