Sunday, 28 November 2010

Media Magazine

1) Diploma – freedom to play: is online gaming hazardous to health?

"They have, according to critics, sucked the social life out of many of today’s teenagers."

"A large portion of today’s teenage generation spends much of its free time sitting in front of a computer screen shooting aliens, zombies or other teenagers sitting at another computer screen"

David Pinchen is studying the new Creative and Media Diploma at Long Road Sixth Form, Cambridge.

This article first appeared in MediaMagazine 28, April 2009.


"Both films assume a degree of sophistication and intelligence on the part of the audience when interpreting the messages and values encoded in such graphic depictions. On the other hand, no director ever has complete control over how the representation of violence will be received by the audience."

Stephen Hill is Head of Media at The Burgate School and Sixth Form Centre in Fordingbridge, and also teaches at Bournemouth Media School. He is studying for a PhD on the Music Press.

First published in MediaMagazine 24, April 2008.

3)
Studying videogames

"Some people believe that the violence portrayed in videogames is a primary cause for violent acts committed by children. They believe that games make violence socially acceptable. They argue that children replicate the behaviour they view."

4)
Why should we study digital games?

"There are also those who are more concerned by the notion that games negatively affect their users. Games have been vilified in the popular press for their supposed violence. Much of the apparent evidence for the link is founded on poorly conceived or simplistic research methods, generally combined with a very narrow understanding of what constitutes play, or a game, or violence. Digital games are accountable for their content, just as any other form of media must be. But, as yet, there is no compelling reason to single games out as having a greater ‘influence’ than television, for example."

Andrew Burn, Diane Carr and Gareth Schott

This article first appeared in MediaMagazine 5, September 2003


"There is a mechanism, usually called ‘identification’, which makes viewers of ‘violence’ vulnerable to it – such that it thereby becomes a ‘message’ by which they are invaded and persuaded."

"Violence is a unit of meaning that can be abstracted from occasions and modes of occurrence, and measured – with the correspondent assumption that the more violence there is, the greater its potential for influence."

Martin Barker

This article first appeared in MediaMagazine 1, September 2002


"Many people use the games as a way to tune out of the real world and if they want to steal a car, they steal a car in-game instead of in the real world. In could be argued, therefore, that the game stops people breaking the law, although ironically many adults believe that such games encourage kids to steal cars and argue that the games should be banned. The amazingly realistic graphics that some of the newer games have seem to fuel such worries about their impact on young people."

Tim Hodson is studying the new Creative and Media Diploma at Long Road Sixth Form, Cambridge.

This article first appeared in MediaMagazine 28, April 2009.


7) Games in the classroom – whatever next?

"Games have narratives, and as the player moves through the levels or stages, s/he experiences the game as a character. In this sense this is a unique kind of text because, as you take on the character you are playing, you ‘become’ a representation. We could get into all kinds of intellectualising here about existential postmodern identities."

Julian McDougall

This article first appeared in MediaMagazine 6, December 2003

9) Capture the objective: postmodernism, creativity and Call of Duty
From MediaMagazine 33, September 2010. Available now as a PDF download and in the archive Creativity, Videogames, Postmodernism, Theory, A2, Popular culture ???

"The main task for any student is to challenge this. You must develop a critical faculty that questions and probes how and why this ‘misrepresentation’ occurs. As you do this, the benchmark for most media study will always hold true – what is the ‘message’ behind the medium?"

Patrick Toland

This article first appeared in MediaMagazine 7, February 2004

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