Introduction
During the past 10-15 years video games and movies have been in constant competition. Whether the game plot is original or has developed from a movie, the same with movies. There have been plenty of times when videos games have been made into to movies and have been least successful than the game, also vise versa. Both movies and games have a hand in advertising through there specific medium, and many experiments has conducted to figure out which one if more influential. Depending on which medium and whats it is portraying also determines if a movie is more influential than a video game.
Movies or Video Games: Which is more influential?
Movies have a greater influence on its audience than video games because have a broader
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The researchers tested using two different studys. The first study tested “coded” the primary and secondary characters in 20 top grossing teen movies between 1995 and 2005. The characters were coded based on whether or not their presence was crucial to the plot, also on race, and age. Also whether the character intentionally exhibits social cooperative behavior, Socially aggressive behavior and the outcomes of those actions. The second study primarily investigates to what degree, gender related beliefs and attitudes are influenced by the teenage film. The researchers also applied the social cognitive theory to this particular experiment. They believed that exposure to these movies and affinity with the main primary and secondary characters will influence the evaluations of friend behavior, perception of female friendships, gendered beliefs and perceptions regarding roles of women in society. To test these variables they gatherted 135 undergraduate student ages 19 and 20 in an introductory communication course at a large university in the southwest part of the united states. Independent variables used factor anaylsis and only those who had hager than a .5 factor load was retauned. Exposure was measured by having participant look at a list of teen movies and note how mant they’ve seen or owned. Affinity was measure on a scale of 1-5, 1 being strongly
This study set out to examine the differences of gender stereotyping between old and new Disney movies. As a group, we watched nine movies in total. We watched one together, to test our observer reliability. Once confirming observer reliability was over eighty percent, we each watched two films on our own, one “new” Disney movie and one “old” and shared data. While watching, we specifically looked for actions that illustrated six characteristics that we predetermined were usually
He adopts an ambivalent tone in order to examine the conflicting views of high school genre films. Denby’s purpose in writing this essay is to show how the overuse of these stereotypes results in few original teen films. Original movies expose their viewers to a diverse range of people and ways of thinking. Adolescents often mirror or find inspiration in the characters they see in media, so it is important to depict a variety of people in media targeted towards them. People of various sexual orientations should be represented more prominently and truthfully in media targeted towards children in order to promote acceptance and provide role models for those exploring their identity.
The video game world is full of wonders, fantasy worlds, and even real life scenarios that we see on television. There are games based off of television shows, popular movies, and even comic book universes. In David Perry’s speech and presentation, “Are Video Games Better Than Life?” he brought up a lot of points about gaming both from its humble beginnings to where we are today. However, he made it clear that the discussion was to be about the video game world. Are video games better than reality? This is a hard question with various and diverse answers. It is something that people from just about all walks of life have an opinion about. Through the use of a media presentation, he showed the diverse evolution of games; how since
For this paper, I am going to be discussing gender in the institution of films. Specifically, I am going to be discussing femininity in coming of age films. I am going to discuss how gender is represented in coming of age films in regards to femininity. Coming of age movies set an expectation for teens and young adults it lays out what they should fear and what they should thrive to be in order to transition to adulthood successfully. The media defines cultural and gender norms that are often very stereotypical (). The cultivation theory suggests that exposure to stereotypes in the media can lead to adopting these beliefs in their real lives (Giaccardi et al., 2016). In the media, masculinity is often portrayed as aggression, power, dominance,
The impact these media representations can have on the overall teen audiences is monumental. The portrayal of adults in teen films creates a negative representation for teens that may watch them. The portrayal of adults in films not only provides teens a vague sense of what their lifestyle should be like, but also gives them a substandard reputation in the eyes of adults. This can have an effect on the teen’s psychosocial, emotions, and mental
Before Angelina Jolie took the mantle as Lara Croft in the movies, there was the iconic video game that has inspired a generation of players and video game enthusiasts. Tomb Raider that features Lara Croft was a hit and was critically-acclaimed for a number of reasons. One, the game is packed with adventure, with the heroine, Lara Croft taking the lead in the exploration and discovery. Two, the video game was also about a female hero, something that was novel during the 1990s when games are dominated by male heroes. These are just two reasons why Tomb Raider has become a hit during 1990s among video game players. But it the influence and effect of Tomb Raider is not just felt in the movies, even the casino gaming industry managed to get inspired by the game and heroine. To be exact, it was Microgaming that was inspired to create a game that was inspired by Tomb Raider. The result is an action-packed and adventure video slot game that can appeal to
Introduction Children are continually encompassed by literature that not only serves to educate, but also indulges in presenting a visual image of themselves and the society, that they live in. As such, the youths gain insight to an illusionistic perspective of the world around them. According to Wilson (2010), about 3 to 4 hours is spent, on sitting in front of the television, indulging in movies and films. Consequently, media has an extraordinary impact on youngsters’ advancement, thus leading to the contribution of their beliefs, values, and dreams (En, 2003). Moreover, Julia (1994) found that youngsters who viewed films with more gender stereotyping, had similar gendered desires for themselves, as well as others.
The constant raging argument between the people opposing videogames versus people who support them and use them on a constant basis. Each side has clinical studies conducted done but one stands out, they have more of a impact of young adults. Video games of all types have fundamental values including faster reaction times. These come from constant fast pace games that can affect your decisions in the real world. Although studies have been conducted showing video games increasing violence, it’s really dependent on the person’s background. The other fundamental value is about teaching about people about our global economy and current events going on. Videos not only provide a distraction from bad in the real world, it teaches about the real world.
We observed a total of 487 instances of male stereotypical behavior, but only 77 instances of female stereotypical behaviors. This leads into the final and perhaps the largest limitation of our study, which was the limited sample size which could have potentially increased the amount of female stereotypical behaviors observed and made it clearer which gender was more likely to exhibit them. We only watched 5 of the over 150 Disney produced films and thus perhaps our results are by chance. If we increased our sample size, then we might have increased our chances of finding gender stereotypical behaviors, as has been discovered in many studies. Our study may have possessed other limitations as well, but our results could be supported or not supported by future
Stories are the telling of chains of events that follow a character through a hardening journey as the audience tags along and shares the experience as if they were in the position of the character. Stories are not only told in books. Storytelling is told in many different forms of art such as in poetry, music, and movies. However, there is one other form of storytelling that is on the uprising--it’s video games. The twenty-first century as we all know is the age of the millennials and technology plays a huge role in everyone 's life as it continues to improve as we advance through the years. One major concept that separates storytelling in books and movies from video games is that in video games, you are the character. You are put in the experience and call the shots on the decisions that the character has to make in the game. The main thing that is so captivating about video games is that it’s immersive. The players who play as the characters in the game establishes a bond with them and the players also become emotionally attached to the characters that they 've journeyed with throughout the story. Regardless, all forms of storytelling are made of the basic story components and have many benefits that can be obtained by reading or listening to a story.
There was a brilliant revolution in the videogame industry. The only brilliant thing to occur in this century I’d say. The makers of “Key to the Future” have created some of the coolest and most addicting games ever. This was their biggest thing yet. The goal of key to the future is to complete all the levels, simple. The challenges and puzzles you need to do to beat the levels are… much less so. They have made thirteen Key to the Future games (this great revolution being the thirteenth of them). They have created a virtual reality game with six hundred eighty five thousand and twenty two (685,022) levels. Yeah. Mind blown.
Video games in today’s society have become very popular. Every new game that comes out to be played and conquered by the average gamer has its own category. There are several other types of genres of games that people play but because of big hit titles and the new popular game systems like the Xbox 360 and Playstation 3, people become more interested in a game that is well known than a game they have never even heard of before. Every game has its own storyline and own way of how it unfolds and where the game ends according to game play. Some of the biggest reasons people sway to certain genres of games is because of the game titles released under them and the demand of people who want a good game under that category. The top three most
Super Mario Bros, Doom, BloodRayne, and Mortal Kombat. These are all great, classic, or memorable video games in their own right, but their silver screen counterparts? Not so much. Why though? Why is it that video games can not translate into the same box office success that has been experienced by comic books and novels since the early 2000s? I have identified four crucial reasons why video games will never see the same commercial success as other mediums have: video games are not respected as an art form, Hollywood does not understand gaming, video games are difficult to translate from an interactive to non-interactive medium, and unqualified directors, who are unfamiliar with both video games and the source material from which they are adapting from.
To identify a correlation between heavy consumption of television programs with strictly cis-gendered characters and gender expression among teenagers, it is necessary to perform both a survey and content analysis. A content analysis allows an identification and classification of television shows with only cis-gendered characters as sources of media that can impact teenagers. A survey allows for an identification of teenagers’ viewing habits and their gender expression.
A large gap exists between the public's perception of video games and what the research actually shows. The following is an attempt to separate fact from fiction.