LO6- Media effects and regulation

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

Media regulation- rules enforced by law across a variety of media platforms to protect audience and manage the rights of media content.

Hypodermic syringe- implies that media has a negative impact. Mass audiences believe everything that they see/hear as part of the 'culture industry'. Adorno and Horkheimer, 1947

In the 1940s/1950s, the mass were perceived as an extreme influence towards audiences adapted behaviour. Vance Packard (1957) wrote a book called the Hidden Persuaders about the impact of advertising during the era of the rise American consumerism.

FIFA has a micro-transaction system that allows its audience to purchase FIFA points to get better players for their ultimate team. This encourages gambling as people will keep putting their hard earned money into a video game when there is a low chance of being rewarded. 

https://fifaforums.easports.com/en/discussion/466122/ban-fifa-points

Instagram makes people think that their body is got good enough and encourages them to change who they  are and impacts mental health.

https://www.forbes.com/sites/heatherleighton/2019/12/13/is-instagram-bad-for-your-mental-health-body-image/?sh=28a3e13b1e55

The film joker made people try and emulate what was in the film which creates fear for others and can encourage violence.

https://www.vulture.com/2019/10/all-the-joker-controversy-and-threats-explained.html

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 owing to saturation in media)

It also brings out the idea of 'Mean World Syndrome' that the more we watch things like news reports and documentaries that show the world is bad, the more we believe it. (Gross and Gerbner, 1976)

Audiences have to be desensitised to violence, sexual assault and crime 

The film IT would of been an 18 in the 1970s but now it is a 15
This is the same for halloween, gremlins and Chucky 

For
Two girls stabbed their best friend because 'Slender-man told them to'
https://www.dailymail.co.uk/news/article-4882664/Girls-stabbed-friend-Slender-Man-case.html 

Against:
https://consumer.healthday.com/public-health-information-30/violence-health-news-787/movie-violence-doesn-t-make-kids-violent-study-finds-741747.html

Moral panic theory- an instance of public/mass media concern or 'panic' in response to a media product that is regarded as threatening to certain groups or debasing agreed moral standards with society. (Stanley Cohen, 1972).

When the 'mass media' demonise group, people or products that they believe become a threat to society, values and interests as it is called 'moral panic'

For- Video games encourage young people to be violent therefore making parents afraid of their children  
Instagram give unrealistic body expectations for boys and girls.
Films and music videos make.



Against- Studies show that video games are not responsible for violence.

For- Video games can cause children to be violent towards people for example, Daniel Petrie shot his parents because they didn’t allow him to play halo. Source by Cleveland.com


Instagram creates unrealistic body expectations for men and women which can result in people not liking themselves. Source BBC


Video games with micro transactions can promote gambling to a young audience. Source                    game industry.biz


Against- multiple studies show video games do not cause violence in younger people. Source psychologytoday.com 


Social media doesn’t directly impact mental health as it doesn’t increase depression and anxiety. Source Forbes 


Microtransactions don’t encourage gambling, they are an option to improve a gaming experience. 











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