U1 LO6 media effects and regulations

 Media effects- 

refers to the influence of media exposure or people and these effects can be positive and negative.


Media regulation- 

rules enforced by Law across a variety of media platforms to protect audiences and manage the rights of media content


Call of Duty make young people less empathetic.

https://www.dailymail.co.uk/sciencetech/article-5235321/Violent-games-like-Call-Duty-change-peoples-brains.html

GTA this game makes illegal activates seem normal for example normalising prostitution 

https://www.dailymail.co.uk/health/article-2715706/VIOLENT-VIDEO-GAME-LINK-TO-DEVIANCY.html


Social medias negative effects on young people cause stress and anxiety 

https://www.bbc.com/future/article/20180104-is-social-media-bad-for-you-the-evidence-and-the-unknowns


I believe that GTA is a negative game as most people who play this are young and trying to normalise it.



Cultivation theory

Cultivation theory- by repetitive viewing of violent images the audience may become immune towards negative and/or violent representations as per ideas about desensitisation (becoming used to graphic/violent image owing to saturation in the media 


What types of media products today do you audience have become desensitized to?

Halloween 

IT 

Texas chainsaw massacare 

these films were considered scary in the 1970s whereas now they are not and film production crews have remade these films to make them scary.


Desensitisation- the idea that prolonged exposure to violent images numbs the effect of them the more you become accustomed to violent images. The less likely they are to have an impact on the audience

 

one film that have desensitized is Kingsmen secret service [2014] there are many scenes of extreme murder in this film. 

another example is the video game GTA5 and how one of the characters Trevor Philips tortures a person a this can make people copy the video game as they copy the actions of the game.


Moral panic theory-

an instance of publicness media concern or panic in response to a media product that is regarded as a threatening to certain groups or debasing agreed moral standards with society.

  


Discuss the relevance of the concept of moral panics based on digital media products you have studied. Use contemporary example and theoretical class to support your answer? [20]

 

-body image  

-get multiple games, movies or examples to support your answer  

-Talk about theory’s like cultivation theory and the moral panic  

-active audience  








Uses and gratification theory- That people use media for their own purposes and they are able to recognise fantasy x reality (Denis McQuail,1972)

-escapism- video games and films an example The journey 2

-surveillance- Social media e.g instagram 

-building personal relationships- Social media e.g Snapchat as this requires chat

-building personal identity- Video streaming services or social media e.g YouTube

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