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How would computer games influence gamers, according to the hypodermic needle model?
How would computer games influence people, according to the cultivation analysis model?
The Uses & Gratifications theories are related to the idea that media texts fulfil a need for their intended audience. DIVERSION: an escape from reality
IDENTITY: recognise and explore behaviour traits and aspects of yourself
SURVEILLANCE: using media texts to collect information about the world around you
ENTERTAINMENT: using media texts for enjoyment SOCIAL INTERACTION: using media texts as a substitution for real relationships
There is rarely any punishment/ consequences for killing in videogames not killing is often punished with the death of the player controlled character killing=progress=reward
Main characters often act violently because they have been victims of violence revenge There is often a range of exotic weapons in games as the player progress they are rewarded with better weapons Most videogame violence is committed without a weapon fists, kicks, jumps Handguns or bludgeoning weapons are the most popular props carried by characters