Tuesday, 1 November 2016

Notes and Quotes

Sales
1.http://www.gamespot.com/articles/ea-very-happy-with-battlefield-hardline-sales/1100-6427131/
This article talks about how the publishers of the game are pleased with the sales that Battlefield Hardline has gained. This does go against the negative views that the game has since the Battlefield franchise is known for simulating wars.
2. http://www.cinemablend.com/games/Battlefield-Hardline-Bad-Idea-DICE-Said-2011-64729.html
This article talks about how annual releases may harm the reputation that Battlefield may have. This is because competitors such as Call of Duty would have annual releases that harm the creative freedom as there wouldn't be much of a break to introduce a fresh new game for their fans. Over the past, Battlefield had released instalments every 3 years. However, Hardline was released one year later which had fans disappointed as some of them had called it a "reskin" or that "it should've been DLC". Also, the game wasn't a big departure as it had played similarly and the variety of weapons for players to choose from wasn't so different from its predecessor Battlefield 4.
3. http://metro.co.uk/2015/03/23/battlefield-hardline-takes-arresting-lead-in-uk-sales-charts-5116403/
This article talks about the sales that Hardline had in the UK as it had one of the highest sales in March 2015.
Controversy
4. http://www.gamespot.com/articles/battlefield-hardline-how-real-world-police-controv/1100-6425198/
5. http://www.craveonline.com/entertainment/797623-battlefield-hardline-trailerbox-art-causes-controversy-wake-ferguson-shooting/
6. http://kotaku.com/soldier-cops-are-giving-games-like-battlefield-an-image-1620511782
Reviews
7. http://uk.ign.com/articles/2015/03/17/battlefield-hardline-review
8. http://www.trustedreviews.com/battlefield-hardline-review
9. https://www.youtube.com/watch?v=ztZDVr3mZzg 
10. https://www.youtube.com/watch?v=WEaOBQkh7PI
The first two are reviews done by businesses which have praised the game and have rated it 8/10. However, the third review is from the perspective of a fan named "AngryJoe". He is known for his trustworthy reviews as his reviews are from the perspective of a gamer who understands the values of games to a consumer. The same applies with TotalBiscuit who both share similar opinions on the game. This could dictate those big outlets such as IGN could be paid by EA to give a good review as this aligns with the two-step flow theory.
Any other articles related to Gun Violence
11. https://www.theguardian.com/world/2013/jan/11/joe-biden-games-companies-gun-control

12. https://www.theguardian.com/technology/2016/may/12/battlefield-war-game-first-world-war

13. https://www.theguardian.com/technology/2015/feb/24/battlefield-hardline-problem-play-war-cop

“So this is the problem. Battlefield: Hardline is a war game reskinned as a cops-and-robbers fantasy: the criminals are action-movie caricatures (they rob banks by blowing holes in the walls and steal sports cars to joyride around the city) and the cops are equally gung-ho.”

14. http://pss.sagepub.com/content/12/5/353.short

15. http://s3.amazonaws.com/academia.edu.documents/44913637/The_costs_of_gun_violence_against_childr20160420-21290-13u4mtc.pdf?AWSAccessKeyId=AKIAJ56TQJRTWSMTNPEA&Expires=1476441977&Signature=8P7Ye1OZ5rTeho6%2F602%2Fi3GOrd8%3D&response-content-disposition=inline%3B%20filename%3DThe_costs_of_gun_violence_against_childr.pdf#page=75

“Guns are deeply embedded in American society. Indeed, many people around the world perceive the gun as one of America’s primary cultural icons”
The beginning of this article talks about how iconic guns have become iconic in American culture. However this would talk about the negative impacts that they would have on a younger audience. However younger audiences tend to want content that they aren’t allowed access to. 
“Playing these video games allows young people to practice violence—often gun violence—in ways television does not.”
This quote would also present how gun violence in video games are also seen as bad. I would partially agree with the statement. However I mostly disagree. In my opinion I see it as a form of diversion from real life. This would be because it would immerse the players into the action.
“By the end of the Vietnam War, the military human target hit rate jumped to 95%”
This has talked about how during the time, the military would use simulations that are similar to video games to try and increase their accuracy with firearms. The page had also stated that pilots would also use simulations similar to videogames. As well as that there is also the different sorts of areas that might also look into the different sorts of areas that might also be included.

16. http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.547.2832&rep=rep1&type=pdf
“That is, the person playing the game behaves aggressively and is rewarded (with points, sound effects, access to new levels of the game, etc.) for doing so.”
Although this article does look into the violence, this has also looked into how the game would simulate violence from the perspective of the player. They play as the character and go out guns blazing as this would simulate violence. However the acts of gun violence would also look into it as it would also have a positive view on gun violence as it is seen as playful.
17. http://www.csus.edu/faculty/m/fred.molitor/docs/video%20games%20and%20bullying.pdf
This would have key notes that can link into other articles since they have been mentioned 

"Our results suggest that the association between violent
video games and aggression related outcomes in children,
even those with clinically elevated mental health symptoms,
may be minimal. Our research contributes to the field
of youth and media by providing evidence that a timely,
policy-relevant, and seemingly reasonable hypothesis—
that mentally vulnerable children may be particularly
influenced by violent video games—does not appear to be
well supported. However, more research on this population,
and on others likely to be at increased risk (such as
children exposed to violence in their homes or neighborhoods),
is needed to guide parents, health professionals and
policymakers. It may be valuable for future researchers to
consider alternate models of youth’s media use, particularly
those that focus on motivational models in which
users, rather than content, drive experiences. Content-based
theoretical models do not appear to be sufficient for a
sophisticated understanding of media use and effects".

"The tragic 2012 shooting of young children in Newtown, Connecticut by a 20-year-old male reportedly fond of playing violent video games put the issue back on the front burner (Gun Violence Prevention Task Force 2013). The consensus from the government (e.g., Gun Violence Prevention Task Force 2013) seems to have been that current research does not consistently link exposure to video game violence with aggression or societal violence"

"In the current study, we used Entertainment Software
Ratings Board (ESRB) video game ratings as an estimate
of exposure to violence in video games. Respondents were
asked to write the names of five video games that they had
‘‘played a lot’’ in the past 6 months. ESRB ratings were
then obtained for each game, and ordinally coded (a
maximal score of 5 for ‘‘Mature,’’ 4 for ‘‘Teen,’’ etc.). The
sample reported mean was 29.97 and standard deviation
was 30.09."

This looks into the ESRB age ratings and what a gamer would generally play. It appears to have a high average which can suggest that there are a huge majority of players that would play mature content. 

"These theoretical approaches have in common
the value of taking the user experience as a primary driving
factor of the relationship between the user and media,
rather than presuming that content drives the relationship.
In the typical ‘‘hypodermic needle model’’ of media
effects"

18. http://www.ejumpcut.org/archive/jc47.2005/KillBill/text.html
19. https://www.englishandmedia.co.uk/media-magazine/articles/15902 
20. https://drive.google.com/drive/folders/0B0i5diL3vrEiSGxRNHIyZmM4Ums - MM40 Page 16
This looks into the Violence that is presented in video games. 
“Violence which has led to bans and restrictions which would restrict sales”
21. https://drive.google.com/drive/folders/0B0i5diL3vrEiSGxRNHIyZmM4Ums - MM 47 Page 55
This would look into GTA and investigate the marketing that would take in motion. This looks into the teases to the distribution and how they would tease their game. Yearly breaks that would look into how it is teased a year beforehand to generate hype for the videogame so that fans are eager to preorder. 

22. http://www.telegraph.co.uk/news/worldnews/northamerica/usa/9752141/Connecticut-school-massacre-Adam-Lanza-spent-hours-playing-Call-Of-Duty.html

23. https://www.consumeraffairs.com/news/report-links-violent-media-mental-health-and-guns-to-mass-shootings-021413.html

"The NSF report examines exposure to violent media, including video games, movies, television, apps, music and comic books. Violent video games increase aggressive thoughts and behavior, angry feelings and physiological arousal, and decrease helping behavior and feelings of empathy for others, according to the report". 

24. http://www.thefreeradical.ca/research/Effect_of_video_game_violence.pdf

" Several features of violent video games suggest that they may have even more pronounced eVects on users than violent TV programs and Wlms. Violent video game players are more actively involved, more likely to identify with violent characters, more directly reinforced for violent acts, and more frequently exposed to violent scenes. In the past, the level of realism in video game images might have reduced their ability to create physiological desensitization. But recent technological advances have removed this obstacle from video games. Consequently, desensitization and decreases in helping might well progress more quickly and eYciently in violent video game players than in violent TV/Wlm viewers. Future research should investigate how these diferences between types of entertainment media inXuence desensitization to real violence. Future research also should investigate who is most likely to become desensitized as a result of exposure to violent video games".

This could suggest that the audiences of violent content like video games have become desensitised. This could suggest that they are used to seeing violence and their behaviour to real violence which could also argue how this content could have a negative impact. I would agree that it makes an audience desensitised to violence. 

25. http://www.dailymail.co.uk/health/article-3709666/So-violent-video-games-child-s-brain-Psychologist-explains-gun-filled-games-make-kids-think-ok-aggressive.html

"For decades, both therapists and researchers have argued that observing violence increases the likelihood of a child being aggressive, whether they observe it at home or school".

From this, I would argue against this comment. Although this comes from research, this would argue that video games are being seen as a possible outcome. As well as that the research suggested that this would also make players look like they are easily manipulated by the audience. I would arguer against this because gamers aren't all going to behave in a violent manner after exposure to violent content. If this was the case then video games that are mass advertised shouldn't be presented to the public if they have a negative impact on the audience. This would suggest that the audience of violent video games are like the Hypodermic Needle Syringe as it would suggest that video games have a passive audience that are prone to violence by replicating what has been done.   



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