Friday, May 1, 2020

Social Interactions and Friendship Quality †MyAssignmenthelp.com

Question: Discuss about the Social Interactions and Friendship Quality. Answer: Introduction The Grand Theft Auto (GTA) game series is one of the most successful video games ever developed, a fact that is well portrayed by popularity and revenue streams. In fact, GTA 4 broke the Guinness World Book of record to be the most revenue generating entertainment product within 24 hours (MGN Ltd., 2013). In the aspect of popular culture, GTA is more than just a video game. It is evident that the game is taken as a serious investment by its developers who invested a total amount of $160 M, an equivalent of the same amount that was used to make blockbuster box office movies such as the Fast and Furious (Fritz, 2013). However, amidst the frenzy and the financial success that the GTA video game enjoys, just like other action packed video games, is an equivalent load of backlash from many groups of people who do not subscribe to what the game promotes. An article by The Irish Times Ltd. reported that there were so many complaints about GTA, citing its promotion of violence, a culture of murder, objectifying women, and misogyny (The Irish Times Ltd., 2008). While the video game itself contains very violent graphics and depicts a sense of sexual arousal, people fail to observe that what the game depicts is merely what is in the real world. In fact, video games are the virtual reality of the real-life. It is, therefore, important to explain that video games are only mirrors of the society and are not part of the formation of the societys belief systems. This report aims at pointing out other forms of popular culture that perpetrate similar acts that are vilified in video games. The report focuses on GTA because of its popularity well as controversy. Objectification of Women One of the major criticism of video games, specifically, the Grand Theft Auto is that it sexualizes and objectifies women. Female characters in GTA are usually skimpy dressed and curvy. While the critics pin this against the entire game, they fail to understand that objectification of women is present even in the music industry. A study by the University of Missouri found that female artists objectified themselves just as much as the male did them (Frisby, 2012). Furthermore, in music videos and movie scenes where real women acted, out of their own consent, women are always represented as objects that need protection. If women can promote objectification at their own will, it makes no sense at all to claim that animated characters in video games are any worse. In addition, video games will work on an already existing notion in the head of the player so as to make it interesting. That is, by making the video game about tough men saving attractive women, the player feels right because they resonate with it already. Another point used by video games critics to attack the gaming industry is violence. Often, the Grand Theft Auto has been criticized for depicting violent scenes and thus promoting violence. Critics argue that, when young people get exposed to such games over and over again, they are likely to try acts of violence (The Irish Times Ltd., 2008). In fact, one study published in the Journal of Adolescence claims links video games to moral disengagement. The article claim that, people who play video games are more likely to try alcohol (Gabbiadini, Andrighetto and Volpato, 2012). However, this study acknowledges that their research is inadequate and therefore further research needs to be done. An important point to note is that there is no definite correlation between violence and video games but there is a correlation between poverty and violence. This contradicts the popular belief since rich people are more likely to have the money to afford the luxury of video games than poor people. Although video games are not necessarily evil, they impact the way the society operates and how its members live. Exposure to video games such as the GTA may lead to sexual arousal because of the graphics used (Fritz, 2013). In addition, long term exposure to video games affect the social life off players and may distort their ability to interact with others in the real world. A study published by The John Hopkins University found that people who played excessive video games had fewer friends and therefore an unhealthy lifestyle (Colder Carras, 2015). It, therefore, is important to note that video games may have negative effects to if done in excess. Conclusion Although video games are vilified for their content, it should also be understood that they are a form of entertainment like other acts in the popular culture. There may be some negative side of video games but they cannot be blamed for all the immorality that is taking place in the society. Developers should ensure correct rating to prevent the games from landing in the hands of minors. If all stakeholders, that is, developers, parents, and players do their part, video games can be a safe entertaining art like they are meant to be. References Colder Carras, M. (2015).Video game play, social interactions and friendship quality in adolescents: A latent class analysis. Ph.D. The John Hopskin. Frisby, C. (2012). Female musicians found to objectify themselves.Columbia Daily Tribune, [online] p.5. Available at: https://ezproxy.library.ewu.edu/login?url=https://search-proquest-com.ezproxy.library.ewu.edu/docview/1000331018?accountid=7305 [Accessed 24 Aug. 2017]. Fritz, B. (2013). A Game Designed to Disturb; A Look at the $160 Million 'Grand Theft Auto V'.Wall Street Journal (Online). [online] Available at: https://ezproxy.library.ewu.edu/login?url=https://search-proquest-com.ezproxy.library.ewu.edu/docview/1433101272?accountid=7305 [Accessed 24 Aug. 2017]. Gabbiadini, A., Andrighetto, L. and Volpato, C. (2012). Brief report: Does exposure to violent video games increase moral disengagement among adolescents?.Journal of Adolescence, 35(5), pp.1403-1406. MGN Ltd. (2013). GTA5 is a world beater. [online] p.9. Available at: https://ezproxy.library.ewu.edu/login?url=https://search-proquest-com.ezproxy.library.ewu.edu/docview/1440167073?accountid=7305 [Accessed 23 Aug. 2017]. The Irish Times Ltd. (2008). More than a game. [online] p.5. Available at: https://ezproxy.library.ewu.edu/login?url=https://search-proquest-com.ezproxy.library.ewu.edu/docview/309042944?accountid=7305 [Accessed 24 Aug. 2017].

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.