Media Problems - Prof. Kurt Reymers
Transcription
Media Problems - Prof. Kurt Reymers
4/22/2015 SOCI 201 SOCIAL PROBLEMS Professor Kurt Reymers, Ph.D. I am gross and perverted I’m obsessed and deranged I have existed for years But very little has changed I am the tool of the government And industry too For I am destined to rule And regulate you I may be vile and pernicious But you can’t look away I make you think I’m delicious With the stuff that I say I am the best you can get Have you guessed me yet? Artist: Frank Zappa Song: I’m The Slime Album: Overnite Sensation I am the slime oozin’ out From your TV set You will obey me while I lead you And eat the garbage that I feed you Until the day that we don’t need you Don’t go for help...no one will heed you Your mind is totally controlled It has been stuffed into my mold And you will do as you are told Until the rights to you are sold Artist: Rush Song: The Spirit of Radio Album: Permanent Waves (1979) THEME: “Integrity in the Media” Invisible airwaves Crackle with life Bright antennae bristle With the energy Emotional feedback On a timeless wavelength Bearing a gift beyond price --Almost free... All this machinery Making modern music Can still be open-hearted Not so coldly charted Its really just a question Of your honesty One likes to believe In the freedom of music But glittering prizes And endless compromises Shatter the illusion Of integrity 1 4/22/2015 Media Problems Readings and Assignments Media Theory Read: The Media and Social Problems, Douglas Kellner 2004 Media Practice Read: Media Violence, American Academy of Pediatrics 2001 Read: Video Games and Violence, Crime Prevention research Digest 2011 Read: Gender and the Media, PTA.org 2010 The Internet Read: The Meme Machine, Blackmore 1999 Watch: Digital Nation, PBS Frontline Media and Society 1. Mass Media and Society a. Features of the Traditional Mass Media Media: Message is encoded and delivered through technology (a specific medium) Mass: One sender (mass) audience Unidirectional: Messages flow one-way Standardized: Same messages for all members of the audience Spatial-Temporal Disassociation: No “co-presence” at all. Media and Society b. Types of Mass Media: A u d i e n c e Synchronicity max ………….……………..min lots Broadcast (TV, Newspaper, Netflix) vs. Point-to-Point (Telephone, IM chat, Email) 0 c. History of the Mass Media: i. First Amendment to the Bill of Rights – “The Establishment Clause” (James Madison) http://www.law.umkc.edu/faculty/projects/ftrials/conlaw/firstaminto.htm 2 4/22/2015 Media and Society ii. Rapid Rise of Mass Media: Adoption of Media Technology by US Households Media Technology Year medium reached 1% of US Households Number of years to reach 75% of US Households • Newspaper 1833 ? • Radio 1923 14 yrs (1937) • Television 1948 7 yrs (1955) 1980 1970s 12 yrs (1992) ≈30 yrs (2000) 1992 12 yrs (2004) –VCR –Cable/satellite TV • Internet Source: Dr Christopher Kollmeyer, http://www.abdn.ac.uk/sociology/notes07/Level1/SO1506/Mass%20Media%20(1).ppt iii. History: Rise of the Corporate Media Corporate Ownership 2015: The Big Six The U.S. media landscape is dominated by massive corporations that, through a history of mergers and acquisitions, have concentrated their control over what we see, hear and read. In many cases, these giant companies are vertically integrated, controlling everything from initial production to final distribution. Here is more information about the largest U.S. media firms. Example: 2011 Comcast / NBC – 2015 Comcast / Time Warner Source: The Free Press, http://www.freepress.net/ownership/chart/main?gclid=CKaZ7O2lnKUCFQIGbAodTyoBJQ 3 4/22/2015 Media and Society 2. Sociological Models of Media: a. Social Structure vs. Audience Agency S O C I E T Y Media Message Collective Response I n t e r p r e t a t i o n S E L F “Hypodermic Needle” “Active-Audience” Model (Bullet) Model Over-emphasizes structural control Over-emphasizes independence of thought of thought How do media institutions facilitate structured order? (Structural-Functional Perspective) Source: Dr Christopher Kollmeyer, http://www.abdn.ac.uk/sociology/notes07/Level1/ SO1506/Mass%20Media%20(1).ppt Media and Society 2. Social Models of Media b. Two-Flow and Encoding/Decoding Models i. The Two-Flow model (Lazarsfeld and Katz) - Not the media, but “opinion leaders” primarily influence consumer and political choice; Thus, media are not directly related to social problems; the media is not a dominant institution from this perspective. ii. Encoding/Decoding (Stuart Hall) - There is a level of interpretation used by the media consumer; media are not neutral, but the meaning of different media is different for each consumer. How are media institutions socially constructed ? (Symbolic-Interaction perspective) Media and Society 2. Social Models of Media c. “Propaganda Theory”: Is the media inherently political? Chomsky and Herman's propaganda model is the thesis that corporate media, as profit-driven institutions, tend to serve and further the agendas of the interests of dominant, elite groups in the society. (Wiki) Are the Media Too Liberal? How are media institutions driven by power? (Social Conflict perspective) 4 4/22/2015 Propaganda Model: Who Owns the Media? Source: http://www.corporations.org/media/ Propaganda Model: Who Owns the Media? Source: http://www.dailykos.com/story/2007/04/22/326320/-Is-it-time-for-the-Media-Ownership-Reform-Act-again 5 4/22/2015 Media and Society 3. Are The Media Too Violent? A problem with definition exists: What one person sees as violent may not be seen the same way by others. UK - 2,078 programs analyzed, 4 week sample, under 30.1% contained some violence, frequency of violence 1.7 acts per hour (Cumberbatch: 1987) NZ - 846 episodes of violence on one week, 9.5 acts per hour Sweden, Switzerland - low rates of violence, 2 acts per hour (NZ Foundation for Peace Studies: 1986); Average Australian child - see 15,000 murders on TV during school year; 97% of crime shows, 74% adventure, 86% cartoons contain violence (Chain Reaction: 1992) Media and Society b. ‘Television Violence Causes Aggression’ Reports support findings: 1972 Surgeon General’s Report, 1982 National Institute of Mental Health, Royal Commission on Violence in Communications Industry, American Pediatrics Association (2001), etc. Feshback & Singer study (1973) found boys viewing aggressive TV showed increase in aggressive behavior; Belson study (1978) interviewed 1565 teenage boys in England between 1959 and 1971 - boys gave info on own level of violence, frequency. Belson found that viewers who watched high amounts of violence reported greater violence; (Williams: 1986); “Bidirectional model” - television violence influences aggression, aggression influences preference for television violence (Huston & FriedrichCofer:1986) Media and Society c. ‘Television Violence Does NOT Cause Aggression’ Research on violence is inconsistent and flawed; findings generalized to real world; Effect is too small to make much difference; There is no clear definition of violence; Violence on TV is just reflecting real life (Josephson, 1995) False correlations in research: e.g., study of adolescent boys watching nonviolent programs, more aggressive. Errors - required to watch disliked programs, not in the home, boys not representative of population, disruption of social setting; (Freedman, 1984) (Source: Huston & Friedrich-Cofer - Television Violence and Aggression) 6 4/22/2015 Media and Society d. Game Violence Debate Digital games were linked to two highly public acts of violence: the Columbine High School shootings in 1999 and Erfurt, Germany school shootings in 2002. Violent games (as well as cinema, comics or rock music) have been blamed for violence, but it has been hard to demonstrate a clear, cause-and-effect relationship between media violence and real violence. Debate around violent games continues and many countries have introduced games-related legislation. Media and Society Increasing REALISM in games Video Games: Towards 3-Dimensional Technology Most contemporary digital games require real-time three-dimensional image synthesis. The increase of available memory and computing power is reflected in how 8-bit gaming technology was replaced first by 16-bit and then by 32, 64 and 128-bit systems. Home computing devices capable of real-time threedimensional graphics became widely available in the 1990s. 8-Bit Era Magnavox Odyssey2 (1978) Atari 2600 (1977) Nintendo Game Boy (1989) NES/ Famicom (1983) Commodore 64 (1982) Image credits: Wikipedia, www.wikipedia.org. 7 4/22/2015 16-Bit Era PC Engine/ TurboGrafx-16 (1987) Sega Mega Drive (1988) SNES (1990) Neo Geo (1990) Image credits: Wikipedia, www.wikipedia.org. 32-Bit / 64-Bit Era Atari Jaguar (1993) 3DO Interactive Multiplayer (1993) Amiga CD-32 (1993) Sony PlayStation (1994) Nintendo 64 (1996) Sega Saturn (1994) Image credits: Wikipedia, www.wikipedia.org. 128-Bit Era Sony PlayStation 2 (2000) Sega Dreamcast (1998) Nintendo GameCube (2001) Microsoft Xbox (2001) Image credits: Wikipedia, www.wikipedia.org. 8 4/22/2015 Current Era Sony PlayStation Portable (2004) Nintendo DS (2004) Microsoft Xbox 360 (2005) Nintendo Wii (2006) Sony PlayStation 3 (2006) Image credits: Wikipedia, www.wikipedia.org. Start of Three-Dimensional Action: “DOOM” Doom (id Software, 1993) combined free movement in a three-dimensional environment and fast, shooter style action successfully. With its multiple followers (‘Doom clones’), it started the First Person Shooter (FPS) genre. An important factor in the game’s success was its atmosphere, derived from horror and science fiction film conventions. Also, the shareware distribution model contributed to Doom spreading quickly among the computer gamer communities. DOOM Game Art Image credits: id Software. Download and play a Windows version of the free Doom shareware episode: http://www.download.com/Doom-95-demo/3000-7453_4855497.html 9 4/22/2015 Gameplay Immersion: Point of View The first person view does not focus our attention as much on the game character as the view used in ‘third person shooters’ (see Tomb Raider style of games). Doom has very transparent interface: the player focus is strongly on the task and a feeling of immersion in virtual space is created. Image credits: Core Design, Crystal Dynamics; sources: www.tombraiderchronicles.com, www.wikipedia.org. Gameplay Experience Model Image credits: Laura Ermi & Frans Mäyrä. Game – player interaction and the three components of immersion in play (the SCI model, Ermi & Mäyrä, 2005). Controversy Continues FPS action has become part of ‘family games’ too, like those in the Harry Potter franchise. The Grand Theft Auto series has created controversy with its violent and sexual content. The violent, adult-oriented themes of FPS style games continue to evoke debate. Is violence just a tool of capitalism? 10 4/22/2015 Media and Society 4. Memetics and the Media a. Language (code) allows for cultural evolution Some scientists believe that culture and language evolve using the same patterns and principles as genetic evolution. Principles of Natural Selection apply Variation Inheritance Selection (survival of the fittest) Media and Society 4. Memetics and the Media DNA and memes succeed when they are present in the following ways: ↑Amount of transmitted material - Fecundity ii. ↑Accuracy of transmission - Fidelity iii. ↑Age of replicator - Longevity i. Media and Society 4. Memetics and the Media b. Whereas the “gene” is the unit of transmission (replicator) in biological evolution, the “meme” is the unit of transmission (replicator) in cultural evolution. “Meme” is a shortened version of the Greek word “mimeme”, which means “imitation” or “mimicry”. Gene : DNA Meme : Media 11 4/22/2015 Media and Society 4. Memetics and the Media c. What is a Meme? “ a replicator that conveys the idea of a unit of cultural transmission, or a unit of imitation” --Richard Dawkins - or “an information pattern, held in an individual's memory, which is capable of being copied to another individual's memory.” -- F. Heylighen Media and Society 4. Memetics and the Media c. A meme unit is the smallest idea (or set of ideas) that get copied completely. Examples of memes or meme units: (Beethoven’s 5th) Advertising slogans and jingles Viral Internet jokes Religious beliefs Scientific Knowledge Media and Society e. Meme “vehicles” or “machines” are ways in which idea sets get copied from one brain to another. Meme machines always rely on human transportation and communication technologies. Examples of meme machines are: Human signals Human speech Traditional Media: printing press, newspaper, radio New media: TV, the Internet, email, etc. 12 4/22/2015 Media and Society Gene in parent Related or unrelated previous generation Peer brains Gene Transmission Unrelated next generation brains Gene in progeny Meme Transmission Offspring brain Media and Society f. “Meme machines” are getting more complex and accurate over time (Blackmore 1999) The new media are particularly engaging the transition to digital media as a more effective means of replication of ideas. i. ANALOG DIGITAL transition ii. Computers copy instructions -software) (vs copying the product -hardware) iii. Ease of use of computer software has fostered replication. Media and Society The burgeoning literature ... A New Theory of How We Think & Communicate Journal of Memetics online … And finally … a great web site … 13 4/22/2015 Frontline: Digital Nation PT II 2’30” 4’40” 5’10” Multitasking study at Stanford “Are we changing what it means to be human?” Impact of the Internet on the brain PT III South Korean video game parlors; a problem of public health; End: The Netiquette Song! PT IV Computers in the classroom (New Jersey); is it valuable or just “instant gratification education”? Frontline: Digital Nation PT V Schools in the Bronx have improved learning (test scores) with I.T. 1’45” BUT, when kids get older, reading suffer Bubbe – grandma’s internet cooking show 5’00” World of Warcraft convention Turkle: 7’45” “The urge to connect toSherry other people” defines the reason for the compulsion; an intensity of relationships exists; people are deeply connected – technology offered a “new way to be intimate” PT VI Interview with Philip Rosedale of Second Life; Will technological innovation solve technological alienation? 4’00” Second Life at IBM Frontline: Digital Nation PT VII Virtual experiences can profoundly effect a person. 2’00” The “Swimming with Whales” experiment 3’00” Army use of VR to treat PTSD 4’50” Technology is driven by warfare 10’00” Ethics of drone aircraft PT VIII Army Experience Center 2’25” “Blurring the lines between the virtual and the real” 4’00” Kids have the ability to “naturally” jump between worlds 6’00” We have to PROTECT SCHOOLS from technology! 14 4/22/2015 Frontline: Digital Nation 7’00” Sherry Turkle: “Technology challenges us to assert our human values, which means that first of all we have to figure out what they are – and that’s not so easy”… “Technology isn’t good or bad – it’s powerful… and it’s complicated!” The New Media have the power to transform the way we collectively see the world, which will be important when we need the world to change! Frontline: Digital Nation 7’00” Sherry Turkle: “Technology challenges us to assert our human values, which means that first of all we have to figure out what they are – and that’s not so easy”… “Technology isn’t good or bad – it’s powerful… and it’s complicated!” 15