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The Influence of the Media in the Modern World - Research Paper Example

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The paper "The Influence of the Media in the Modern World" suggests that the media audience have been greatly impacted by the dimensions that media has taken in respect to the advancing technologies. The media personalities have yearned for media freedom and democracy in communication…
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The Influence of the Media in the Modern World
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Media audiences embody the fears and fantasies of their social context. - using The Hunger Games The media audience have been greatly impacted by the dimensions that media has taken in respect to the advancing technologies. The media personalities have yearned for media freedom and the democracy in communication, which has initiated a number of arguments as well. In as much as the media freedom is granted, the spreadable media increasingly becomes uncontrollably influential. Spread of media has influenced the cultural practices in various parts of the world. Media has also globalized the world and made it easy for communication and information to be easy. Conversely, the media does not contain relevant information alone, but contains a lot of harmful content that make the audience uncontrollably lost. The Hunger Games does not play to the knowledge of the extent of playing to the unseen eyes. The film seeks to entertain, or explore on any value that an individual may derive from watching the film, even if it means data for marketing purposes. The film brings out a metaphoric sense, which is resonant enough to make me accept the surveillance pleasures. This is in line with the Hunger Games focus in enhancing organization in the society (Ross Film). The hunger Games film, is designed in a manner that appeals to everyone else, especially the teenagers, who considers it a source of entertainment by living with pressure, which is unavoidable of being scrutinized. Constant surveillance value-seeking behavior is explored in the film, as its effects come out clearly. The constant value seeking surveillance influences behavior of the characters because they are obsessed with fact that other people derive something from the actions we undertake. The “unseen” eye influences behavior of the actors whose focus is based on entertaining the viewers. The Hunger Games indicates that the media is normally on purpose when it misses the point universally (Ross Film). Ideally, the media has been very relevant in enhancing communication. Through media, individuals whose voices could not be heard for specific reasons are now heard. Additionally, the individuals who oppressed others can now be categorically identified and prosecuted. The media has been influential for various cultures where many individuals have assimilated and adopted cultures that they observe on the media. Newer resources and facilities have resulted from the media as the media now acts as a tool for creating awareness as well as for providing education for the public and the audiences (Bury 3). The Hunger Games is broadcast and the viewers get riveted to it, therefore, the actions by the participants played a significant role in meeting the needs by the audience. Spreadable media now influences the freedom of participation where many individuals at the grassroots now use the media platform for the commercial purposes and gains. People have seen media as a way of generating revenue. Due to this, control in media has not been feasible, but has been uncontrollably effective in transforming the cultures and perspectives globally. Technology has improved our media performance while on the other hand; technology has daunted the media (Bury 1). The entertainment aspect of the film through the game moves the audiences. It is also imperative to note that the watching of the game was a societal order, which was maintained yearly. As children grow, they exhibit diverse cognitive skills and social knowledge to film viewing experience. They are able to differentiate fantasy from reality and this change with development (Ross Film). The media has evolved into ‘viral media’, which has vile impacts on the media personalities, the marketers as well as the larger audiences. The viral media has been identified as the media that does not define the boundaries for its reach. Such media is not always selective and is blamed for lack of consideration for the younger generations. Spreadable media has been source of tremendous changes that have occurred among the audiences since it enhances the acuity of various forms of information that shape cultures and traditions. Although certain individuals say that media has been very important, as it is transformative and informative at the same time; nevertheless, spreadable media has sparked a lot of arguments that may influence a number of issues across the globe (Ross Film). Spreadable media has taken path in circulation and has been uncontrollable in many ways. It is usually messier in its entity and may not be commercially productive; nonetheless, spreadable media has influenced a rather participatory form of media where the media platform accommodates every form of item (Bury 3). The hunger Games film is designed in a manner that appeals to everyone else, especially the teenagers, who considers it a source of entertainment by living with pressure, which is unavoidable of being scrutinized. Constant surveillance value-seeking behavior is explored in the film, as its effects come out clearly. The constant value seeking surveillance influences behavior of the characters because they are obsessed with fact that other people derive something from the actions we undertake. The “unseen” eye influences behavior of the actors whose focus is based on entertaining the viewers. The Hunger Games indicates that the media is normally on purpose when it misses the point universally. Bury (3) say that informal communication in the media has been so intelligent and instantaneous at the same time. Even though other forms of communication in the old media may be relevant and as immediate as users may think, the informal media now boasts a sophisticated blend in the media that has a widely uncontrollable coverage. This has initiated freedom as well as democracy that have been wrongly used. Circulation of the media contents have not been on watch due to the risen technologies sin communication. The changes that occur in the media technology have been described to be vast and radical that they may not be tamed easily. Different media channels have different programs that relay different programs to various audiences. The contemporary spreadable media is however indecisive on the audience composition and may circulate irrelevant information to the audiences. Likewise, the audience does not practice the expected control of the media pieces that are irrelevant thus exposing themselves to the harmful items in the media. According to AACAP (para. 4), children view characters as real if they seem genuine. If thus a portrayal of violence is “real”, children perceive it that way due to their development pattern. Adults would view such scenes as unrealistic and their behavior (in terms of violence) would not be affected. The AACAP (para. 5) indicates that prolonged viewing of television by children increase aggressiveness. They are likely to imitate what they see particularly when viewing is repetitive. Research has established that the more children watch violent television shows, the more they become violent. This is because they are made to believe that that this is the best way to resolve issues. Persons of different ages like spending their leisure time watching television. However, children are heaviest viewers and watch an average of four hours of television daily. “Television can be a powerful influence in developing value systems and shaping behavior” (AACAP para 1). Majority of the programs aired on television in contemporary times are violent. Children are thus more likely to be influence on this dimension since they are heaviest film viewers The power wielded by the state was passed to dystopian society through the games. The games exemplified the high stakes in the entertainment industry as well as the power of the state to regulate the children, as well as control over life and death. The state is also portrayed in the film to exercise control over entertainment, which it perceives the citizens cannot pursue for themselves. The incorporation of gladiatorial child-killing games as a student debt peonage and a metaphor for meritocracy added into the Hunger Games theme of what holds together the future of the dystopian society. The issues in the movie are incited by the existing factors in the society, which influence how people think of the actions they should take (Ross Film). The film revealed a considerable consistent trend concerning reality film violence in both children and adults. The striking similarity in incidences of violent acts in social relationship genre programs can be attributed ostensibly to the social problems (like racism) that adults are faced with as compared to the children. These may prompt the number of incidences of violence; as experienced in domestic violence to be exponentially high. Violent incidents in this film also seem to be the lowest of all children programs (Bury 2). The two arguments raise valid issues. The Hunger Games is both harmful and helpful depending on how they are used. They are of great help, especially to the young people if they are well controlled and selected. The young people should not be allowed long hours on video games in order to avoid being addicted and isolated. The harmful effects of the Hunger Games is brought about by poor selection of the games and lack of control on when and how long one should be allowed to play. Generally, the argument on the helpfulness of the film outweighs the arguments for the harmfulness. The harmful effects can be controlled through proper selection and management of The Hunger Games (Abanes 52). However, The Hunger Games still have both harmful and helpful effects on the user. The citizens are enthralled by watching that which they would not find anywhere in a rather unacknowledged and shameful way. The Hunger Games gratifies and incites pleasure in a guilty manner. Given the fact that nobody is portrayed in the film rebelling against the horrible events, indicates that the film is entertaining them. Due to lack of control on the audiences, the spreadable media has broken loose and has unleashed dreadful contents to the audiences. For this reason, the spreadable media remains one of the fastest ways through which irrelevant information has been circulated. Works Cited Abanes, Richard. What Every Parent Needs to Know about Video Games: A Gamer Explores the Good, Bad, and Ugly of the Virtual World. Oregon : Harvest House Publishers., 2012. Available Online American Academy of Child and Adolescent Psychiatry. Children and FILM Violence. 2011. Accessed 8 December 2014 Bury Rhiannon. “Henry Jenkins, Sam Ford, and Joshua Green, Spreadable Media: Creating Value and Meaning in a Networked Culture, New York, NY: New York University Press, 2013.” Athabasca University, International Journal of Communication 7. (2013), Book Review 1504–1506. Ross, Gary, dr. The Hunger Games. Lions Gate Entertainment, 2012. Film. Read More
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