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
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.
, , , , , ,
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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