We define “reputable
media outlets” as media outlets or computer game designers usually with
national circulation or influence. PBS Kids, Disney Channel and Pixel Movies
can be good examples.
Specifically, you are
expected to discuss in your response paper the following:
1)
What are the four levels of effects media content can have on the general
public? Please use one or two sentences to briefly explain each of them.
2)
Summary of the program/computer game:
- describe the general story line, major characters, etc;
- describe the owner of the program and its commercial impact;
- describe any comments, criticisms or concerns published to date relating to this program/game.
3)
Identify possible positive/negative effects from your own perspective on at
least TWO levels with the media effect frame; on each of your chosen
level, explain how the game/program could have been redesigned to respond to
the identified effects;
4)
In view of the before mentioned effect, articulate one or two considerations a
responsible individual should bear in mind as a media consumer.
Journal needs to be 900-1,200 words, typed, with
one-inch margin, Time New Roman font 12. Journal will be collected on-line
through CANVAS assignment link.
Solutions: Four levels of effects
media content on the general public
There are a number of ways in
there is likely to be impact of the media content on the overall engagement of
the general public. This can be considered to the have created factors which
are responsible for the management and development of the work norms that are
supposed to provide engagement of the audience.
First, it provides the management of
cognitive effects which refer to the manner in which media is likely to have
short term learning of information on the basis of the media effect (Hanson,
2016). In such kind of conditions, the learning of the users is dependent on
the management of the media.
Second, Attitudinal effects which
refers to the manner in which the behavioral patterns and attitudes of the
people are likely to be influenced and impacted on the account of the features
which are related to the experiences of the media. In this kind of condition,
the behavioral patterns of the people are influenced by the messages which are
shown within the media factors (Hanson, 2016).
Third, psychological effects which
refers to the manner in which media would be influencing feelings which are
associated with joy, fear, etc. This would explain the manner in which overall
working norms of the media management would be impacting the growth of the work
needs (McQuail & Windahl, 2015).
Fourth, medium effects which refers to
the platform of media which is used to influence the changes in the behavioral
patterns and working norms of the media. In such kind of manner, there would be
factors in which the development of behavioral patterns of the media would be
created on the basis of the platforms which are likely to be used in media
(Hanson, 2016).
Summary of the
program/computer game
The computer game by the name of Doom was released in the year 2016. It is developed
and owned by id Software and has been able to get tremendous areas and volume
of commercial success. Such kind of commercial success of the computer game can
be contributed to the superior elements of the storyline which connects with
the audience along with the details of the graphics and animation which has
been developed within the working of the game (Gee, 2016).
The computer game has been criticized for the excessive levels of
violence and killing which has been seen with the management of the game
levels. Concepts associated with killings and violent controlling norms have
been considered to have a wrong kind of impact on the quality of the learning
and social skills development of the users especially children. This would mean
that the creation of the levels of the games reduce the chances and impact of
the overall management of the norms which are related to the process in which
work conditions are supposed to be managed (McQuail & Windahl, 2015).
The explicit use of violence and
related images can be considered to have created impact on the overall
development of the management of the work norms and would be creating issues in
terms of the development of the right kind of work norms forms for the growth
and development of the overall requirements of healthy development of the work
systems of the users (Gee, 2016).
Negative effects with
the media effect frame
In terms of the media effect
frame, Doom computer game influences two elements i.e. psychological and
attitudinal effects. It creates attitudes among the users and young people
regarding the desire and idea of indulging in killing for the purpose of
winning at the different levels of the game. This idea of connecting the
success of the users with the norms of killing would be creating ideas which
are associated with promoting the use of killing for furthering a person’s
attitude. It promotes the use of attitude which would be seeped into acts of
killing in order to establish domination (Ruesch,
Bateson, Pinsker & Combs, 2017).
Secondly, it would create analysis of
the psychological impact in terms of the manner in which there would be
violence and element of fear would be promoted through the game. This would
ensure that the people and users would be looking at the process in which there
would be promotion of violent norms of psychological nature. This would be
creating a lot of negative psychological quality within the management of the
work systems of the users and they would be influenced by violent trends and
similar engagement of emotions (Ruesch, Bateson,
Pinsker & Combs, 2017).
Considerations a
responsible individual should bear in mind as a media consumer
There would be requirement for
the creation of responsible nature during the course of managing the elements
related to media consumption. Such kind of factors would have to be related to
the need for ensuring that there would be expansion of the right kind of
attitudinal attention. There would be necessity for the media consumption to
reduce the chances of creating negative behavioral patterns related to violent
acts (Ruesch, Bateson, Pinsker & Combs,
2017).
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Secondly, the media consumers would
also have to check the psychological impact of the games and programs. There is
a strong degree of chance that the creation of the details of the media program
would be creating scope for the negative feelings. Such kind of feelings may be
attributed to the presence of anti-social feelings which would not be promoting
the presence of togetherness and sense of cooperation with the surroundings of
the people.
Therefore, as
responsible media consumer, people would have to take care of the manner in
which feelings, emotions and attitudes are likely to be impacted. There would
have to management of these elements to prevent the harmful engagement of these
kinds of factors (Ruesch, Bateson, Pinsker &
Combs, 2017).
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