Friday 11 January 2013

Tutorial Targets 11/01/13


  1. Go back through essay plan- try to add theory/issues/debates & link to quotes/research you have (check out oct 25th macguffin)
  2. Book bibliography- include key media theorists aswell 
  3. Include a section on video games in bibliography (producer, year, country)
  4. Audience theories - Desensitisation, uses and gratifications, hypodermic model/effects theories 
  5. Try to incorporate quotes about theoretical ideas in your essay 
  6. Don't Use 'My'/'I' in essay 
  7. Get balance right between quotation & own words 
  8. Keep looking for up to the minute research 

Essay Draft



A society that glorifies violence will grow more violent’ [1]

How do video games such as 'call of duty' and 'grand theft auto' push the boundaries of on-screen violence and what is the impact of this on audiences?

This critical investigation will focus on the negative influences that video games carry and have on audiences. It will investigate whether games such as ‘call of duty’ and ‘grand theft auto’ reinforce or subvert the stereotypical image of video games where ‘Teenagers who play violent video games over a number of years become more aggressive towards other people’[2] and as a result ‘Video games were accused of glorifying violence and encouraging anti-social behaviour’[3] . This allegation has created a negative image for the younger generation who are seen to be aggressive due to the fact that 'Video games provide extremely powerful symbols that can be used to mold a youth subculture' [4].  In this case the aggressive and violent subculture which has currently been portrayed within the media as they blame many of the institutions responsible for the productions of these games, such as Infinity Ward for Call of duty and Rockstar Games for Grand Theft Auto, given the amount of attacks over the years which have taken place from media texts such as the ones mentioned in this critical investigation.

'Videogames have experienced an enormous growth in recent years, in terms of revenue’ [5] this is supported by the fact that its revenue has ‘overtaken cinema and are now almost at the level of worldwide music sales'[6]This shows how ‘the videogame industry has thus gone from its birth as a cottage industry to mirror the organisational structures and working practices of other large media institutions[7]’. Not only has video games benefited consumers, but also contributed to the economy as well as 'In the UK British games companies contributed around £2 billion to the economy’[8] This is a positive outcome from video games as they help built a better infrastructure for the UK and its economy given the current situation of the UK with threats of heading into a triple dip recession.

With video games emerging in the late 1970s, ‘violent video games came of age in the 1990s’[9]  Mortal Kombat a 2d violent fighting game, which redefined the boundaries of acceptance with its ‘combination of excessive gore violence’[10]. During the 1990s there were a considerable amount of controversies which Mortal Kombat brought about, one of those controversies being the lethal finishing move, known as the fatality which was a unique feature of the game. The way deaths were portrayed was far too explicit and brutal for that day and age, as the zeitgeist of the 1990s was the total opposite to gore and violence. However controversially it was the extreme violence which lead Mortal Kombat to its success of becoming one the most popular video games of all time. Mortal Kombat provides the perfect example of how the issue of violence within video games has changed over the years, with newer games producing more violent content with aesthetically pleasing graphics, shows how the advance in technology has manipulated people’s culture into forming a much aggressive subculture, which has been prevalent amongst the young throughout the media. At the time video games were breaking into a wider market with the upcoming fourth generation consoles being produced and distributed by gaming conglomerates Nintendo, Sega and Sony. It can be said that theories such as Stanley Cohen's moral panic can be applied to Mortal Kombat as it received widespread complaints of gore and violence, which resulted in the forming of the Entertainment Software Rating Board, a self regulatory body, whose job it is to apply age restrictions on videogames to censor harmful content from the young and vulnerable. Games such as this show how the spirit of age has changed, as consumers of modern society have become desensitised to violent content, as the repeated viewings of violent imagery has led to consumers accepting violence rather than rejecting it, therefore raising the concern of the effects of violent video games on its audience.

With Web 2.0 Converging many of the media platforms, accessibility to violent media content on the web has been made more easier than ever, ‘User generated content on sites such as youtube does not carry any age classification, nor is there a watershed before which it cannot be viewed’[11] it can be argued that regulation of sites such as these are hard to put in place due to the globalisation of the web, some argue that it is down to the parents to be the censor, to protect their kids from viewing violent content as the cultivation theory suggests that those who are exposed to violence in the media are influenced to behave in a violent manner[12]This may lead to copycat behaviour where people who consume violent texts may start to imitate the behaviour seen within violent video games such as Grand Theft Auto and Call of Duty. Evidence of this would be the most recent incident being the Connecticut school shooting where 27 people were killed. It was said that the shooter ‘Adam Lanza spent hours playing violent video games such as Call Of Duty in a windowless bunker’[13] Not only does this show how the game may have influenced his behaviour in the real world, but also shows how the media drew connections between the shooting and the video game Call of Duty. This therefore reinforces the issue/debate whether violent video games are corrupting its audiences, and highlights how the media are turning violent video games into a moral panic.

Following the increase of violent content being prevalent amongst most video games in today’s era, there has been a number of concerning issues surrounding violent video games. ‘Neuroscientific studies show reduced cognitive brain functions in individuals exposed to violent media.’[14] This infers that violent content can have a damaging affect on audiences as it reduces vital mental processes such as decision making and problem solving. Similarly ‘Gentile & Anderson (2003) state that playing video games may increase aggressive behaviour because violent acts are continually repeated throughout the video game[15]’ this again can be linked to desensitisation and the copycat theory as the repeated viewing of violence may influence audiences to mimic the actions seen within games such as Call of Duty and Grand Theft Auto. This could perhaps be present within this incident where the video game Grand Theft Auto was ’used as the rationale behind the fatal shootings of three police officers at the hands of 18 year old Devin Moore in June 2003’[16]This conveys the influences that violent video games such as Grand Theft Auto have on its audiences, as individuals are no longer becoming consumers of media texts, but becoming products of them instead. ‘One boy followed the motto of “eat, sleep and play games” and had got kicked out of higher education, which subsequently meant he was damaging his relationships with his friends and family’[17] This study illustrates how ‘the time spent in our hyperreal states means we are ignoring the loss of the ‘real’ and the world’s shift into simulation[18]

In contrast, the oppositional reading of violent video games is that they may benefit some audiences as it satisfies some basic human needs. The adrenaline rush, the satisfactions of imagination, fantasy, and vicarious adventure, probably explain why millions of nonviolent people enjoy violent entertainment’[19]Similarly violent content may offer audiences uses and gratifications such as escapism as they are diverted away from any problems that they may have in the real world ‘Today, most children play real-time, first person shooters in which the players view the world through the eyes of the video game character that they control’[20]this infers how players become immersed within the game as they become someone else rather than themselves, it can be argue that this can be a positive outcome from violent video games as it’s ‘a way to explore their violent tendencies without hurting anyone’[21]. This can be applied to Grand Theft Auto as ‘if they want to steal a car, they steal a car in the game instead of in the real world’[22] therefore can be argued that violent video games do carry some positives about them as it offers audiences with uses and gratifications, and gives them a way of exploring their violent nature without causing any harm in the real world.

Moral Panics about violent video games have been present throughout the years concerning the excessive violence within video games. It can be said that ‘Violent video games are easily blamed by the media and some experts as the reason why some young people become violent or commit extreme anti-social behaviour[23] This shows how the media use violent video games as an escape goat for the anti-social behaviour seen within society, creating an amplification spiral, leading to an overall moral panic over violent video games. This can be linked to the cultivation theory as audiences who consume heavy amounts of TV will start to believe what the media show them, leading to an eventual acceptance that violent video games are corrupt. Some argue that violent video games needs to be censored in order to protect the youth, according to new legislation which has be introduced the government claim that ‘responsibility will be transferred to the Video Standards Council (VSC), which will rate games according to the Pan European Game Information system (PEGI)’ [24] This shows how the government are taking action in the regulation and censorship of video games as they have assigned the responsibility over to Video Standards Council, however the concern raised by critic Nick Robinson that the 'the new rules are just “a smokescreen” because they enable Government to look like it is acting when in fact it is abdicating its responsibilities'[25]  This raises the question that although the government have assigned responsibility of regulation and censorship to VSC, there's still nothing stopping younger kids getting their hands on games which may display violent and x rated content, therefore being a concern to society. An example as to where censorship and regulation has taken place would be the incident ofAnders Behring Breivik, where he ‘claims in his manifesto that he used this video game to perpetrate the 2011 Norway attacks’[26] as a result of this ‘Coop Norway, a chain of retail stores in Norway, removed this video game from its shelves as a result of the Norway attacks’ [27]

Throughout violent video games, there have been clear boundaries between genders; it can be argued that the dominant sexes that play these types of video games are males as ‘males are more attracted to violent imagery than females are’[28] this can be argued that most men are seen as having a dominant hegemonic masculinity, and therefore play violent video games to reinforce this. From a feminist perspective, violent video games such as Grand Theft Auto oppress women, as it can be argued that voyeurism is omnipresent within the game. An example of this would be the prostitution see within the game, ‘Such actions were made possible by game, and arguably encouraged, since the player received a health bonus by having sex’[29] this connoting how women are seen as sexual objects linking Laura Mulvey’s theory of male gaze, as the game demeans women, portraying them as worthless.

To conclude, it can be argued equally whether video games are at the heart of violence, some argue that they produce a self fulfilling prophecy where by audiences imitate the behaviour seen, whereas others argue that it’s simply a medium where users can explore their violence tendencies without harm in the real world. With gaming institutions producing and distributing masses of violent video games, it is becoming clear that this has evolved into a major concern, as it may pose a threat to society as the more desensitised audiences become with violent content the more they will think that violence is acceptable, leading to an eventual moral panic. Conversely it can be believed that 'Video game popularity and real world youth violence have been moving in opposite directions'[30] as Henry Jenkins of Massachusetts Institute of Technology noted that ‘players are able to leave the emotional effects of the game behind when the game is over’[31] therefore providing evidence against the hypothesis that on-screen violence causes individuals to behave in a violent manner whereby is seen as going against societies norms and values.

Word count:  2067




[1] Congressional Record, V. 144, Pt. 10, June 25, 1998 to July 14, 1998 – by Congress published by government printing office

[2] Violent video games make teenagers more aggressive, study finds - Telegraph. (n.d.). Telegraph.co.uk - Telegraph online, Daily Telegraph, Sunday Telegraph - Telegraph. Retrieved January 10, 2013, from http://www.telegraph.co.uk/technology/video-games/9593188/Violent-video-games-make-teenagers-more-aggressive-study-finds.html

[3] Gunter, B. (1998). The effects of video games on children: the myth unmasked.
 Sheffield, England: Sheffield Academic Press.

[4] IBID

[5] MediaEdu - Media Studies Resources. (n.d.). MediaEdu - Media Studies Resources. Retrieved January 10, 2013, from http://media.edusites.co.uk/article/understanding-video-games/
[6] IBID
[7] GTA IV Cultural Milestone MM25 Fans Sept 08. (n.d.). Scribd. Retrieved January 10, 2013, from http://www.scribd.com/doc/83377244/GTA-IV-Cultural-Milestone-MM25-Fans-Sept-08

[8] IBID - MediaEdu - Media Studies Resources. (n.d.). MediaEdu - Media Studies Resources. Retrieved January 10, 2013, from http://media.edusites.co.uk/article/understanding-video-games/

[9] EFFECTS OF VIOLENT VIDEO GAMES ON AGGRESSIVE BEHAVIOR, AGGRESSIVE COGNITION, AGGRESSIVE AFFECT, PHYSIOLOGICAL AROUSAL, AND PROSOCIAL BEHAVIOR: A Meta-Analytic Review of the Scientific Literature By Craig A. Anderson and Brad J. Bushman, from http://www.soc.iastate.edu/sapp/videogames1.pdf

[10] Mortal Kombat (video game). (n.d.).GiantBomb.com ~ Video Game Reviews, News, Videos & Forums - Giant Bomb. Retrieved January 31, 2013, from http://www.giantbomb.com/mortal-kombat/61-15743/
[11] Government response to the Culture, Media and Sport Select Committee report on harmful content on the internet and in video games. (2008). London: TSO.

[12] MediaEdu - Media Studies Resources. (n.d.). MediaEdu - Media Studies Resources. Retrieved January 10, 2013, from http://media.edusites.co.uk/article/understanding-regulation-and-censorship/

[13] Connecticut school massacre: Adam Lanza 'spent hours playing Call Of Duty’ - Telegraph. (n.d.). Telegraph.co.uk - Telegraph online, Daily Telegraph, Sunday Telegraph - Telegraph. Retrieved January 31, 2013, from http://www.telegraph.co.uk/news/worldnews/northamerica/usa/9752141/Connecticut-school-massacre-Adam-Lanza-spent-hours-playing-Call-Of-Duty.html

[14] Playing violent video games good or bad. (n.d.). Psychology today. Retrieved January 10, 2013, from www.psychologytoday.com/blog/moral-landscapes/201011/playing-violent-video-games-good-or-bad
[15] Norcia, A. (n.d.). The Impact of Video Games on Children. Doctors, Patient Care, Health Education, Medical Research | PAMF. Retrieved January 10, 2013, from http://www.pamf.org/preteen/parents/videogames.html

[16] Massey, R. (2009). The Link Between Video Games and Violence. München: GRIN Verlag.

              [17] Gaming addiction: myth, medical condition or moral panic? « Rebecca Craft's world…. (n.d.). Rebecca Craft's world…. Retrieved January 31, 2013, from http://rebeccacraft.wordpress.com/2010/12/06/gaming-addiction-myth-medical-condition-or-moral-panic/

[18] Call of Duty Gamer as Author MM33 Sept 10. (n.d.). Scribd. Retrieved January 31, 2013, from http://www.scribd.com/doc/83377533/Call-of-Duty-Gamer-as-Author-MM33-Sept-10

[19] Marketing Violent Entertainment to Children: A Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries, Appendix A - "A Review of Research on the Impact of Violence in Entertainment Media" (Sept. 2000);

[20] Signorielli, N. (2005). Violence in the media: a reference handbook. Santa Barbara, Calif.: ABC-CLIO.

[21] Is Media Violence a Problem? Essays and Articles at eNotes. (n.d.). Study Guides, Lesson Plans, Homework Help, Answers & More - eNotes.com. Retrieved January 31, 2013, from http://www.enotes.com/media-violence-problem-article%20Is%20Media%20Violence%20a%

[22] Diploma – the c-word: censoring the media?. (n.d.).www.englishandmedia.co.uk. Retrieved January 31, 2013, www.englishandmedia.co.uk/mm/subscribers/downloads/archive_mm/_mmagpast/mm28_diploma_censor.html

[23] The Positive and Negative Effects of Video Games. (n.d.). Smart Kids Parenting | Raise Smart Kid. Retrieved January 10, 2013, from http://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-bad-effects-of-video-games

[24] (BBFC), t. B., & manufacturers, t. g. (n.d.). New video games regulation a ‘smokescreen’ - University of Leeds. University of Leeds. Retrieved January 10, 2013, from http://www.leeds.ac.uk/news/article/3273/new_video_games_regulation_a_smokescreen


[25] IBID
[26] Call of Duty: Modern Warfare 2 - Wikipedia, the free encyclopedia. (n.d.). Wikipedia, the free encyclopedia. Retrieved January 10, 2013, from http://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2


[27] IBID
[28] " Family and Relationships: Our Appetite for Aggression." Vision-Insights and New Horizons. A quarterly journal.. N.p., n.d. Web. 1 Feb. 2013. http://www.vision.org/visionmedia/article.aspx?id=457


[29] Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Understanding video games: the essential introduction. New York: Routledge.
[30] Kutner, L., & Olson, C. K. (2008). Grand theft childhood: the surprising truth about violent video games and what parents can do. New York: Simon & Schuster.

[31] IBID - The Positive and Negative Effects of Video Games. (n.d.). Smart Kids Parenting | Raise Smart Kid. Retrieved January 10, 2013, from http://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-bad-effects-of-video-games







Detailed Essay Plan


How do video games such as 'call of duty' and 'grand theft auto' push the boundaries of on-screen violence and what is the impact of this on audiences?

Introduction – Brief description of my critical investigation
I will start off the essay with a quote as I feel that it’s a nice way to set the essay.

'A society that glorifies violence will grow more violent’ 

My critical investigation will focus on the negative influences that video games have on audiences, [A] and whether games such as ‘call of duty’ and ‘grand theft auto’ reinforce or subvert the stereotypical image of video games [R] which is currently portrayed in today’s society through the media. I shall also talk about how the media blame the institutions responsible for the media products mentioned in my critical investigation.

‘Teenagers who play violent video games over a number of years become more aggressive towards other people’

‘Video games were accused of glorifying violence and encouraging anti-social behaviour’

'Video games provide extremely powerful symbols that can be used to mold a youth subculture'

Paragraph 1 -

In this paragraph I shall give a brief insight into the video game industry and demonstrate how rapidly the industry is growing [I]. I shall also explain how video games benefit not only players but society/economy as they generate high amounts of revenue contributing to the UK’s economy which is a positive thing given the current situation of the UK within the Economic cycle (recovery)

'Videogames have experienced an enormous growth in recent years, in terms of revenue they have overtaken cinema and are now almost at the level of worldwide music sales' 

'In the UK British games companies contributed around £2 billion to the economy, a figure that has probably greatly increased because of the success of the British-designed game Grand Theft Auto IV, which made a staggering $500 million in its opening week '

Theorists/Key terms/issues and debates 
Globalisation
Moved from being a cottage industry
Economy - SHEP

Paragraph 2-

This paragraph will go on to talk about how violent video started to become popular from very early on looking at historical texts such Mortal Kombat. I will also be looking at how technology has enhanced the viewing and playing experience for audiences, portraying how modern games such as the ones mention in my critical investigation have become more graphically violent, with the advance in graphics and look at how the violent video games rewards players for their actions

'Although the first video games emerged in the late 1970s, violent video games came of age in the 1990s, with the killing games Mortal Kombat, Street Fighter, and Wolfenstein 3D' 

Mortal Kombat is a perfect example of how the issue of violence within video games has changed over the years, with newer games becoming more violent not only in story line but graphically aswell shows how an advance in technology has manipulated peoples culture into forming a much aggressive/violent subculture, particularly amongst the young. However during the 1990s there were a considerable amount of controversies which the game brought about. The lethal finishing move known as the fatality was a feature of the game which brought about most of the games controversies, as the way the deaths were portrayed were to explicit for that day and age, however controversially it was the extreme violence which lead Mortal Kombat to its success of becoming the most popular video games of all time. At the time video games were breaking into a wider market with the upcoming fourth generation consoles.

‘ In some games, players are rewarded through verbal praise’ -> This can be Seen within the game Call Of Duty as when you kill someone you are often praised verbally or through on screen text.

‘In the Grand Theft Auto series, players become characters who win points for carjacking, killing prostitutes and running over pedestrians’

Theorists/Key terms/issues and debates 
Desensitisation 
Regulation and censorship
Moral panic - Stanley Cohen
Media technology and the digital revolution
Hypodermic needle
rewarding for violent behaviour
Historical - SHEP

Paragraph 3 –

This paragraph will look at the way violent video games such as call of duty and grand theft auto have become easily accessible with the growth of platforms such as e-media making it easier for content to be accessed.

‘The availability of video games has led to an epidemic of youth’

‘User generated content on sites such as youtube does not carry any age classification, nor is there a watershed before which it cannot be viewed’

I will go on further to talk about the government and other gaming regulators and their role within violent video games such as Grand Theft Auto and Call of Duty ‘US Government has created and distributes violent video games to youths, and does so without checking the ages to whom it distributes the game' page 3 .This showing the lack of governments censorship of video games as the quote refers to them distributing games without knowing who they are going too,.

‘The British Board of Film Classification (BBFC) have classified this game as suitable for people aged 18 or over. The government now wants to tighten up the regulation, classification and censorship of videogames

According to legislation being introduced this week, responsibility will be transferred to the Video Standards Council (VSC), which will rate games according to the Pan European Game Information system (PEGI)  This shows how the government are taking action in the regulation censorship of video games as they have assigned the responsibility over to VSC, however the concern raised by critic Nick Robinson that the  'the new rules are just “a smokescreen” because they enable Government to look like it is acting when in fact it is abdicating its responsibilities' This raises the question that although the government have given responsibility of regulation and censorship to VSC, there's still nothing stopping younger kids getting their hands on games which may display violent and x rated content.

Theorists/Key terms/issues and debates 
Regulation and Censorship
Ownership and Control
Web.2.0
Political - SHEP


Paragraph 4-

This paragraph will convey the concerns of violent video games on audiences, looking at how scientific research has shown that individuals that play these types of games are more prone to violent thought s and aggressive traits.

‘Watching violent films and playing games like Grand Theft Auto, Mortal Kombat and Modern Warfare makes youngsters more prone to violence’

‘Gentile & Anderson (2003) state that playing video games may increase aggressive behaviour because violent acts are continually repeated throughout the video game

 ‘Video games were accused of glorifying violence and encouraging anti-social behaviour’

‘Neuroscientific studies show reduced cognitive brain functions in individuals exposed to violent media’

Violent video game play the player learns to associate violence with pleasure (rewards for hurting another character)’

I shall go on further to also address the issue of how these effects are taken into the real world, given a wide range of examples of cases of murders and violence which have been specifically linked back to violent video games.

'Grand Theft Auto used as the rationale behind the fatal shootings of three police officers at the hands of 18 year old Devin Moore in June 2003’

Another study revealed the violent results of parents trying to gain control over an “addicted gamer”, the boy kicking a hole in his sister’s wall and becoming full of rage after his parents disconnected the internetThis study shows how the time spent in our hyperreal states means we are ignoring the loss of the ‘real’ and the world’s shift into simulation (Baudrillard - Hyper- reality)
‘It is believed that excessive video game playing may reduce a child’s empathy or his/hers willingness and desire to help others’

"The Connecticut school massacre gunman Adam Lanza spent hours playing violent video games such as Call of Duty in a windowless bunker, according to an interview with a plumber who worked at the family home" – this being a recent event shows the concern perhaps a moral panic of violent video games within society today

Theorists/Key terms/issues and debates 
Moral panic
Baudrillard - Hyper reality
Media effects - Cultivation
Copycat theory 
Social - SHEP
Paragraph 5 –

In contrast to paragraph 4, I will show the alternative view, showing how violent video games can benefit audiences by enhancing their skills such as hand eye co-ordination, etc, I shall also use the theory of uses and gratifications to explain why audiences play violent video games and the pleasures it offers.

“Satisfies some basic human needs. The adrenaline rush, the satisfactions of imagination, fantasy, and vicarious adventure, probably explain why millions of nonviolent people enjoy violent entertainment.”

“Violent entertainment may offer viewers – especially young males – a way to explore their violent tendencies without hurting anyone.”

‘Today, most children play real-time, first person shooters in which the players view the world through the eyes of the video game character that they control’ This shows how audiences play video games that are true to real life as they allow audiences to see through the eyes of video game characters within first person shooters such as call of duty without having to risk their lives.

I shall also talk about how not all audiences that consume violent video games behave in a rational way as 'Henry Jenkins of Massachusetts Institute of Technology noted that there is a decreased rate of juvenile crime which coincides with the popularity of games such as Death Race, Mortal Kombat, Doom and Grand Theft auto. He concludes that teenage players are able to leave the emotional effects of the game behind when the game is over'.

'Video game popularity and real world youth violence have been moving in opposite directions'

Theorists/Key terms/issues and debates 

Uses and Gratification - escapism (diversion)
Social - SHEP

Paragraph 6 –

This paragraph will talk about how the media have caused a widespread moral panic about violent video games as they blame most violent video games for the reasoning behind violent behaviour.

Violent video games are easily blamed by the media and some experts as the reason why some young people become violent or commit extreme anti-social behaviour -> Stuart halls preferred and oppositional readings, preferred-> video games used an escape goat as to why young people become violent

'The media effects theory has achieved widespread acceptance by society. This theory suggests that those who are exposed to violence in the media are influenced to behave in a violent manner'

Anders Behring Breivik claims in his manifesto that he used this video game to perpetrate the 2011 Norway attacks. . Coop Norway, a chain of retail stores in Norway, removed this video game from its shelves as a result of the Norway attacks – This could be linked to moral panics due to the way the chain retail Coop Norway reacted by taking down the game from their shelves (Censorship) also another form of Baudrillard’s concept of hyper-reality.

Theorists/Key terms/issues and debates 
Baudrillard- hyper reality
Stanley Cohen - Moral panic
Censorship
Stuart hall - Preferred and oppositional readings
Social - SHEP

Paragraph 7 –

This paragraph will talk about gender, the different types of audiences which consume violent videogames. This paragraph will also talk about how violent video games such as Grand theft auto oppresses women and portrays them to be shown as sexual objects, as the games includes prostitutes who roam the streets, therefore bringing up a feminist debate.

·         Mostly males who play - “males are more attracted to violent imagery than females are”
·         Prostitution - ‘Such actions were made possible by game, and arguably encouraged, since the player received a health bonus by having sex’ – This showing how women are seen as sexual objects linking to the theory of male gaze, Laura Mulvey, it also demeans women, oppressing them as they are seen worthless
·         Hegemony -> dominant ideologies
   
       Theorists/Key terms/issues and debates 
       Feminism - Laura Mulvey - male gaze
        Marxism - Hegemony 
        Representation - sexual violence - prostitution 


Conclusion 8-

In the conclusion I shall gather all previous points made and come to a conclusion whether violent video games are corrupting audiences and will take into account whether the on-going stories published about videogame violence should be considered a concern as it could potentially turn into a widespread moral panic