Title: Lisa Santos
1- Lisa Santos
- Project report
- MACS390, Media, war and peace, autumn session,
2010 - Media and Cultural Studies, University of
Wollongong - The project report had two components. For
details of the assignment see http//www.bmartin.c
c/classes/MACS390_10outline.pdf - 1. An information pack for an organisation. Lisa
Santos information pack starts on the next
slide. - 2. A fictional dialogue on carrying out the
project. Lisa Santos dialogue is a separate
file. - This document is located at http//www.bmartin.cc/
classes/MACS390_10tops/.
2Killology(1)
3(No Transcript)
4Aggression
- Aggression is behaviour intended to harm
described as being a hostile or violent behavior
or attitudes toward another readiness to attack
or confront. - The action of attacking without provocation.
- The forceful and sometimes overly assertive
pursuit of one's aims and interests.(1)
5The Psychology of Aggression
- In psychology, aggression refers to any
behaviour that demonstrates malicious intent to
cause harm. Aggression is measure in three stages
along a mild to violent scale of severity an
continuum of Physical, Verbal and Relational
violence. Violence on the other hand refers to
the physical aggression of which the victim is
likely to suffer serious physical injury.(1)
6Aggression in terms of gaming!
- Aggression within videogames falls under two
categories, proactive and reactive aggression.(1) - Proactive aggression is goal oriented. It relies
on rewards to stimulate aggressive acts. (2) - Reactive aggression is the automatic response to
perceived threats. (3) - These terms reflect the top tier of the general
aggression model. These often trigger other
issues. These are detailed on the next slide.
7(No Transcript)
8How does aggression portrayed in videogames
versus television differ?
- And the answer is
-
- Interactivity and the pursuit of an
individualistic goal! (1)
9What does this mean for your childs brain?
- There is a causal link between playing the
first-person shooting game in our experiment and
brain-activity pattern that are considered as
characteristic for aggressive cognitions and
affects, (1) - Adolescents who play violent video games may
exhibit lingering effects on brain function,
including increased activity in the region of the
brain that governs emotional arousal and
decreased activity in the brain's executive
function, which is associated with control, focus
and concentration.(2)
10This areas shown is the region where aggressive
behaviour is reacting to violent videogame
stimulus!
- This reactivity within brain function affects the
Occipital, Parietal and Temporal sections within
the brain. (1) - This highlights the action of videogame
technology teaching kids to kill.(2)
11What does the evidence say?
- Adolescents who expose themselves to greater
amounts of video game violence were more hostile,
reported getting into arguments with teachers
more frequently, were more likely to be involved
in physical fights, and performed poorly in
school. (1) - This can lead to greater long term affects as
student become anti-social and risk slipping
grades or missing school to play violent
videogames on different mediums impacts
employability and later on chances of further
education and graduation.
12Reality vs. Fiction
- For adolescents who begin gaming at a young age.
It is becoming more and more difficult for them
to distinguish reality from fiction. - WHY? Because game aesthetics are improving with
greater pixalisation to appear as true to life as
possible. (1) - What comes into question here is can you then
tell the difference. The case of Devin Moore
leads me to think not! You be the judge
13Killing for the Fun of it!
- Killer Profile
- Name Devin Moore
- Age 18
- Preferred Video game Grand Theft Auto III and
G.T.A Vice City
14'Life is a video game. You've got to die
sometime.'(1)
- On June 7th 2003 in Fayette, Alabama.
- Devin Moore shot three police officers James
Crump (40), Arnold Strickland (55) and Leslie
Mealer (38 a police dispatcher) - He committed the crime acting out a game sequence
from GTA.
15The facts of the case
- Moore was to be arrested on a alleged stolen car
charge. - He grabbed one officer's .45 caliber pistol and
killed all three before fleeing the station in a
police cruiser he stole from the station. (1) - This was a popular game sequence within G.T.A and
known to all players to reward handsomely. - He was eventually caught and sentenced to death
by lethal injection. - The case was lodges in court under Strickland v.
Sony. (2)
16Grand Theft Auto
- Grand Theft Auto relates to numerous formats of
games, which over time has changed identity from
G.T.A to G.T.A Vice city and most recently to
G.T.A San Andreas. - Vice City has elements from driving games and
third-person shooters, and features open-world
game play that gives the player more control over
their playing experience.(1)
17G.T.A Vice City Facts.
- Grand Theft Auto Vice City is an
action/adventure computer and video game.(1) - Vice City draws much of its inspiration from
1980s American culture. - It is set in 1986 in Vice City.(2)
- Story line Mafia member Tommy Vercetti has
recently released from prison after being
involved in a drug deal gone wrong. Tommy then
has to seek out those responsible while building
a criminal empire and seizing power from other
criminal organizations in the city.(3)
18In defense What does Thompson say about this?
- Moore's lawyers claimed that Moore had been
programmed by frequently playing the game GTA - Thompson claims Devin Moore was, in effect,
trained to do what he did. He was given a murder
simulator," (1 )
- He bought it as a minor. He played it For
hundreds of hours it is primarily a
cop-killing game. (2) - Defense but for the video-game training, Moore
would not have done what he did. (3)
19Impact of violent videogames on Moore!
- When looking at all the facts of this case, how
does someone who has never shown this behaviour
before, who acts out of character and who has
shot on target but never held a gun become a
killing machine? The answer is simple. (1) -
- Violent video games (2)
20You decide?
- Can you see then the correlation between
aggression in videogames, repetitive conditioning
and the inability to distinguish reality from
fiction due to photorealism? - Critics however state differently.
- They state that violence in video games are not
always causally linked with aggressive
tendencies. - A study conducted in the U.S. Established this.
21It stated "We clearly associate media violence to
aggressive behavior. But the impact was very
small compared to other things. Some may not be
happy with that, but thats where the science
is. (1) Only 12 of those involved in school
shootings were attracted to violent video games,
while 24 read violent books and 27 were
attracted to violent films.(2) From this data
conclusions were drawn then that children who
were predisposed to acts of violence before their
gaming began, are more likely to take on
aggressive actions as a result, thus more
susceptible to violent videogames.
22Trigger happy
- Why is it that teens are so ready to engage in
violent videogames? - Because the game is always there, it is a
distraction of everyday life- a nirvana. It has
the ability to promote a reliable existence as
it is ruled by absolute order in terms of a game
sequence which is not found in everyday life. (1) - Because of reinforcements Think of the rat and
the cheese analogy- behaviour that is repeated
for reward.(2) -
23Teaching Kids to Kill
- Because of the idea that violence in videogames
leads to aggressive behaviour, there has been a
call to action to halt the flooding of the market
of violent videogames available to the public. - Some however point out that videogames are an
integral part of social development as it can be
deemed catharticas videogames provide a sage
and beneficial outlet for aggressive feelings in
a non-destructive contextthey contribute
positively to a child's cognitive
development.(1) They do however as a result pose
addictive elements to continue this cathartic
expression (2)
24Teaching the art of killing
- As game technology has improved over a the years,
and simulations seem less fake, there is an
emphasis on the reality of games to assert
violent aggressive action. This is seen as
cathartic as it provides a secure outlet for the
aggressive action of gamers yet all evidence
within this slide show shows that violent
videogames do assist in creating an atmoshephere
where aggression is taught. Therefore violent
videogames are negative teaching tools. This can
be argued with the case of Devin Moore. - A case that further highlights this is the use of
Americas Army 3 in training American Soldiers in
combat. (1)
25Media Guidelines
- As a result, there has been a push to restrict
videogame sales nationally. Australia however is
an interesting case as restriction laws are quite
lax. - Did you know that there are no R18 rating
systems within Australia for videogames as it
only applies to movies. - This means that games are allowed if they are
edited to conform to an MA15 standard or they
are refused classification RC (1)
26(No Transcript)
27What does this mean for you?
- That you need to take action!
- You need to monitor what your child sees and how
they play. - Although you might not have these games at your
disposal. Your children's friends might so talk
to them about the dangers of aggression and
violent videogames.
28What can you do?
- Reduce the exposure your children have to violent
videogames. - Be informed only buy age appropriate games -
check with the game manufacturers for actual
content. - Check www.moviereports.org for videogame reviews.
- Petition for R ratings in Australia through
http//www.r18games.com.au/ - And finally do your own research and be a
responsible parent. (1)
29Bibliography
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Thoughts, Feelings and Behaviour in the
laboratory and in life, Journal of Personality
and Social Psychology. - Anderson, C., EFFECTS OF VIOLENT VIDEO GAMES ON
AGGRESSIVE BEHAVIOR, AGGRESSIVE COGNITION,
AGGRESSIVE AFFECT, PHYSIOLOGICAL AROUSAL, AND
PROSOCIAL BEHAVIOR A Meta-Analytic Review of the
Scientific Literature, Psychological Science,
Vol. 12, No. 5, September 2001 - Brown, H.J. (2008) Video Games and Education, M.E
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