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Showing posts from January, 2021
Tuesday 19th January Regulation case studies
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https://en.wikipedia.org/wiki/Video_game_controversies https://www.bbc.co.uk/news/business-54594825 This articles discusses the idea of Instagram having to have held onto people’s information which means it is breaking the privacy law that is meant to be used which means that if it is found out that Instagram is doing this then all the platforms being Facebooks owner can be fined or further actions taken (19th October 2020). https://www.nme.com/news/peaky-blinders-glorifies-violence-toxic-masculinity-say-academics-2473859 This articles states the idea of toxic masculinity and that it is shown to be attractive and makes you a more powerful person. This is shown to be bad for it will have an negative impact on the audience if they want to recreate or be in some sort of gangster group or a mafia. This connotes violence and toxic traces to be acceptable (8th April 2019). https://www.theguardian.com/us-news/2015/jun/27/beach-body-ready-america-weight-loss-ad-instagram This articles co...
LO6 Regulation Theory
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Livingstone and Lund (2011) Livingstone and lint think the needs of a citizen (moral and ethical) are in the conflict with the needs of the consumer, because protection can limit freedom. They noticed that regulating media to protect citizens from harmful content can limit freedom of expression. Key terms: - Citizen - a subject of a democratic society that has the responsibility to uphold social norms, they also have a right to be protect from harm. - Consumer - a person that interacts with media products and buys/purchases media products. - Command and Control - the idea that those in power such as the government or the watchdog organisations dictating what the public can access, the government control what happens and when. - Globalisation - the way in which industry has expanded on a global scale. - Public sphere - is where the public can have a place for debate and conversation. - Technological convergence - the coming together of media tech...
LO6.2 to evaluate legal and regulatory issues for media products
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ASA - Advertising Standards Authority They are there for people to complain to and used to know what to publish and what is shown on television BBFC- British Board Film Classification Movies and what’s allowed Ofcom- Office of communications Regulate television content and radio broadcasts (anything broadcasted) IPSO- Independent Press Standard Organisation Reform press regulations PEGI- Pan European Gaming Information Self regulation - personally we think about what we are posting or writing and if it will effect anyone.
Tuesday 19th January Media regulation v. Freedom of citizens
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Invasion of privacy Causes conflict and issues for no reason Creates fake news Can destroy families Image takes context out of boundaries The public has a right to know if it can directly affect them, otherwise no Creates questions Can effect the trust or respect for them Public should know what is going on
LO6 examples of contemporary case studies to support ideas / theory in the media effects debate
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https://www.jacobinmag.com/2019/09/joker-and-the-long-history-of-movie-moral-panics (Joker) https://www.cato.org/publications/policy-analysis/challenging-social-media-moral-panic-preserving-free-expression-under (Social media) https://www.bbc.co.uk/news/newsbeat-50543213 (Blue story) https://www.crimeandinvestigation.co.uk/article/does-a-relationship-between-video-games-and-violent-behaviour-exist (Video games - In 2004, a young teenager called Stefan Pakeerah met a friend in a Leicester park, where that same friend bludgeoned Stefan to death with a claw hammer. The case hit the headlines, not just for its shocking violence, but because the 17-year-old killer had apparently been inspired by a video game called Manhunt.) https://en.wikipedia.org/wiki/James_Holmes_(mass_murderer) ( James Eagan Holmes (born December 13, 1987) is an American mass murderer responsible for the 2012 Aurora, Colorado shooting i...
Tuesday 12th January Debating the Blue Story Short film ban
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According to the Sun article - why was the Blue Story banned in Vue and showcase cinemas? A boy in a camouflage jacket brought a machete to the seeing to recreate the events. The police collected 2 machetes and a knife from 5:30 pm. There was multiple issues occurring because of the screening of the movie meaning it got banned for police was having to be on sight in case of any violence and violent weapons. Film had gang violence in it influencing teens to do the same. What type of issues did police say the film cause? What effects does the article say the film ha on teenagers? Teenagers where becoming violent and vicious. Harm to others (kids wanting to watch frozen 2 waiting in line with families). According to the BBC article - what are the arguments against Blue Water being banned as part of a national moral panic about the content of the film? Racist if the film is banned. International film and targets a very specific audience. Does not have the same ...
LO6 Media effects negative effects and active audience theory
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There are many different media effects created via the use of media products. For example there is the effect from different media products, there are many theories that have been thought off for example there is the active audience theory, this is when people use media for escapism, surveillance, building personal relationships and also building personal identity. These methods that the human race use in media is for their own person reasons meaning they are able to recognise the difference between reality and a fantasy, this theory was discovered in 1972 by Denis McQuail. There is also the theory that Stuart Hall discovered in 1980, his theory was the encoding/ decoding model, this was then broken down to preferred reading, negotiated reading and also the oppositional reading. These are all examples of the active audience theory, there is also the the passive audience theory, this includes the hypodermic syringe discovered by Adorno and Horkheimer in 1947. I personally do not be...
Violent video games
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https://www.nature.com/articles/s41380-018-0031-7 This article discusses the idea of different video games taking different effects on certain age ranges and the theory of why these occur. There are examples from GTA and The Sims 3, this article supports the idea of the passive audience theory and also the cultivation theory. Another article that expresses this theory is https://www.healthline.com/health-news/video-games-saints-or-psychopaths-082814#A-Daily-Dose-of-Violence this article shows a violent impact on players and shows them to influence people to commit crimes due to seeing it in video games.