Peden Wright
Profesor Quigley
September 2, 2015
Visual Ad Analysis America; a country that revolves around technology. From smartphones to social media, we cannot escape the digital world lurking around us at every moment of the day. One of the takeaways of the digital age that we are living is the effect on America’s youth. They are constantly being bombarded with pixels on a screen. As video games and television become more and more violent and realistic, adolescents become wrapped up in the virtual world instead of reality. A quote from Tom Bissell reads,“We are no longer worried that children are missing class because of video games, though. We are worried that they are murdering their classmates because of video games.” One prime example of the effects of video games and television is illustrated in a lego ad created by DDB Communications Group in early 2009. The ad uses numerous strategies such as violent images and thought provoking captions to not only appeal to the audience’s values, but also to create an impactful impression that pushes their product to the next level. The ad pictures a man who appears to be in his late teens, early twenties, sitting on a couch with a pixelated gun to his temple. His eyes are screwed shut as if he is struggling and the collar of his shirt is drenched in sweat. To the right of him, on the coffee table, sits a bottle of liquor and a glass tipped over; indicating that he has been drinking. There also is newspaper crumpled
The ideas of video games and computer entertainment are often met with a concern for children or society. The belief that a violent computer or video game could have negative everlasting effects on individuals has coexisted since their creation. All across the globe many forms of computer entertainment have been blamed for the alleged increase in aggressiveness, violence, and addiction in both children and adults. While those who are in closely related fields may see the benefits from such technology many still forgo the positive applications of this so-called entertainment. Since the mainstream appearance of computer entertainment multiple organizations have devised beneficial methods in order to help educate parents and end-users on the material
A high school football field is the setting for the ad. The main characters portrayed are high school cheerleaders. They are all dressed in matching uniforms with blue and white tops, white skirts, and white shoes. They are perceived to be cheering
Content analyses show that 89% of video games have some violent content. Half of the video games on the market have extreme violent actions toward other characters. Games, today, are allowing players to not only connect with the game physically, but also emotionally and psychologically. In essence, the player becomes the character. According to Nielson Media Research, at least 45 million households in the United States have at least one video game console (Markey & Charlotte, 2010). The average age of video game players has increased to age 34, and 60% of Americans play interactive games on a regular basis. However, researchers believe that younger children are more susceptible to the negative effects of playing violent video games compared to older teenagers and adults. Furthermore, games that include violence have raised serious concerns among
Columbine High School events that happened in 1999 was two of the high school teens who were a lot of time exposed to violent video games. Due to this incident 12 students and one teacher were killed (Vastag 1822). As this incident suggests that which is also observed, with regard to the sale of video games with a loud voice, one side is also supported it or opposed, there is not explain to virtual violence does the impact for children. (Vastag 1822)“Little kids do imitate video games, but the question is whether it leads to real world violence,” (Vastag 1822) said Juliet Van Eenwyk, PhD, who studies the issue for the Washington State Department of Public Health, Seattle. 2001 literature review by Dr Van Eenwyk and colleagues Lillian Bensley
It shows two guys one eating the new buffalo chicken fries and other one is eating the buffalo wings. The guy that is eating the buffalo wings tries to get a phone call from his girlfriend but he can’t because his hands are covered with buffalo sauce from the wings. His friend, while helping to get the phone cancels the call. This ad I categorize as a convenience
The ad is a collage of the four posters used in the campaign, obviously targeted to teens living in and around New York City. They consisted of four very cute but sad and confused looking toddlers, each accompanied by a quote such as, “got a good job? I cost thousands of dollars each year," “dad you’ll be paying child support for the next 20 years," “honestly mom chances are he won’t stay with you. What happens to me?” And “I’m twice as likely not to graduate high school because you had me as a teen”. Each poster also has a big yellow caution like tape stamped across it with exaggerated statistics associated with each quote respectively. In the bottom right hand corner of each poster is also a number to text “NOTNOW” to
Arguments concerning social media’s affect on children often being with television. Experts on the other side of the argument claim that television leaves a negative effect on children that leads to obesity and violent behaviors. Manfred Spitzer writes “After 6 months, children in the intervention school had a lower BMI and behaved less violently during break times…” (pg. 1388). Not only are the effects written by Spitzer possible but experts also argue that children may become less sensitive to the pain and suffering of others. Children may be more fearful of the world around them and they may be more likely to behave in aggressive or harmful ways towards others. The violence exposed to children through media doesn’t cease to exist with only television. Video games are often blamed for violence crimes in children and youth as well. Craig A. Anderson, a psychologist along with others concluded in a 2010 review of video game violence showed that “evidence strongly suggest that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.”
Technology is an important aspect of change in our world. As time goes on, we are introduced to more and more technology every year, which includes media such as video games. The increase of technology has also increased and improved the world including ways of communicating and distribution of information. More often used outlets of media are those used for entertainment purposes, like television, internet and video games. The ones who are most likely to engage in these media outlets are millennials and the most recent generation Z, because they have been introduced to these outlets from a young age. In fact, a study found that children spend around 9 hours a week playing video games (Polman, de Castro, & van Aken, 2008). It is evident that video games are progressively becoming more violent in nature, and with children spending as much time as they do playing video games, there are questions that must be asked, is the violent nature of video games effecting today’s youth? And if so in what ways?
Advertisements are all over the place, whether they are on T.V, or in a magazine, there is no way to escape them. They all have their target audience who they specifically designed the ad for, and of course they are selling their product to. This is a multi-billion dollar industry and the advertisers study any and every way that they can attract the consumer’s attention. Anytime a products advertising tagline becomes incorporated into a popular culture, a pinnacle of success has been reached. The “Got Milk?” tagline has been integrated in messages across the country such as churches, “Got God?” cheerleaders, “Got Spirit?” and even universities, “Got Whoop?”. The “Got Milk?” ads have
So far in English 1101 I have learned many things. I have learned critical thinking and reading. In this section I learned things like how college will make me successful, how I think college will be challenging, and lastly about the difference between high school and college writing. The next section we did an educational history essay. This essay focused on a topic that in someone's educational past there was a monumental event that changed someone for the better or worse. The following essay we did was the Ad Analysis essay. For this essay we had to find two Ad’s that we found interesting, I compared and contrasted them. Each one of the essay’s was a different type of form. The educational essay was about your life experiences and the Ad Analysis was more factual. From these assignments, I have learned how to be a better writer through peer editing and time management.
As the parts of the AD horribly come together as firstly the colors of orange and green aren’t as eye catching or complementary rather than orange and blue or black and white. The main text is large, but still leaves a plentiful of empty space within the AD. Below the main green text is a horizontal green bar and inside explains what the AD is about along with a quote “We’re together” next to it. The drawback to that though is the text that gives the purpose to this AD is small and has the same color as the background making it difficult to see. The text is also outshined by the quote next to it as it’s slightly larger and in a white font which makes it stand out more to the eye. In addition the AD’s text is not bolded or italicized and has a very simple font. The AD greatly also suffers from imagery, and visuals as they quote “1 in 6 americans struggles with hunger” yet not one single image is placed that could show a victim or could also empathize the struggle which can also be placed somewhere in empty part of the AD. The structure of the main statement made has no logical sense as “Hunger likes action movies, too.” contains no logical context related to the phrase in
Did you know that seventy-one percent of American teens play video games? Violent video games have a negative effect because they teach children and teens that violence is the way to solve real life problems. The following paragraphs will go into details on how they are bad, how they are good, their bad effects and their good effects.
Good Morning, everyone, i'm going to start off with a poll of who all plays video games in this class. A lot of you/ maybe not too many in this class play video games and/but, as of 2015, 42% of Americans played video games at least 3 hours a week, which is roughly 135 million of the total population. This proves that video games play a large role in our society. Today I’m going to be speaking about the psychological effects that video games have on youth, but in order to do that, I need to inform you of the evolution of violent video games, the effects of violent video games, and the positive effects of video games.
“If only I could reach…” Ostensibly selling super glue, this advertisement features a photograph of a muscular male toy with one broken leg. It lies in the center of the photograph with the left broken leg of the figure, a skateboard and a super glue are scattered around the figure. What is most striking in the image, however, is the pose of the figure, his naked upper body with his left arm stretching out to get the super glue, and his desperate facial expression.
Controversy about video games continue to escalate between parents and gamers, regarding the psychological effect of simulated, realistic, and 3D violence on the minds of young children and growing teenagers. Yet, research shows that video games contribute very little to today’s everyday violence, despite complaints and concerns that games influence a child’s normal behavior. Technology is a way of life in today’s world, computers are used by toddlers, adolescents, and adults alike. No matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. This includes videogames.