Tuesday 28 March 2017

NDM independent case study: Media magazine/factsheet research

NDM independent case study: Media Magazine/Factsheet research

MM40: Dangerous games...why people play games

-Direct Effect Theory

When looking at some of the responses to controversial media texts it’s possible to see the general acceptance of an idea that is based on a largely discredited audience theory – the hypodermic syringe theory. This theory claims that the media ‘injects’ its passive audience members with ideas, values and attitudes that can directly influence behaviour. This simple cause and effect perspective of media influence fails to address the complexities that make up the collective audience and indeed its individual members. To assume that people are susceptible to the extent that they can be directly influence in this way does not give people any credit for personal moral and behavioural decision-making.

- Gaming

The violence of computer/console games has led to bans, restriction of sales through classification, censorship and hundreds (indeed, probably thousands) of panicked articles on the negative influence games have on their audience. Amongst other things, games are accused of reducing attention spans, desensitising young people to violent imagery, stunting social development and creating ‘anti-
social’ desires.

 A shooting in Holland in April 2011 was linked to Call of Duty: Modern Warfare 2 and a French man retaliated against an in-game stabbing by actually stabbing his gaming opponent.

-Ferguson’s study

 in the area states that media texts have a weaker level of influence than the other factors cited whereas Kooijmanns gives more credence to the direct influence of gaming on behaviour.

Some see gaming quite differently; and there is an argument that violent games can relieve stress and dilute violent impulses as the player acts them out in a safe, non-destructive environment.

Conventional media theory such as Blumler &

Katz’s uses and gratifications theory provide rather broad ideas about how fictional texts offer escapism for their audiences, transporting them to a different emotional place and diverting them from the mundanity of their real lives.

Richard

Dyer’s utopian solution theory.

This has a relatively simple premise: entertainment texts offer audiences a utopian or perfect ideal that they can access through media consumption. This ‘utopia’ is in contrast to the imperfections and difficulties audiences face in their own social lives.

 The Hays Code

 Was in place in Hollywood between the 1930s and 1960s and, even though it was a voluntary code, it managed to restrict filmmaking in ensuring that specific representations were avoided and certain moral values upheld. The representation of ‘ministers of religion’ could not be comic or villainous and ‘excessive and lustful’ kissing could not be shown. In Britain we still have the British Board of Film Classification (BBFC) which classifies films and often suggests cuts to keep films within certain certification classifications.

-Maslow’s Hierarchy

A second theory that offers insight into the needs of video game audiences is the consideration of the human needs of the audience as outlined by Abraham Maslow’s hierarchy of human needs.

However, the upper two categories of self-actualisation (becoming the best we can be) and the resulting self-esteem and praise by others can only be met by individual action and achievement of socially recognised goals. As we explore each genre of games in turn, we will see how computer games offer audiences ways to  access these needs easily through play.

FPS-first person shooter


According to Dyer, the predominantly male audience is offered an energetic escape from the sedentary lifestyles that most males are involved in their place of education or work. Likewise this allows male audiences a means of asserting dominance upon a virtual battlefield with their tactical movement and skill in handling virtual weaponry. The rewarding of this dominant and physically capable behaviour is a means of the audience becoming the most masculine male they can be. This is a form of masculine self-actualisation.

This is for titles such as Call of Duty which is produced by Activision, other titles include the Battlefield series and Halo.

The uproar surrounding Call Of Duty: Modern Warfare 2, and the Newsnight edition where journalist Paul Morley levelled the charge of bloodthirst without consequence at the game and its players.

NDM independent case study: Media Factsheet research

Media factsheet 56

Hypodermic syringe theory (sometimes called the magic bullet theory
or the hypodermic needle model) 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 encouraged
to act violently. This theory has been largely rejected in media studies
for its overly simple ‘cause and effect’ model of media influence. It
does not take into account the fact that different audience members
may react differently to media images and it implies that audiences
are rather simplistic and not able to make choices for themselves.

This is suggesting that audiences are passive and blindly follow what they see in the video games such as the 'violent' games produced by activision.

Several high profile violent events have been linked to gaming
including the Columbine High School Massacre, The Interstate 40
Shootings and The Virginia Tech murders. In each of these cases
much publicity was given to the perpetrators being known to have
played on Doom, Grand Theft Auto III and Counter-Strike

respectively.

Tabloid newspapers
and some politicians have made these simple connections when
calling for the banning of titles such as Grand Theft Auto, Hitman.
Carmageddon and, more recently, Saw and Call of Duty: Modern
Warfare 2. Reports that the US military use computer games to train
and desensitise soldiers in preparation for battle has added to the
concerns held about the impact of the violent nature of some games.

These games are often scapegoated for atrocities such as these which only fuels the fire for people already having a negative view on video games. Despite there being deeper underlying mental health and other issues with the people responsible for the attacks the media points the finger towards video games like call of duty.

Media factsheet 68

The massive and rapid changes in technology that have occurred
in the last decade have given rise to what Marwick (2008) calls
‘technopanics’. Technopanics are moral panics that are a response
to fears around new media technologies and they tend to make
young people’s use of the media seem abnormal or unhealthy. For
example, teenage boys’ proclivity for violent console games is seen
as a cause for concern due to the supposed effect upon the user.

The console game Call of Duty: Modern Warfare 2 caused a minor technopanic in its own right for featuring, amongst the violence, a scene in an airport where the player is an undercover CIA agent who accompanies a terrorist as he shoots civllians at an airport terminal.
Video game publisher Activision Blizzard's shares leaped Friday after unexpectedly strong fourth quarter results and a share buyback announcement.
The Santa Monica, California-based company reported adjusted earnings of 92 cents a share for the fourth quarter, 19 cents above estimates, while revenue of $2.45 billion also topped expectations. The company said it had 447 million monthly active users in the quarter, including a record number of monthly active users in the Blizzard division.
The firm also announced a two-year buyback program of $1 billion in outstanding common stock, beginning Feb. 13, 2017.

Shares gained more than 18 percent in Friday trade. With Friday's gains, the stock has surged 30 percent so far this year.
In 2010, Call of Duty: Black Ops became the top-selling game of all time, a title which has since been claimed by Grand Theft Auto V, which took just three days to generate $1bn (£620m) in revenue after being released on 17 September 2013.
Call of Duty: Modern Warfare 3 made nearly £500m in sales globally during the first five days of its release in 2011.
All Call of Duty games are about killing people, but usually the people you kill are armed soldiers who are also trying to kill you. Not so in the “No Russian” mission in Call of Duty: Modern Warfare 2. In this mission, you play an undercover agent embedded in a terrorist group whose mission is to open fire on innocent civilians at an airport.

The pace of the mission is slow and methodical as you and three terrorists walk through the terminal, using automatic weapons to mow down crowds of unarmed travelers. You don’t have to participate in the killing, but there’s nothing stopping you, either.
You don’t normally assassinate actual people in video games, but the opening mission in Black Ops has you attempt to do just that. You start in a bar in Santa Maria, Cuba in 1961, where you gear up to find and kill Fidel Castro.
Squads of police units stand between you and your target, but you take them out as you make your way to Castro’s plantation and into his bedroom. Castro takes a woman hostage, but a well-aimed bullet finds its way to his forehead, and your mission is accomplished. Unfortunately for you, it turns out the man you killed was a body double. As you can probably imagine, the people of Cuba weren’t thrilled to see this mission in the game
Other killers have been hooked on violent video games too and have a warped sense of what's real and what's not, thinking that real life is just like a video game.

‘Numerous studies have linked violent behavior to consumption of violence in video games’.

Recently, researchers at Ohio State University conducted a study and concluded that, "People who have a steady diet of playing these violent video games may come to see the world as a hostile and violent place." Brad Bushman, professor of communication and psychology at OSU, continues, "These results suggest there could be a cumulative effect" in making video game players more aggressive and violent over the long term as well as over the short term.
Stud1. Adam Lanza, Sandy Hook Elementary, was a frequent player of violent first-person shooter video games. It was said his existence largely involved playing violent computer video games in a bedroom.

2. James Holmes, went on a rampage in a movie theater showing The Dark Knight Rises in Aurora, Colorado in July 2012, He was a frequent player of violent video games including World of Warcraft, an infamously addictive role-playing game.

3 Jared Lee Loughner, Tucson, who shot Rep. Gabrielle Giffords and killed six others in Tucson in January 2011, was both mentally ill and a video gamer.

4. Eric Harris, based on his journal, a panel of psychologists, psychiatrists and FBI agents point to Harris' contempt for others and his total lack of empathy and conscience as evidence of his psychopathic tendencies. He also enjoyed violent video games.

5. Elliot Rodger, killed seven young men and women, including himself. He was hooked on violent video games from a young age from his own admission, hiding himself in World of Warcraft, where he felt comfortable and secure.

6. Nehemiah Griego, killed five, including his mother, father and his three younger siblings. He loved playing violent video games and even enjoyed talking about them to crime investigators.

7. Jacob Tyler Roberts, played violent video games (his rampage enacted a violent scene in Grand Theft Auto)

8. Anders Behring Breivik shot 68 people dead at a youth camp of the Norwegian Labor party, another nine in a bombing of government buildings According to the judgment rendered against him, he liked playing violent games. He actually used the video game Call of Duty to train for his shooting massacre.

9. Michael Carneal shot girls as they prayed in a prayer group. Carneal never moved his feet during his shootings, and never fired far to the left or right, but instead fired only once at each target that appeared, just as a player of video games maximizes his game score by shooting only once at each victim, in order to hit as many targets as possible.

10. Jose Reyes, a 12-year-old boy who opened fire with a semiautomatic handgun at Sparks Middle School last October, killing a teacher and wounding two students before turning the gun on himself, had watched violent video games for months.

11. Dylann Storm Roof, spent much of his time playing violent video games.

12. Jeff Weise, a 16-year-old, shot dead nine people at and near his high school in Red Lake, Minnesota, had an obsession with violent animation.

13. Chris Harper-Mercer, shot dead nine people and another seven injured in a community college in southern Oregon.

14. Evan Ramsey, snuck a shot gun into his high school and shot a student and the principal and wounded two others. He claims that a video game, Doom, distorted his version of reality: "I did not understand that if I pull out a gun and shoot you ... you're not getting back up. You shoot a guy in Doom, and he gets back up. You have got to shoot the things in Doom eight or nine times before it dies."ies like these have also attempted to link these to some mass killings, here are a list.
Call of Duty WW2's release date may have been revealed as part of another major leak. One Twitter user has posted an image of an alleged promotional poster for Call of Duty: WWII. If the promotional poster is to be believed, then the Call of Duty WW2 release date has been set for November 3. With November 3 falling on a Friday, the release date is plausible, especially based on previous Call of Duty games. Call of Duty: Infinite Warfare launched on Friday, November 4, while Black Ops 3 made its debut on Friday, November 6. According to the poster, DLC will be released on PS4 30 days before other platforms.
Call of Duty WW2 leaks may have all but confirmed the direction of the new title, but fans are still waiting for Activision to make it official.

Call of Duty 2017 cover art and promotional material was leaked on the weekend, while a follow up report claimed that Call of Duty: WWII would be the full name of the new PS4, Xbox One and PC shooter.

Fans are now waiting for official details to be revealed and for the announcement trailer to drop.

And while it's possible that Activision will pull the trigger early to combat leaks, history suggests that Call of Duty: WWII will be unveiled in full towards the end of April or early May.

Call of Duty: Infinite Warfare was unveiled on May 2, Call of Duty: Black Ops III was announced on April 26, while Call of Duty: Advanced Warfare was planned for May 4, but ended up being unveiled on May 1. Prior to this, Call of Duty: Ghosts was announced on May 1, but the full gameplay reveal took place during the Xbox One conference on May 21. Then there was Call of Duty: Black Ops II on May 1, while Call of Duty: Modern Warfare 3 was saved until May 23. And with the full Destiny 2 reveal taking place later today, Activision may want to let dust settle before revealing another one of its big franchises.


Release strategies/development
In marketing terms, it's tempting to think of Call of Duty as basically a film franchise, but that's wrong. It is true that, much like a movie studio, Activision manages the campaigns leading up to the latest release of the game each November (this year, Nov. 4) with teasers starting six months out, the rollout of a big launch trailer, and integrations across everything from last year's Eminem album to this year's partnership with Vice Media (a documentary sponsored by Activision about the leaders of the mercenary industry upon whom Spacey's character is modelled).

But it is a year-round enterprise, with new maps, add-ons and fun stuff made available for purchase every few weeks between game launches. For each marketing blowout–whose centrepiece is a flashy trailer from 72andSunny–there are four smaller, targeted campaigns.
The series' hallmark has always been realism down to the last detail (Activision likes to play up the Pentagon's input into the games), but the new guns and tanks look more like they're on loan from the R&D division than the armoury. In all honesty, the ripped-from-the-headlines thing doesn't always pay off.

CoD: Black Ops 2 created a certain amount of controversy when Activision brought on Iran-Contra planner Oliver North as a consultant, and Manuel Noriega was less than thrilled with his cameo in Ghosts and is now suing the company. (Activision's official line, from none other than Rudy Giuliani, who represented the firm: "Manuel Noriega had no more than an inconsequential appearance in Call of Duty and isn't entitled to anything for his role as a brutal dictator.")
Call of duty games and games in general are usually shrouded In controversies and problems and sometimes legal ones. Another example would be the GTA franchise which was sued (unsuccessfully) by Lindsay Lohan on more than one occasion.

Theories
Blumler &Katz’s , fictional texts offer escapism for their audiences

 Richard Dyer’s utopian solution theory, Offering audiences a perfect idea in contrast to ordinary life

The influence of popular violent video games, such as the Call of Duty series, has penetrated into the global consciousness and culture as an example of the media psychology. Last year Call of Duty: Black Ops 2 grossed $1 billion dollars in sales within 15 days of its release and $500 million dollars in the first 24 hours (LeJacq, 2012). Averaging $60 per game, that’s more than 1.5 million copies sold in 15 days. Its predecessor, Call of Duty: Modern Warfare sold 8.8 million units in the United States alone in its first month (LeJacq, 2012).

Two recent examples seem to point to it becoming a cross-cultural phenomenon. The first example being of an Agence France-Presse (AFP) photo of a French soldier during combat operations sporting a facemask that resembles a character in the game known as “Ghost” to protect himself from dust.
Fear and propaganda have always been psychological components of war, going back as far as the Greeks and Romans (Taylor, 2003). This inadvertent piece of propaganda reminds us, the public, that war is about death and dying at the hands of others, but further it’s a common part of today’s video games and considered “cool” by soldiers of various nationalities. Having “gone viral” on the internet, the French government is now trying to mitigate the damage by trying to identify the soldier in the picture for a reason as yet disclosed.

A French spokesman, Colonel Thierry Burkhard, has labeled this as unacceptable behavior and that the “image is not representative of action by France in Mali” (Miller, 2013). War, no matter how “surgical” is about achieving an end by force while accepting that death is a normal part of an operation, collaterally or otherwise. Coverage of operations in Mali have been fairly sterile as the press was not initially allowed to accompany French or Mali soldiers in the combat zone for their own safety, but atrocities, such as lynchings, have been reported none the less (BBC, 2013). Control of who sees and reports on events, is psychological control over the audience and what they may think about (Lippmann, 1922).

BBC. (2013, Feb 2). Mali Conflict: UN ‘Deeply Disturbed’ By Army Abuse claims. Retrieved Feb 5, 2013, from BBC News: http://www.bbc.co.uk/news/world-africa-21303447


LeJacq, Y. (2012, Dec 5). Activision Breaks Own Sales Record With ‘Call of Duty: Black Ops 2,’ Grossing $1B In 15 Days. Retrieved Feb 5, 2013, from International Business Times: http://www.ibtimes.com/activision-breaks-own-sales-record-call-duty-black-ops-2-grossing-1b-15-days-921473


LeJacq, Y. (2012, Dec 10). ‘Call of Duty’ US Sales Dip 14% In First Month. Retrieved Feb 5, 2013, from International Business Times: http://www.ibtimes.com/call-duty-us-sales-dip-14-first-month-930964


Lippmann, W. (1922). Public Opinion. New York: Harcourt, Brace and Company.

Miller, D. (2013, Jan 23). Fury over French soldier pictured wearing Call of Duty-style grinning skeleton ‘Death’s Head’ facemask while serving in Mali. Retrieved Feb 5, 2013, from Mail Online: http://www.dailymail.co.uk/news/article-2267033/Mali-French-soldier-pictured-wearing-Call-Duty-grinning-skeleton-mask.html


Secondary texts

GTAV depictions of torture and grounds for controversy within this game
The mission "By the Book" generated controversy from reviewers and commentators for its depiction of torture. In the mission, protagonist Trevor Philips interrogates a man, Mr K, to extract information about an Azerbaijani fugitive who poses a threat to the FIB. Trevor uses torture equipment (such as electricity and pliers) on the restrained man, which players select from a table. Once Mr K provides the FIB with the information, Trevor is asked to kill him, but instead drives him to the airport, providing him an opportunity to escape. While driving Mr K, Trevor monologues about the ineffectiveness of torture, pointing out Mr K's readiness to supply the FIB with the information without being tortured, and expressing that torture is used as a power play "to assert ourselves".

Keith Best of Freedom from Torture said that developer Rockstar North "crossed a line" by forcing players into the role of torturer.[6] British Labour Party MP Keith Vaz said he was "astonished" by the mission's violence, and Alison Sherratt of the Association of Teachers and Lecturers said that parents should be aware of children being exposed to the game because of its realistic graphics and violence.


Independent journalist Tom Chick defended the torture sequence, and wrote that unlike the "No Russian" mission or the 2012 film Zero Dark Thirty, the underlying political commentary on torture in "By the Book" necessitated the violent content. Asked about performing the torture sequence, Trevor's actor Steven Ogg said that he treated it like "just another day at the office", and was focused more on not making mistakes during filming than the scene's ethics. In Japanese versions of the game, the torture sequence is censored.

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