First draft of notes and quotes



NOTES
Writer, quote, links ,my opinion and summary

Media form(this is for the whole movie)
·         The visual are dark which make the actors/actress more suspicious
·         The lighting is very dark for most of the scenes. The daytime scenes gritty
·         The props of an action/thriller film are very important as it would identify the genre to the audiences. These props are enigma codes that help audiences understand the scenes better. For example, if a gun is pulled out, they would be able to connote that something dangerous and exciting is about to happen
·         C-Most of the clothing warn in the film is modern and casual. The body suit warns by Dead- pool is the same costume that is warn in the comic. This will attract the fans from the comic as they would already know the characters just from the costume.
·         L-Most of the movie was high key lighting which showed the audience everything in detail. This create realism even if the movie in fictionally.
·         A- Most of the actors in the movies weren't well known which would mean that that movie didn't have expectation and people were more likely to watch it.
·         M- Make up was very important as every time the hero face was shown, it had make up on it. It is important for the make to be similar or the audience will lose focus.
·         p- the most important thing in an action movie is the props as the weapons used had to be realistic.
Media Audiences 
·         To whom is the text addressed? What is the target audience? (Demographics, Psychographics)
Marvel is very open to a wide audience and is watch by many people groups. However, Deadpool is different as it is not appropriate for children as of languages, violence, nudity, sex and threads. This isn't like Marvel as before most of the films are clean enough to be watched by 10 yearolds. The target age for this movie is 16 to 30 year old as they are mature enough to watch the films. However, the older generation might think the content is inappropriate as they haven't seen superhero movies like this that advertise violence and bad language. 
·         What assumptions about the audience’s characteristics are implicit within the text?
You could assume that the audience is mainly males as of the violence involved. We generally see male being attracted to violence and weapons. However, we also see a love story which is expect from the male audience which could attract females as well.
Genre 
·         To which genre does the text belong?
Deadpool is an action, adventure and comedy film according to IMBD.
·         What are the major within the text?
The movie has the typical violent scene that makes it an action film. It includes guns and weapons shown in most action films. Most of the comedy comes when Deadpools looks at the camera to narrate the movie. In addition, the opening sequence has comedic names telling audience what type of movie it will be.
·         What are the major iconographic features of the text?
One of the most recognisable thing is the suit warn by Deadpool as the audition that read the comic books would know where the consume came from. The 
·         What are the major generic themes?
One is the villain taking the girlfriend and the hero having to go save her. This is very generic as this is what happens in most superhero films.
Media Representations 
·         Who is being represented? In what way? By whom?
One of the groups that are represented is villains who are shown in the movies as aggressive and unsympathetic. This reinforces the crime done by the villain which is shown in nearly every superhero film. Even though they are doing the same act of crime, they are breaking the law either being fictional or not. 
Another group shown is superhero. In most superhero movies, the hero’s or heroines are shown to be noble and a role model to kids. However, in Deadpool, the hero is trying to benefit himself. This is an alternative view on superhero.
·         Why is the subject being represented in this way? 
Even though that this movie wasn't expected to do as good as it did, it still had the same stereotypes as the blockbusters. For example, the villain is from England. They are shown to be harmful to innocent people to gain power or wealth.
·         Is the representation fair and accurate?
As most movies that are made are from Hollywood, the huge companies such as Universal can put this representation as they want. An example of this is the representation of foreigners. They show them as innocent and doing blue colours jobs.

https://www.theguardian.com/society/2005/feb/18/health.uknews(Child aggression linked to violent media)
Debbie Andalo They said parents and carers should be as careful about exposing their children to violent images as they are about keeping them away from dangerous chemicals and medicines in the home.”
 Kevin Browne,said: "Carelessness with material that contains extreme violent and sexual imagery might even be regarded as a form of emotional maltreatment of the child."
Professor Browne and his colleague Catherine Hamilton-Giachritsis“They found consistent evidence that young children who watched television and films and played video games with violent content showed more aggressive play and behaviour. There was a definite "small but significant" effect, which was especially relevant for boys”
However, this research is less consistent when considering older children and teenagers and the long-term effects on all ages. This shows us that the it is only a short term issue that has been investigated to how this would affect them when they get older. This article says that male kids are more likely to be influence as they are the ones interacting with the game.
http://yvpc.sph.umich.edu/video-games-influence-violent-behavior/
Roanna Cooper, MA and Marc Zimmerman
Dr. Olson “two behaviors can be linked if youth violence has declined over the last several years while violent video game playing has increased significantly during the same period.”
“negative correlation of video game playing and violent behaviour”
“More affluent youth have the means and time to buy and play video games, which keeps them safely inside while avoiding potentially violent interactions on the street.  Dr. Olsen also cites several studies that have failed to show a connection between violent video game playing and violent behavior among youth.”
“Youth homicide remains the number one cause of death for African-American youth between 14 and 24 years old, and the number two cause for all children in this age group”
This articles talks about how violent games articles help kids to stay inside and there aren’t solid evidence of the correlation. They add that that the less they go out of the house, the lower chance of a child acting in violent way.
Eugene V Beresin, M.D.
Director of Child and Adolescent Psychiatry Residency Training
Massachusetts General Hospital and McLean Hospital
“With greater access to firearms and explosives, the scope and efficiency of violent behavior has had serious consequences. “
While the causes of youth violence are multifactorial and include such variables as poverty, family psychopathology, child abuse, exposure to domestic and community violence, substance abuse and other psychiatric disorders, the research literature is quite compelling that children's exposure to media violence plays an important role in the etiology of violent behavior.”
there appears to be a strong correlation between media violence and aggressive behavior within vulnerable "at risk" segments of youth.
Televised violence and the presence of television in American households have increased steadily over the years.
n 1950, only 10% of American homes had a television. Today 99% of homes have televisions. In fact, more families have televisions than telephones. Over half of all children have a television set in their bedrooms. This gives a greater opportunity for children to view programs without parental supervision. 
tudies reveal that children watch approximately 28 hours of television a week, more time than they spend in school. The typical American child will view more than 200,000 acts of violence, including more than 16,000 murders before age 18. 
Television programs display 812 violent acts per hour; children's programming, particularly cartoons, displays up to 20 violent acts hourly.
Some researchers have demonstrated that very young children will imitate aggressive acts on TV in their play with peers. Before age 4, children are unable to distinguish between fact and fantasy and may view violence as an ordinary occurrence.
It is efficient, frequent, and inconsequential
Heroes are violent, and, as such, are rewarded for their behavior. 
They become role models for youth. It is "cool" to carry an automatic weapon and use it to knock off the "bad guys.
Vulnerable youth who have been victimized may be tempted to use violent means to solve problems. 
 In one recent study, it was demonstrated that 15% of music videos contain interpersonal violence. Still another new source of violent exposure is access to the Internet and video games.
 There is also little research on the impact of violent video games. We do know, however, that they are extensive and have a role-modelling capacity.
Child and adolescent psychiatrists, paediatricians and other physicians can have a major impact on the effects of media violence. 
“Exposure to violent imagery does not preordain violence, but it is a risk factor. We would never say: “I’ve smoked cigarettes for a long time, and I don’t have lung cancer. Therefore there’s no link between smoking cigarettes and lung cancer.” So why use such flawed reasoning when it comes to media violence?

“ In a meta-analysis of 217 studies published between 1957 and 1990, the psychologists George Comstock and Haejung Paik found that the short-term effect of exposure to media violence on actual physical violence against a person was moderate to large in strength.
In a study published in the journal Pediatrics this year, the researchers Lindsay A. Robertson, Helena M. McAnally and Robert J. Hancox showed that watching excessive amounts of TV as a child or adolescent — in which most of the content contains violence — was causally associated with antisocial behaviour in early adulthood. (An excessive amount here means more than two hours per weekday.)
In this article, we can see that the fact someone that watching violent content doesn’t turn someone violent doesn’t mean it doesn’t affect them. People not seeing individual acting in a violent way doesn’t mean they aren’t affect. In addition, 217 studies researched showed it was only a short term effect to act in a physical way.
By Jacqueline Howard, CNN
Dr. Dimitri Christakisdirector of the Center for Child Health, Behavior and Development 
 "We know from hundreds of studies on thousands of children that there is a link between 'virtual violence' and real-world aggression," Christakis said. "On average, the effect is in what we would deem the small to moderate range, but equivalent to the link between passive smoke exposure and lung cancer -- something that municipalities have reacted to by enacting non-smoking ordinances."
This is another articles that links violent behaviour to smoking. They are linking virtual violence to a drug.
Dimitri A. ChristakisMichelle M. GarrisonTodd HerrenkohlKevin HaggertyFrederick P. RivaraChuan Zhou,Kimberly Liekweg
This article talks about the research they did to see in young children were influence by watching tv. They devised a media diet intervention wherein parents were assisted in substituting high quality pro-social and educational programming for aggression-laden programming without trying to reduce total screen time. They conducted trial of 565 parents of preschool-aged children ages 3 to 5 years recruited from community paediatric practices. Outcomes were derived from the Social Competence and Behaviour Evaluation at 6 and 12 months
The result they found out from the research. CI — confidence interval
overall mean Social Competence and Behavior Evaluation score was 2.11 points better (95% confidence interval [CI]: 0.78–3.44) in the intervention group as compared with the controls, and similar effects were observed for the externalizing subscale (0.68 [95% CI: 0.06–1.30]) and the social competence subscale (1.04 [95% CI: 0.34–1.74])
The effect for the internalizing subscale was in a positive direction but was not statistically significant (0.42 [95% CI: −0.14 to 0.99]). 
In a stratified analysis of the effect on the overall scores, low-income boys appeared to derive the greatest benefit (6.48 [95% CI: 1.60–11.37]).
In conclusion, the kids are influenced by the media and what they watch. This means that parents should know what their children are watching according to this research. Decreasing the exposure of screen violence with an increase exposure to pro social programming can positively impact child behaviour.


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