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Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report had two components. For details of the assignment see http://www.bmartin.cc/classes/MACS390_10outline.pdf 1. An information pack for an organisation. Lisa Santos’ information pack starts on the next slide. 2. A fictional dialogue on carrying out the project. Lisa Santosdialogue is a separate file. This document is located at http://www.bmartin.cc/classes/MACS390_10tops/.
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Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

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Page 1: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Lisa Santos

Project report

MACS390, “Media, war and peace,” autumn session, 2010

Media and Cultural Studies, University of Wollongong

The project report had two components. For details of the assignment see http://www.bmartin.cc/classes/MACS390_10outline.pdf

1. An information pack for an organisation. Lisa Santos’ information pack starts on the next slide.

2. A fictional dialogue on carrying out the project. Lisa Santos’ dialogue is a separate file.

This document is located at http://www.bmartin.cc/classes/MACS390_10tops/.

Page 2: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

KILLOLOGYKILLOLOGY(1)(1)

Page 3: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.
Page 4: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

AggressiAggressionon

Aggression is behaviour intended to harm described as being a hostile or violent behavior or attitudes toward another; readiness to attack

or confront.

The action of attacking without provocation.

The forceful and sometimes overly assertive pursuit of one's aims and interests.(1)

Page 5: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

The The Psychology of Psychology of

AggressionAggression

“In psychology, aggression refers to any behaviour that

demonstrates malicious intent to cause harm.

Aggression is measure in three stages along a mild to violent scale of severity an

continuum of Physical, Verbal and Relational

violence. Violence on the other hand refers to the

physical aggression of which the victim is likely to suffer serious physical injury.”(1)

Page 6: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Aggression in terms of Aggression in terms of gaming!gaming!

Aggression within videogames falls under two categories, proactive and reactive aggression.(1)

Proactive aggression is goal oriented. It relies on rewards to stimulate aggressive acts. (2)

Reactive aggression is the automatic response to perceived threats. (3)

These terms reflect the top tier of the general aggression model. These often trigger other issues. These are detailed on the next slide.

Page 7: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.
Page 8: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

How does aggression How does aggression portrayed in portrayed in

videogames versus videogames versus television differ? television differ?

And the answer is:

Interactivity and the pursuit of an individualistic goal! (1)

Page 9: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

What does this mean What does this mean for your child’s brain?for your child’s brain?

“There is a causal link between playing the first-person shooting game in our experiment and brain-activity pattern that are considered as characteristic for aggressive cognitions and affects,” (1)

“Adolescents who play violent video games may exhibit lingering effects on brain function, including increased activity in the region of the brain that governs emotional arousal and decreased activity in the brain's executive function, which is associated with control, focus and concentration.”(2)

Page 10: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

This areas shown is the This areas shown is the region where aggressive region where aggressive behaviour is reacting to behaviour is reacting to

violent videogame violent videogame stimulus!stimulus!

This reactivity within brain function affects the Occipital, Parietal and Temporal sections

within the brain. (1)

This highlights the action of videogame technology teaching

kids to kill.(2)

Page 11: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

What does the What does the evidence say?evidence say?

“ Adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed poorly in school.” (1)

This can lead to greater long term affects as student become anti-social and risk slipping grades or missing school to play violent videogames on different mediums impacts employability and later on chances of further education and graduation.

Page 12: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Reality vs. FictionReality vs. Fiction

For adolescents who begin gaming at a young age. It is becoming more and more difficult for them to distinguish reality from fiction.

WHY? Because game aesthetics are improving with greater pixalisation to appear as true to life as possible. (1)

What comes into question here is can you then tell the difference. The case of Devin Moore leads me to think not! You be the judge…

Page 13: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Killing for the Fun of Killing for the Fun of it!it!

Killer Profile:

Name: Devin Moore

Age: 18

Preferred Video game: Grand Theft Auto III and G.T.A: Vice City

Page 14: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

''Life is a video game. You've Life is a video game. You've got to die sometime.'got to die sometime.'’(1)’(1)

On June 7th 2003 in Fayette, Alabama.

Devin Moore shot three police officers James Crump (40), Arnold Strickland (55) and Leslie Mealer (38 a police dispatcher)

He committed the crime acting out a game sequence from GTA.

Page 15: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

The facts of the caseThe facts of the case

Moore was to be arrested on a alleged stolen car charge.

He grabbed one officer's .45 caliber pistol and killed all three before fleeing the station in a police cruiser he stole from the station. (1)

This was a popular game sequence within G.T.A and known to all players to reward handsomely.

He was eventually caught and sentenced to death by lethal injection.

The case was lodges in court under Strickland v. Sony. (2)

Page 16: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Grand Theft AutoGrand Theft Auto

Grand Theft Auto relates to numerous formats of games, which over time has changed identity from G.T.A to G.T.A: Vice city and most recently to G.T.A: San Andreas.

Vice City has elements from driving games and third-person shooters, and features “open-world” game play that gives the player more control over their playing experience.(1)

Page 17: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

G.T.A: Vice City Facts.G.T.A: Vice City Facts.

Grand Theft Auto: Vice City is an action/adventure computer and video game.(1)

Vice City draws much of its inspiration from 1980s American culture.

It is set in 1986 in Vice City.(2)

Story line: Mafia member Tommy Vercetti has recently released from prison after being involved in a drug deal gone wrong. Tommy then has to seek out those responsible while building a criminal empire and seizing power from other criminal organizations in the city.(3)

Page 18: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

In defense: What does In defense: What does Thompson say about Thompson say about

this? this? Moore's lawyers

claimed that Moore had been programmed by frequently playing the game GTA

Thompson claims “Devin Moore was, in effect, trained to do what he did. He was given a murder simulator," (1 )

“He bought it as a minor. He played it [For] hundreds of hours… [it] is primarily a cop-killing game. (2)

Defense: but for the video-game training, [Moore] would not have done what he did.” (3)

Page 19: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Impact of violent Impact of violent videogames on Moore!videogames on Moore!

When looking at all the facts of this case, how does someone who has never shown this behaviour before, who acts out of character and who has shot on target but never held a gun become a killing machine? The answer is simple. (1)

Violent video games (2)

Page 20: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

You decide?You decide?

Can you see then the correlation between aggression in videogames, repetitive conditioning and the inability to distinguish reality from fiction due to photorealism?

Critics however state differently.

They state that violence in video games are not always causally linked with aggressive tendencies.

A study conducted in the U.S. Established this.

Page 21: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

It stated "We clearly associate media violence to aggressive behavior. But the impact was very small compared to other things. Some may not be happy with that, but that’s where the science is.” (1)

“Only 12% of those involved in school shootings were attracted to violent video games, while 24% read violent books and 27% were attracted to violent films.”(2)

From this data conclusions were drawn then that children who were predisposed to acts of violence before their gaming began, are more likely to take on aggressive actions as a result, thus more susceptible to violent videogames.

Page 22: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Trigger happyTrigger happy

Why is it that teens are so ready to engage in violent videogames?

A) Because the game is always there, it is a distraction of everyday life- a nirvana. It has the ability to promote a reliable existence as it is ruled by absolute order in terms of a game sequence which is not found in everyday life. (1)

B) Because of reinforcements: Think of the rat and the cheese analogy- behaviour that is repeated for reward.(2)

Page 23: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Teaching Kids to KillTeaching Kids to Kill

Because of the idea that violence in videogames leads to aggressive behaviour, there has been a call to action to halt the flooding of the market of violent videogames available to the public.

Some however point out that videogames are an integral part of social development as it can be deemed “cathartic…[as videogames] provide a sage and beneficial outlet for aggressive feelings in a non-destructive context…they contribute positively to a child's cognitive development.”(1)

They do however as a result pose addictive elements to continue this cathartic expression (2)

Page 24: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Teaching the art of Teaching the art of killingkilling

As game technology has improved over a the years, and simulations seem less fake, there is an emphasis on the reality of games to assert violent aggressive action. This is seen as cathartic as it provides a secure outlet for the aggressive action of gamers yet all evidence within this slide show shows that violent videogames do assist in creating an atmoshephere where aggression is taught. Therefore violent videogames are negative teaching tools. This can be argued with the case of Devin Moore.

A case that further highlights this is the use of Americas Army 3 in training American Soldiers in combat. (1)

Page 25: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Media GuidelinesMedia Guidelines

As a result, there has been a push to restrict videogame sales nationally. Australia however is an interesting case as restriction laws are quite lax.

Did you know that there are no R18+ rating systems within Australia for videogames as it only applies to movies.

This means that games are allowed if they are edited to conform to an MA15+ standard or they are refused classification [RC] (1)

Page 26: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.
Page 27: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

What does this mean What does this mean for you?for you?

That you need to take action!

You need to monitor what your child sees and how they play.

Although you might not have these games at your disposal. Your children's friends might so talk to them about the dangers of aggression and violent videogames.

Page 28: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

What can you do?What can you do?

Reduce the exposure your children have to violent videogames.

Be informed only buy age appropriate games - check with the game manufacturers for actual content.

Check www.moviereports.org for videogame reviews.

Petition for R ratings in Australia through http://www.r18games.com.au/

And finally do your own research and be a responsible parent. (1)

Page 29: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

BibliographyBibliography

Apple online dictionary- Aggression

Anderson, C,A. “Video Games and Aggressive Thoughts, Feelings and Behaviour in the laboratory and in life,” Journal of Personality and Social Psychology. 

Anderson, C., “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”, Psychological Science, Vol. 12, No. 5, September 2001

Brown, H.J. (2008) Video Games and Education, M.E Sharpe, London.

Blundell, K. (14/2/2010) War Games and Aggression, Accessed 1/6/10, http://earthsciweb.org/MontessoriMuddle/2010/02/14/war-games-and-aggression/

Page 30: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Cargo, T. (31/7/2009) Banned: the absurdity of Australia's game rating regime Accessed 17/5/10 http://www.abc.net.au/news/stories/2008/07/31/2319787.htm

Commonwealth of Australia (2001-2009) Classification Markings on Film and Computer Games Accessed 30/5/10 http://www.classification.gov.au/www/cob/classification.nsf/Page/ClassificationMarkings_ClassificationMarkingsonFilmandComputerGames_ClassificationMarkingsonFilmandComputerGames

Gentile, D., Saleem, M., & Anderson, C. (2007). Public Policy and the Effects of Media Violence on Children. Social Issues and Policy Review, 1(1), 15-61.

Graham, I. (20/3/2010) Studies and Research on Media EffectsPortrayal of Violence Accessed 23/5/10 http://libertus.net/censor/resources/studies.html

Grossman, D & Degaetano, G. (1999) Stop Teaching Our Kids To Kill, Crown Publishers, New York.

Grossman, D & Christensen, L.W. (2008) On Combat: the Psychology and Physiology of Deadly Conflict in War and Peace. Worrior science publications, China.

Page 31: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Michigan State University (2005, October 12). Violent Video Games Lead To Brain Activity Characteristic Of Aggression. ScienceDaily. Retrieved June 7, 2010, from http://www.sciencedaily.com /releases/2005/10/051012082710.htm

Urbano, L.D., 2010. War games and aggression, Retrieved June 7th, 2010, from Montessori Muddle: http://earthsciweb.org/MontessoriMuddle/

Poole, S. (2000) Trigger Happy: The Inner Life of Video Games, Fourth Estate, London.

Radiological Society of North America (2006, November 29). Violent Video Games Leave Teenagers Emotionally Aroused. ScienceDaily. Retrieved June 7, 2010, from http://www.sciencedaily.com /releases/2006/11/061128140804.htm

Sapountzis, A. (2007) Can Video Games Lead to Murder? Accessed 28/5/10 www.gamedefender,com/news/20060306.html

Serendip, 1994 Brain Structures and their Functions, Accessed http://serendip.brynmawr.edu/bb/kinser/Structure1.html

Thompson, J (2005) Games In The Court – GTA “Life Is A Video Game” Accessed 11/5/10 http://www.jackthompson.org/games_in_the_court/life_is_a_videogame.htm 

Page 32: Lisa Santos Project report MACS390, “Media, war and peace,” autumn session, 2010 Media and Cultural Studies, University of Wollongong The project report.

Wikipedia the free encyclopaedia. Strickland v. Sony Accessed 2/6/10 http://en.wikipedia.org/wiki/Strickland_v._Sony

(2008) Australia needs an R18+ Rating for video games Accessed 28/5/10 http://www.r18games.com.au/

(2008) Rockstargames- vice city Accessed 15/5/10 http://www.rockstargames.com/vicecity/

(2006) Killology, Accessed 18/5/10 http://www.killology.com/publications.htm

(28/9/09) GTA Vice City, Accessed 6/6/10 http://megaupload.blog.friendster.com/uncategorized/gta-vice-city-fully-working-no-crack-needed.html