Audience Theory

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AUDIENCE THEORY

Audience Theory

Audience Theory

Introduction

Social influence is present in all spheres of human life; society influences the perceptions, attitudes, opinions or behaviors of people. This influence is the relationship with individuals, groups, institutions and society in general. Human psychology is very difficult to understand. The mind and thought processes do not apply simple rules. I never can understand at once how some things can lead to concrete changes in the behavior of people (Gentile & Sesma 2003, pp. 19). We always try to identify with the heroes or role in our favorite television programs or movies. The same applies to a computer or computer games as such! When you solve each puzzle or play a game known for shooting, we feel as if our lives fighting battles! This has particular impact on the minds of children, because there are those who spend the maximum number of hours with these games.

Various studies have found a link between the growing violence in television and movies, and the development of aggressive behavior in adolescents. In fact, 80% of the most popular video games are associated with violent content. Parents have shown concerns about these games can model the behavior of their children. However, in this study, we will examine the role of social factors such as family and friends in the use of media with violent content such as a video game or a horror film.

Discussion

Since their inception in the early 1980s, video games create a real controversy. They were accused of being evil, they were considered as a creation of the devil. It was also believed they would make the players isolated from society or insensitive to the realities of real life. When the vision in the first person appeared with the game Doom, many have imagined that players would automatically become killing machines. While all this is only speculation, rumors or fears, video games do have an influence on people who play it.

It is projected that in the coming years, the market for electronic games will steadily expand. This is a business with a turnover of about $ 10 billion a year. It earned more money than the American film industry (Gentile & Sesma 2003, pp. 19). However, experts are sounding the alarm: "In some games, there are anti-social themes: violence, sex and profanity, - said David Walsh, director of the U.S. National Institute for the Media and the Family. Unfortunately, such games are particularly popular among children and adolescents 8 - 15 years."

According to one U.S. study, almost 80 percent of video games, the most beloved youth differ cruelty. Here, is what Rick Dyer, president of «Virtual Image Productions»: «Games are no longer just games. They became a teaching tool. Moreover, we teach children to the joy of pressing the trigger. However, we do not encourage them to consider what consequences it brings to real life. "

However, despite all these facts the important question is that what are the factors that influence the people towards the use of media with violent content ...
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