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Title: Effects of Mass Media Part II


1
Effects of Mass Media Part II
2
Case Study Columbine
  • Actions CBS pulled an episode of Promised Land
    due to a plot about the shooting at a Denver
    school

3
  • WB postpones an episode of Buffy the Vampire
    Slayer with a schoolyard massacre
  • Marilyn Mansons April 30 concert in Denver is
    cancelled

4
  • Nickelodeon created a new intro to a special on
    senseless violence that had been created for
    previous school shootings, and began to offer
    free dubs to all schools interested in obtaining
    copies

5
  • MTV offered to create more programming that would
    grapple with tough issues for high school kids

6
Words
  • Steve Tisch (Forrest Gump, America History X)
    Whats more troubling, a kid with a sawed-off
    shotgun or a kid with a cassette of The
    Basketball Diaries? Its not just movies. Lots
    of other wires have to short before a kid goes
    out and does something like this. Its a piece
    of a much bigger, more complex puzzle.

7
  • Gerald Levin Time Warner Chairman
  • I cant help but think that television is an
    easy scapegoat. Where is the cry to stop the
    proliferation of guns?

8
  • William Baldwin-Creative Coalition president
  • Responding to claims that violence portrayed in
    movies and television is a contributing factor to
    violent acts by kids This needs a serious look

9
  • We have done a considerable amount to address
    this issue over the last 10 years. What has the
    gun lobby done?

10
  • Writers Guild of America
  • Included a panel at their 1999 conference
    entitled Guns dont kill people, writers do.

11
  • Marilyn Manson Its tragic and disgusting
    anytime young peoples lives are taken in an act
    of senseless violence. My condolences go out to
    the students and their families.

12
  • Hilary Rosen- president/CEO of the Recording
    Industry Association
  • In the coming days, we may find out more about
    the cause of this tragedy, but we do know that
    music does not drive teenagers to violent
    dispair, nor does it put guns and weapons in the
    hands of children. Its too easy to make music a
    scapegoat.

13
  • Robert Johnson- BET chairman
  • It think its a threat to our First Amendment
    rights and the rights of viewers to receive
    information without government instruction (in
    response to questions about V-chip)

14
  • 1999 Gallup poll 32 of respondents believed
    that parental involvement is the single most
    important key to preventing future killings like
    those at Columbine

15
  • Parenting was ranked twice as important as school
    security (16)
  • 42 of Pew Research Center respondents said poor
    upbringing as main reason kids commit violence

16
  • Public expressed concerns over effects of teen
    use of violent media, it was not by any means
    their primary fear with regards to the Columbine
    shootings

17
  • 4 of American adults felt that controlling media
    violence was the single most important factor to
    prevent future school shootings

18
  • May 1999 President Clinton would be holding a
    White House summit that would involve the
    Internet and entertainment industries

19
  • Clinton suggested that video games like Mortal
    Kombat, Killer Instinct, and Doom, the very game
    played obsessively by the two young men who ended
    so many lives in Littleton, make our children
    more active participants in simulated violence.

20
  • Clinton Parents should take this moment to ask
    what else they can do to shield their children
    from violent images that warp young perceptions
    and obscure the consequences of violence.

21
  • Al Gore urged Americans to place more pressure
    on broadcasters to implement the V-chip. He
    argued that Americans need to pay more attention
    to the problem of excessive violence in the
    media.

22
  • Gore added If you plant the seeds of violence in
    most, it wont have an impact but in some it
    does.

23
  • 44 of adults felt that violence on TV
    contributes a great deal to violence in real life
  • 75 of adults surveyed felt that entertainment
    industry needed to make a serious effort to
    significantly reduce the amount of sex and
    violence on television

24
  • Public might actually be more concerned by the
    effects of childrens exposure to sex in the
    media than violence
  • 46 said they are uncomfortable watching sex on
    tv with their kids

25
  • 37 are concerned about watching violence on tv
    with their kids
  • Majority of adults think the entertainment
    industry must reduce the amount of sex and
    violence in tv

26
  • 43 of adults said they would be unlikely to
    actually use the V-chip to block inappropriate
    programming
  • 23 of surveyed said they would be likely to use
    technology

27
  • Most parents are not aware of the V-chip
    technology, and they do not exert effort on their
    own to gather information about their childrens
    viewing habits

28
Films that address violence and the media
  • A Clockwork Orange (1971)
  • Govt tries to cure Alexs love of ultraviolence,
    forced him to watch movie scenes with sex and
    violence
  • Lidlockers kept him from shutting his eyes

29
  • Natural Born Killers (1994)
  • Societys obsession with violence by engaging
    audiences in the very act it condemns
  • Can we enjoy this film if we are repulsed by its
    violence?

30
  • Why are we fascinated by violence?
  • Who is to blame- the news media for glamorizing
    violent events or the public for their interest
    in it?

31
  • Bowling for Columbine (2002)
  • Documentary initially appears to be primarily a
    commentary on gun control, with Moores personal
    stance on the issue unclear due to his membership
    in NRA

32
  • Do the media cultivate fear in America?
  • Why is the public interested in news stories
    about violence?

33
Problems with Violent Media
  • American Psychological Association- viewing high
    levels of violence in the media correlate with an
    increased in acceptance of aggressive attitudes
    and increased aggressive behavioral patterns

34
  • The issues related to media violence are the
    impact and influence violence in media create
    amongst the youth. Especially amongst youth that
    are under represented infested with police
    corruption, police brutality, inadequate
    education, gang violence, drugs, unemployment,
    disintegrated families, and lack of resources

35
  • Media is a powerful instrument which can service
    to create, build, or destroy
  • While media provides a service, it is tool
    designed for making money

36
  • Media is a mega business and therefore will
    create for the audiences what sells based on
    popular demand, regardless of the consequences
    and impact on our youth

37
  • Solutions for youth- murals, community
    involvement, education, job opportunities

38
Negative Effects of Music
  • Violent, racist, homophobic, sexist lyrics in
    much of todays popular music could have an
    impact on impressionable young people who are
    just developing a sense of identity and self-worth

39
  • Studies indicate a preference for heavy metal
    music may be a significant marker for alienation,
    substance abuse, psychiatric disorders, suicide
    risk, sex-role stereotyping, risk taking behaviors

40
Internet
  • 1st generation to grow up with the Internet as a
    routine part of their lives
  • Ahead of adults in their online explorations
  • 94 of young people say they go online from home,
    compared with 79 in 2001

41
  • When students are asked what Internet related
    subjects they would like to learn about in
    school, the top choice for 68 is How to tell if
    information you find on the Net is true or not.

42
Video games
  • Violent or sexist content of games
  • Provide a fun and social form of entertainment
  • Teamwork and cooperation when played with others

43
  • Kids feel comfortable with technology- very
    important for girls, who dont use technology as
    much as boys
  • Increase self confidence and self esteem as they
    master games

44
  • Develop skills in reading, math, and problem
    solving
  • Improve eye hand coordination and fine motor
    skills

45
  • Video game sector is fastest growing
    entertainment industry, 2nd only to music
  • Not a lot of research available about impact on
    youth culture

46
  • Some children become excessive or addicted
  • Playing games can trigger release of chemical
    dopamine in the brain- with is associated with
    pleasurable sensations and has been linked with
    addiction

47
  • Parents have concerns over kids lives completely
    taken over by role playing virtual worlds
  • 3.5 million people around the world play these
    games

48
  • EverQuest- was one of the most popular online
    games, played by more than 350,000 around world,
    spend an average of 20 hours a week playing the
    game

49
  • Online gaming is one of the few profitable
    businesses on the Web- hopes to attract and even
    larger mainstream audience

50
Violence in Video Games
  • Prime audience for video games is boys ages 7-14
  • Most popular games with this group are the
    action adventure and sports genres, both of
    which often contain violence

51
  • 60 of male teens who are heavy players prefer
    video games with lots of action and fighting
  • Interactive media too new to know how people will
    be affected

52
  • Growing evidence though that performing violent
    actions repeatedly in video games may promote
    aggression in some kids, especially those who
    already exhibit high levels of anger and hostility

53
  • Each new generation of video games ups the ante
    for realism and violence
  • Mature rated game Grand Theft Auto 3 was even
    banned in Australia because of its graphic
    violence and sexual content

54
  • Trend is going away from traditional good versus
    evil theme in video games
  • Players have now become the bad guys, acting out
    criminal fantasies and earning points for
    attacking and kiling innocent bystanders

55
  • Not difficult for children to access games with
    violent content
  • Many retailers rent and see adult rated games to
    minors

56
Gender Stereotyping in Games
  • Most video games are designed by males, for males
  • Almost half of the top-selling console video
    games contain negative messages about females

57
  • Games examined promoted unrealistic body images
    and stereotypical female characteristics, such as
    provocative sexuality, high-pitched voices and
    fainting.

58
  • Female characters are there only to provide
    sexual titillation- Dead or Alive Xtreme Beach
    Volleyball features bikini clad volleyball
    players cavorting on a beach

59
  • Women in Mature rated games are often portrayed
    as sex trade workers- prostitutes and strippers
  • Developers of BMX XXX (extreme biking game) were
    forced to add clothing to their topless female
    riders when retailers refused to carry the
    product- product offers video clips of real women
    stripping

60
  • Violence with sexual content- DukeNukem 3D, the
    male uses X rated posters for target practice,
    gets extra points for shooting prostitutes and
    strippers who are pleading Kill me

61
  • Grand Theft Auto 3 one of worlds top selling
    games- players are street thugs who beat
    prostitutes to death with baseball bats after
    having sex with them

62
  • Some games feature strong female characters- Lara
    Croft from Tomb Raider
  • Dont offer a health alternative because they are
    simply highly sexualized females who engage in
    the kind of violent, aggressive actions usually
    associated with male characters

63
Racial Stereotyping in Games
  • White male characters dominate in the majority of
    popular games
  • Non white characters often play the traditional
    supporting roles of sidekick or villain

64
  • 2001 study depictions of African American,
    Asian, Hispanic and Native American males were
    rare and white female characters outnumbered
    female characters of every racial group

65
  • Majority of heroes were white males (86)
  • 80 of African American males were portrayed as
    competitors in sports games
  • Latinos only appeared in sports games, mostly
    baseball

66
  • 70 of Asian characters were fighters or
    wrestlers
  • 86 African American females were victims of
    violence in the games surveyed
  • Victimization rate was almost twice that of white
    females

67
  • 79 of African American males engaged in physical
    and verbal aggression compared to only 57 of
    white competitors

68
Issues for Girls
  • 70 of players of games written for consoles are
    male
  • Games that appeal to girls are hard to find
  • Girl games promote stereotypical interests such
    as makeup and fashion

69
Issues for Young Children
  • Young children have difficulty distinguishing
    reality from fantasy- makes them more vulnerable
    to effects of media violence, may become more
    aggressive and fearful if they are exposed to
    high levels of violence in video games

70
  • Violence in video games usually has no
    consequences and is often there for the sake of
    humor
  • Children have easy access to violent computer and
    video games

71
  • Entertainment industry aggressively markets
    violent media to young children
  • Almost every video game company investigated
    regularly marketed violent M-rated games to
    children

72
  • Toys based on action characters from games meant
    for mature players are often marketed to young
    children. Duke Nukem (for 17 and older) marketed
    action figures to children under 8

73
Issues for Teens about Games
  • 1998 study- 25 of teens who play video games
    feel addicted to them, troubled by lack of
    control over their behavior

74
  • Study teens who play violent games do worse in
    school than teens who dont
  • At risk teen boys spend 60 more time playing
    games, prefer more violent games than other teens

75
  • Youths who prefer violent video games are more
    likely to get into arguments with their teachers
    and even physical fights- whether boys or girls

76
Music
  • One of most popular and powerful forms of media
  • Identity, self esteem, sexuality, alienation,
    anger
  • Parents tend to pay less attention to their
    childrens music as they become teenagers

77
Explicit Lyrics
  • Attractive to young people
  • Heavy metal, shock rock, rap- received the most
    criticism for lyrics with graphic references to
    drugs, sex, violence, and hate aimed at women,
    minorities, and homosexuals

78
  • Hate filled rage music has entered mainstream
    of popular culture and has become the cash cow of
    the music industry
  • Eminem, Limp Bizkit, etc giving direction to
    anger and aggression in mostly male adolescent
    audiences
  • Chris Brown

79
  • Christina Aguilera and Britney Spears before sold
    girl power but what they were really selling is
    adult sexuality
  • Katy Perry
  • Keha, etc

80
Parental Advisory Labels
  • 1990- identify music containing explicit lyrics,
    including depictions of violence and sex
  • System has drawbacks- cant always assume that
    music without a label will be appropriate

81
  • Retail industry inconsistent
  • K-Mart and Walmart will not carry stickered
    products, but others dont have restrictions to
    stop children from buying CDs with advisory labels

82
  • Federal Trade Commission released a report in
    2000 showing how media industries market to young
    children for media meant for adults

83
  • 55 music recordings with explicit labels were
    studied by the FTC- all were targeted to children
    under 17

84
Music Videos
  • Combine energy of music with powerful visual
    images
  • Great impact on children
  • American Academy of Pediatrics did a study- 75
    of music videos contain sexually suggestive
    material

85
  • Women are often portrayed in a sexist manner,
    alcohol and tobacco use is popular
  • More than 50 contain violence, which is usually
    against women

86
  • AAP stated that the sexist and violent portrayals
    in music videos could distort adolescents
    expectations about conflict resolution, race, and
    male-female relationships

87
Advertising
  • We see minimum 3000 ads per day
  • At gas pumps, movie theatre, restroom, during
    sporting events, cars, taxis, buses, store
    floors, elevator walls, park benches

88
  • Russian space program even launched a rocket with
    a 30 foot Pizza Hut logo on it

89
  • Celebrities wear products in public
  • Turning public spaces into ads- naming rights for
    arenas, theatres, parks, schools, museums, subways

90
  • Product placement
  • 1982 film ET featured Reeces Pieces- sale of
    candy jumped 65
  • TiVo, etc allows consumers to edit TV commercials

91
Marketers Target Kids
  • Advertising to children in 1990 was 100 million,
    in 2000 it was at 2 billion
  • Parents are more willing to buy more for their
    kids because of smaller family size, dual
    incomes, and waiting to have children until later
    in life

92
  • Guilt can play a role in spending decisions- time
    stressed parents substitute material goods for
    time spent with kids

93
  • Pester Power childrens ability to nag parents
    into purchasing items

94
  • Brand loyalty mid 1980s, Nike, Calvin Klein,
    Tommy Hilfiger, etc
  • Create an image for their brand name
  • Babies as young as 6 months form mental images of
    logos and mascots
  • Brand loyalties can be established by age 2

95
  • Fast food-
  • Commercialization in education- schools need cash
    (vending machines, etc)

96
  • Supplying schools with technology in exchange for
    high company visibility
  • Deals with fast food, soft drink companies
  • Contests and incentive programs
  • Sponsoring school events
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