Paper on Access and Community of violence in modern pop culture

Access and Community of violence in modern pop culture

In the contemporary world, violent incidents are often encountered both at individual and social levels. Violent acts are typically committed for cultural, spiritual, and economic reasons among others (Bosche, 2010). The pop culture, especially violent games and cinemas have contributed to the violent incidents that have been experienced in the present day society (Bosche, 2010). Besides the message derived from violent games and cinemas, their mode of access contributes to violence in the community.

Theories of the negative effects of violent media productions and video games tend to focus on the audience and players respectively modeling the behavior that they observe in the games and cinemas (Cieply, & Barnes, 2014). The effect of the characters of video games on individuals may be aggravated due to the interactive mode of video games and the inscription of advertising them. The interactive mode and the graphic images of violent games and cinemas create cognitive scripts of general aggression, which is often activated in incidents whereby one feels threatened (Bosche, 2010).  Additionally, the advertisement modes influence the audience and player’s feelings, thoughts, as well as physical arousal hence at times. Therefore, the productions impact the players’ and audience’s interpretation of other’s behavior towards them negatively, which makes them react with hostility (Cieply, & Barnes, 2014).

Most distribution modes of extreme media productions and games incorporate the use of extreme and fierce photography or visual highlights to enhance their appeal to the target market (Cieply, & Barnes, 2014).  As children develop cognitively, they associate some objects or images with a particular behavior.  As such, when they are exposed to the violent images and visual artifacts used to advertise and distribute violent cinemas and games they associate them with certain reactions, which negatively influences their behavior. Sterling characters in violent cinemas and games are often aggressive (Bosche, 2010). Additionally, most bear explicit tattoos and wear clothes and ornaments that enhance their negative behavior. Therefore, individuals who are vulnerable to being influenced, such as children, adopt such material culture and end u replicating it in the society (Cieply, & Barnes, 2014).

Globalization and the present day’s digital communication, including the internet, have influenced access to cinemas and videos games (Kelvin, n.d). Individuals can now access diverse forms of entertainment when they want to and from wherever in the world (Cieply, & Barnes, 2014).  The internet has not only made immense content available but also enabled individuals to access the content conveniently. However, without the restriction of time and space, controlling the messages derived from violent cinemas and games is difficult. Thus the materials are shared among many people across the world almost instantaneously. The internet thus catalyzes violence by enabling the transfer immense of violent media elements. Violent visual content in violent movies and video games obtained from unauthorized distributors online has been associated with extreme events such as mass shootings in the U.S. However, a solid relationship between violent media and violent behavior has not been established.

Violent media productions and video games have been accused of influencing violent behavior, especially among children. Since children are not fully developed cognitively, they are particularly susceptible to behavioral modification, which is why violent video games and media impact them the most. Therefore, it is imperative to regulate the distribution modes of visual content, especially those on children consumer goods such as toys, foods, and clothes as they may lead to children associating the commodities with violence.

References

Bosche, W. (January 01, 2010). Violent Video Games Prime Both Aggressive and Positive Cognitions. Journal of Media Psychology, 22, 4(2010) 139-146. Retrieved from https://pdfs.semanticscholar.org/99d0/e05f78942ff447962e08b5a52ac7ab627adf.pdf

Cieply, M. & Barnes, B. (2014). Rule followers’ flock to a convention where fake violence reigns. New York Times. Retrieved from https://www.nytimes.com/2014/07/27/us/27violence.html.

Kelvin Howley (n.d). Communication, Culture, and Community: Towards A Cultural Analysis of Community Media. Nova. Retrieved from www.nova.edu:http://www.nova.edu/ssss/QR/QR7-3/howley.html