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Violence in Film

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Max Morrissey

on 25 September 2013

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Transcript of Violence in Film

Title: Violence in Film & Media
Directed by: Max Morrissey
The Question:
Has the violence in film
and media gone too far?
The Pro-Media:
-1st Amendment/ Freedom of Speech. Film and game producers have the constitutional right to include violence in their work.
-These games and movies act as a substitute for teens who are prone to acting out.
-There are ratings for film and games so that viewers know what to expect. If you believe it is inappropriate, don't view it.
-People of the appropriate age group should have the common sense to distinguish the difference between real violence and pretend.

The Pro-Media Cont. :
-When there is violence portrayed in a film or game there is always someone on the receiving end. Sometimes this is the main character or player 1. This teaches the viewer about the consequences of violence.
-Films of the realistic fiction genre that depict wars require violence in order to, "paint the picture."
The Anti-Media:
-Violence in film and games
acts as examples that children
and teens can copy.
-This can also desensitize
people to violence, which in turn makes them
more likely to commit a violent act without regret.
-Young people can confuse the violence in the game or movie with the reality of violence.
-The US Marine Corp uses violent war video games to teach them how to kill. The same games can teach civilians to kill as well.
The Anti-Media Cont. :
-There are links
between
school shootings
and violent
films and games.
-Associating pleasure,
accomplishment and happiness
with violence.
-Exposure to violence
can reduce empathy,
specifically in young adults.
Point: How do
movies illustrate
the effects of
violence without
showing the brutality?
Case 1:
Saving Private Ryan- A World War II classic that exemplifies how violence in film can benefit the story. This three hour cinematic feature follows a small squad of US soldiers that are in search of a Private Ryan who has orders to return home from Nazi occupied France.
Counter-Point: In films,
you can experience the
violence without actually viewing it.
Case 2:
Good Will Hunting- A movie about a young Bostonian from Southie whose criminal record is
as long as his math problems. This local genius had a traumatic childhood in which his foster father stabbed him and beat him with wrenches. Even though you don't literally see the violence, you still see it.
The
Stats
Statistics have concluded that in the US, since the sales of video games has increased, the amount of crime has decreased.
=

vs









The Facts:
-Many acts of violence have been linked with violent video games and films.
Ex. The Columbine school shooting report says the two boys were "dark" gamers. Meaning that they were heavily into violent games.
YET
-But films and video games
are usually not the lone cause for violence.
Ex. Again with Columbine,
the two shooters were subjects
of excessive bullying. This was
discovered in their journals.
The Facts:
- 60% of middle school boys that played at least one Mature-rated game hit or beat up someone, compared to 39% of boys that did not play Mature-rated games.
YET
-The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled.
Point:
Movie producers
want their audience
to feel something. That
feeling can range from joy and excitement, to anger and frustration. In theory if that feeling was strong enough couldn't it affect your mood even after the movie has ended? How many of you have watched a Fast & Furious movie and then got home a little quicker than usual? Couldn't that same level of emotion cause you to do something violent?
Counter-Point:
The opposite of
letting your emotions
control your behavior is when you keep everything in perspective. Say you just watched Zero Dark Thirty where the plot is centralized around the shooting of one man. You get out of the theater and you're not only feeling a rush of excitement but patriotic as well. Would your next move be to buy a gun and carry out your own form of rough justice?
QUESTIONS TO ASK YOURSELF
Do you control your
emotions? Or do you let
your emotions control
you?
Do movies and video games affect your mood?
Do you think that movies and video games affect other peoples moods?
Are movies and video games responsible for violence?
The Liberals:
-The Democrats introduced a
bill that would ban the sale and
distribution of violent video
games to prevent underaged children owning them. This case made it to the Supreme Court
who then ruled it a violation of the
First Amendment.

-“Like the protected books, plays
and movies that preceded them,
video games communicate ideas —
and even social messages,” Justice
Antonin Scalia.
The Conservatives:
-The Republicans agree with the Democrats but have their own reasons. They believe that violent video games are the cause for violence, not guns.
Sources:
http://thinkprogress.org/politics/2013/02/08/1563181/guns-video-games-republicans/

http://thehill.com/blogs/hillicon-valley/technology/277781-dem-bill-would-ban-sale-of-violent-games-to-minors

http://www.democrats.org/

http://videogames.procon.org/

http://www.imdb.com/

http://www.research.vt.edu/resmag/sciencecol/media_violence.html
(CLAP)
Full transcript