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Showing posts from January, 2021

Torrent freak article

https://torrentfreak.com/youtube-takes-action-against-piracy-tutorials-stream-ripping-and-cheating-210125/

Wednesday 26th of Jan

 What’s the problem with stealing the digital age?

LO6- Essay for evidence in the summer

‘The content of digital media products makes people commit acts of violence’. In this essay I will be discussing the statement that claims content of digital media products causes people to be violent. I will be giving points that support the statement and points that oppose it. People believe products such as video games and films have a negative impact on people making them become aggressive and commit crimes. The first 3 paragraphs will be points FOR the statement.  Firstly, the content of media products does make people commit acts of violence as shown by the Daniel Petric case where he shot and killed his mother after she didn’t allow him to play halo anymore.  https://www.independent.co.uk/life-style/gadgets-and-tech/gaming/teen-jailed-for-halo-3-killing-1707208.html . This shows how violence in a video game caused a young man to brutally murder his mother over something so little. This links the desensitisation theory where people see acts of violence so frequently in f...

Regulation case studies

https://www.theguardian.com/media/2015/apr/29/beach-body-ready-ad-faces-formal-inquiry-as-campaign-sparks-outrage https://www.bbc.com/future/article/20180104-is-social-media-bad-for-you-the-evidence-and-the-unknowns https://www.dailymail.co.uk/news/article-6898063/BBCs-hit-drama-Peaky-Blinders-glorifies-violence-promotes-toxic-masculinity.html

LO6- regulation theory

Livingstone and Lund (2011) Livingstone and Lunt think the needs of a citizen (moral and ethical) are in conflict with the needs of the consumer, because protection can limit freedom. They noticed that regulating media to protect citizens from harmful content can limit freedom of expression.  Citizen- A subject of a demographic society that the responsibility to uphold social norms. They also have a right to be protected from harm.  Consumer- A person who interacts with media products and buys media products. Command and control- Those in power such as the government or watchdog organisations control media content to promote their narrative.  Globalisation- The way in which industry has expanded on a global scale. For example Disney has expanded to every continent. Public sphere- Where the public can have a space for a debate and conversation.  Technological convergence- The coming to god digital technologies to provide services for an audience. 

Media regulators recap

ASA- Advertising standards authority. They regulate the content of advertising on tv or radio. BBFC- British board of film classification. They classify films and music videos in the UK Ofcom- office of communications. They are a media regulator that regulate broadcasted content. IPSO- Independence press standard organisation. They reform press regulation. PEGI- Pan European game information  They regulate video games. Self regulation is where you think about how you’re writing and whether it will offend someone. Copyright and intellectual property means you can’t repost content that doesn’t belong to us 

Tuesday 19th January- Media regulation v. Freedom of citizens

The public has a right to know if it can affect them, otherwise no. Newspapers think the public should know about Meghan and Harry’s £2.4m bathrooms.

LO6- Examples of contemporary case studies to support ideas/theory in media effects debate

 Rogers (1980) ideal selves 

Debating the blue story film ban

It was banned after 100 thugs armed with machetes and knives crashed it’s opening evening. Police say the film influenced gang violence.

LO6- Media effects essay- Feedback

Starter Tuesday 12th of January

Encoding/ decoding  Fandom  Violent video games

LO6- Negative effects and active audience theory

“The media effects debate is an outdated concept”. Discuss the statement in relation to a media product you have studied. Use examples to support your answer” Media effects refers to the influence of media exposure on people, and these effects can be positive or negative. The media effects debate is where some people believe that media products such as video games and social media, can have an impact on an audience and can normalise negative behaviours. The other side of the argument is that media products don’t impact an entire audience and still keeps society normal. These people are named as either a passive audience, where someone views a media product and thinks nothing of it no matter how violent or disturbing, or a active audience, where someone will comment and interact with a media product to judge or point out something that isn’t morally correct. In this essay I will be talking about media products like video games, social media, films and newspaper articles to argue both po...

LO6- Fandom

Fandom (Henry Jenkins, 2012)  Audiences have developed relationships with media products to the extent that they add to the meaning of the product through an immersive relationship  Fandom refers to a particularly organised and motivated audience of a certain media producer franchise  End of traditional audience (Clay Shirky, 2008) The nature of the traditional audience has changed because of digital tech- audiences communicate with the media.  For example audiences can give feedback and suggestions on YouTube videos in the comments section. This can help the creator understand what the audience wants so they can Improve their content.

Do video games cause violence?

  https://dana.org/article/do-violent-video-games-lead-to-violence/ This article talks about how some murders have been influenced by violence in video for example the shootings in El Paso, Texas that killed 24 people. Also, the columbine high school shooting was apparently inspired by the violence of some video games like GTA for example.  In my opinion, violent video games can normalise some crimes like robbery and murder where people don’t feel as shocked when they see or hear about it however, I believe that they influence people into committing crimes. I think instances like a tough upbringing, bullying or being poor are more likely going to lead young people into these crimes.

Starter Tuesday 5th of January

1.  2.  3. Video games and films