Gaming and Audiences
- Created by: miacampbell31
- Created on: 04-03-22 09:21
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- Gaming and Audiences
- Gaming has proved itself to be popular and profitable, making $57bn in 2009.
- It had to adapt to technological changes in the rise of emedia, the threat of pricary and the challenges offered by changing audience behaviours.
- Gaing seems for adept at responding to modern challenges than some of it's older counterparts
- It had to adapt to technological changes in the rise of emedia, the threat of pricary and the challenges offered by changing audience behaviours.
- It has become the most demoised aspect of the modern media and is often at the centre of debates about certain games' influence o audience attitutes and behaviours and the images and cotent of some gaes are often criticised.
- Popular media forms have a long history of creating moral panics and gaming has become the demonised media of the early 21st Century.
- Hypodermic syringe theory, claims that access to media texts can directly influence the actions or attitudes of the audience.
- The idea is that by seeing violent images the audience will be encourged to act violently.
- This has been largely rejected in media studies for it's overly simple 'cause and effect' model of media influence. It doesn't take into account the fact that different audience members may react different to media images.
- Rather than encourge violent behaviour, accessing game violence allows the audience to "act out" violence impulses which may mean they feel less need to do so in real life.
- Much of the violence in games is represcussion-free.
- Many cotroversial games have few clear cut separations regarding the motivations of violence.
- It is very unlikely that there will ever be definitive proof of violent games' direct influence on audience behaviour.
- Much of the violence in games is represcussion-free.
- Rather than encourge violent behaviour, accessing game violence allows the audience to "act out" violence impulses which may mean they feel less need to do so in real life.
- This has been largely rejected in media studies for it's overly simple 'cause and effect' model of media influence. It doesn't take into account the fact that different audience members may react different to media images.
- The idea is that by seeing violent images the audience will be encourged to act violently.
- There's a wide variety of types of games. And the way people access them makes it very difficult to make generalised attempts to analyse gaming.
- They attept to explain the audience/gae relatioship focusing o the stories told within the games.
- The common perception of gaming is that it's a solitary activity and this could be another reaso for it's demonization in mainstream media.
- They are argued to be linked to rises in occurences of childhood obesity due to the sedentary nature of playing a game.
- Gaming is seen to offer some benefits including the improvement of cognitive ability, problem solving and motor skills.
- They are sometimes seen as a safe outlet for aggression and are increasingly being used to train people to undertake tasks and as a part of a learning enviroment.
- One study from the university of Rochester claims gaming can help improve eyesight.
- They are sometimes seen as a safe outlet for aggression and are increasingly being used to train people to undertake tasks and as a part of a learning enviroment.
- Gaming is a massively popular and seuccessful part of contemporary media.
- The gaming industry has developed recently to broaden gaming's appeal providing gaes for adults and females to enjoy.
- Gaming has proved itself to be popular and profitable, making $57bn in 2009.
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