Monday, September 14, 2015

Violence in the Media Response

Violent Video Games presented a documentary style approach to video game violence, inspecting the history and documented studies to further their argument. The start of the article cites that numerous studies have shown aggression rates in people increase after viewing violence in some form of media, be it movies or video games. The beginning continues to rant about the lack of care for not exposing such violence to children and the amount of chaos such media can bring, essentially presenting it's bias and making way for the remaining article. The second section of the article deals with the history and background of violence in video games. Sources are provided for dates and ratings of games and how well they sold, all while making the interesting note that with increased violence and gore came more sales. By the third section of the article the author has begun to intertwine the argument of the effect of violence on people through media affecting them in the real world. Multiple studies and and scholarly articles show data supporting the theory that violent images induce violent tendencies. They also compared the data received recently to the data from the early era of video games. These results were drastically different and pointed to violent media being exposed to vulnerable children a hazard.

The second article was much shorter, and dealt with the fact that no conclusion really can be made about whether or not media violence correlates with real world violence and that violent media isn't completely understood. the differences between cathartic violence and vengeful, honorable violence disguises the blood. Violence is violence.

The third article interviews marilyn manson, who calls out media hubs and those who promote the real world violence, also noting there isn't an increase in violent outbursts necessarily, but it's more televised. Manson, Columbine, etc. all received numerous mentions by national news and more. Marilyn theorizes that they are as to blame as violent movies and games.

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