Media, war and peace |
Тексты на английском | ||
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1 | Lisa Santos Project report MACS390, | 21 | It stated "We clearly associate |
“Media, war and peace,” autumn session, | media violence to aggressive behavior. But | ||
2010 Media and Cultural Studies, | the impact was very small compared to | ||
University of Wollongong The project | other things. Some may not be happy with | ||
report had two components. For details of | that, but that’s where the science is.” | ||
the assignment see | (1) “Only 12% of those involved in school | ||
http://www.bmartin.cc/classes/MACS390_10ou | shootings were attracted to violent video | ||
line.pdf 1. An information pack for an | games, while 24% read violent books and | ||
organisation. Lisa Santos’ information | 27% were attracted to violent films.”(2) | ||
pack starts on the next slide. 2. A | From this data conclusions were drawn then | ||
fictional dialogue on carrying out the | that children who were predisposed to acts | ||
project. Lisa Santos’ dialogue is a | of violence before their gaming began, are | ||
separate file. This document is located at | more likely to take on aggressive actions | ||
http://www.bmartin.cc/classes/MACS390_10to | as a result, thus more susceptible to | ||
s/. | violent videogames. | ||
2 | Killology(1). | 22 | Trigger happy. Why is it that teens |
3 | are so ready to engage in violent | ||
4 | Aggression. Aggression is behaviour | videogames? Because the game is always | |
intended to harm described as being a | there, it is a distraction of everyday | ||
hostile or violent behavior or attitudes | life- a nirvana. It has the ability to | ||
toward another; readiness to attack or | promote a reliable existence as it is | ||
confront. The action of attacking without | ruled by absolute order in terms of a game | ||
provocation. The forceful and sometimes | sequence which is not found in everyday | ||
overly assertive pursuit of one's aims and | life. (1) Because of reinforcements: Think | ||
interests.(1). | of the rat and the cheese analogy- | ||
5 | The Psychology of Aggression. “In | behaviour that is repeated for reward.(2). | |
psychology, aggression refers to any | 23 | Teaching Kids to Kill. Because of the | |
behaviour that demonstrates malicious | idea that violence in videogames leads to | ||
intent to cause harm. Aggression is | aggressive behaviour, there has been a | ||
measure in three stages along a mild to | call to action to halt the flooding of the | ||
violent scale of severity an continuum of | market of violent videogames available to | ||
Physical, Verbal and Relational violence. | the public. Some however point out that | ||
Violence on the other hand refers to the | videogames are an integral part of social | ||
physical aggression of which the victim is | development as it can be deemed | ||
likely to suffer serious physical | “cathartic…[as videogames] provide a sage | ||
injury.”(1). | and beneficial outlet for aggressive | ||
6 | Aggression in terms of gaming! | feelings in a non-destructive context…they | |
Aggression within videogames falls under | contribute positively to a child's | ||
two categories, proactive and reactive | cognitive development.”(1) They do however | ||
aggression.(1) Proactive aggression is | as a result pose addictive elements to | ||
goal oriented. It relies on rewards to | continue this cathartic expression (2). | ||
stimulate aggressive acts. (2) Reactive | 24 | Teaching the art of killing. As game | |
aggression is the automatic response to | technology has improved over a the years, | ||
perceived threats. (3) These terms reflect | and simulations seem less fake, there is | ||
the top tier of the general aggression | an emphasis on the reality of games to | ||
model. These often trigger other issues. | assert violent aggressive action. This is | ||
These are detailed on the next slide. | seen as cathartic as it provides a secure | ||
7 | outlet for the aggressive action of gamers | ||
8 | How does aggression portrayed in | yet all evidence within this slide show | |
videogames versus television differ? And | shows that violent videogames do assist in | ||
the answer is: Interactivity and the | creating an atmoshephere where aggression | ||
pursuit of an individualistic goal! (1). | is taught. Therefore violent videogames | ||
9 | What does this mean for your child’s | are negative teaching tools. This can be | |
brain? “There is a causal link between | argued with the case of Devin Moore. A | ||
playing the first-person shooting game in | case that further highlights this is the | ||
our experiment and brain-activity pattern | use of Americas Army 3 in training | ||
that are considered as characteristic for | American Soldiers in combat. (1). | ||
aggressive cognitions and affects,” (1) | 25 | Media Guidelines. As a result, there | |
“Adolescents who play violent video games | has been a push to restrict videogame | ||
may exhibit lingering effects on brain | sales nationally. Australia however is an | ||
function, including increased activity in | interesting case as restriction laws are | ||
the region of the brain that governs | quite lax. Did you know that there are no | ||
emotional arousal and decreased activity | R18+ rating systems within Australia for | ||
in the brain's executive function, which | videogames as it only applies to movies. | ||
is associated with control, focus and | This means that games are allowed if they | ||
concentration.”(2). | are edited to conform to an MA15+ standard | ||
10 | This areas shown is the region where | or they are refused classification [RC] | |
aggressive behaviour is reacting to | (1). | ||
violent videogame stimulus! This | 26 | ||
reactivity within brain function affects | 27 | What does this mean for you? That you | |
the Occipital, Parietal and Temporal | need to take action! You need to monitor | ||
sections within the brain. (1) This | what your child sees and how they play. | ||
highlights the action of videogame | Although you might not have these games at | ||
technology teaching kids to kill.(2). | your disposal. Your children's friends | ||
11 | What does the evidence say? “ | might so talk to them about the dangers of | |
Adolescents who expose themselves to | aggression and violent videogames. | ||
greater amounts of video game violence | 28 | What can you do? Reduce the exposure | |
were more hostile, reported getting into | your children have to violent videogames. | ||
arguments with teachers more frequently, | Be informed only buy age appropriate games | ||
were more likely to be involved in | - check with the game manufacturers for | ||
physical fights, and performed poorly in | actual content. Check www.moviereports.org | ||
school.” (1) This can lead to greater long | for videogame reviews. Petition for R | ||
term affects as student become anti-social | ratings in Australia through | ||
and risk slipping grades or missing school | http://www.r18games.com.au/ And finally do | ||
to play violent videogames on different | your own research and be a responsible | ||
mediums impacts employability and later on | parent. (1). | ||
chances of further education and | 29 | Bibliography. Apple online dictionary- | |
graduation. | Aggression Anderson, C,A. “Video Games and | ||
12 | Reality vs. Fiction. For adolescents | Aggressive Thoughts, Feelings and | |
who begin gaming at a young age. It is | Behaviour in the laboratory and in life,” | ||
becoming more and more difficult for them | Journal of Personality and Social | ||
to distinguish reality from fiction. WHY? | Psychology. Anderson, C., “EFFECTS OF | ||
Because game aesthetics are improving with | VIOLENT VIDEO GAMES ON AGGRESSIVE | ||
greater pixalisation to appear as true to | BEHAVIOR, AGGRESSIVE COGNITION, AGGRESSIVE | ||
life as possible. (1) What comes into | AFFECT, PHYSIOLOGICAL AROUSAL, AND | ||
question here is can you then tell the | PROSOCIAL BEHAVIOR: A Meta-Analytic Review | ||
difference. The case of Devin Moore leads | of the Scientific Literature”, | ||
me to think not! You be the judge… | Psychological Science, Vol. 12, No. 5, | ||
13 | Killing for the Fun of it! Killer | September 2001 Brown, H.J. (2008) Video | |
Profile: Name: Devin Moore Age: 18 | Games and Education, M.E Sharpe, London. | ||
Preferred Video game: Grand Theft Auto III | Blundell, K. (14/2/2010) War Games and | ||
and G.T.A: Vice City. | Aggression, Accessed 1/6/10, | ||
14 | 'Life is a video game. You've got to | http://earthsciweb.org/MontessoriMuddle/20 | |
die sometime.'’(1). On June 7th 2003 in | 0/02/14/war-games-and-aggression/. | ||
Fayette, Alabama. Devin Moore shot three | 30 | Cargo, T. (31/7/2009) Banned: the | |
police officers James Crump (40), Arnold | absurdity of Australia's game rating | ||
Strickland (55) and Leslie Mealer (38 a | regime Accessed 17/5/10 | ||
police dispatcher) He committed the crime | http://www.abc.net.au/news/stories/2008/07 | ||
acting out a game sequence from GTA. | 31/2319787.htm Commonwealth of Australia | ||
15 | The facts of the case. Moore was to be | (2001-2009) Classification Markings on | |
arrested on a alleged stolen car charge. | Film and Computer Games Accessed 30/5/10 | ||
He grabbed one officer's .45 caliber | http://www.classification.gov.au/www/cob/c | ||
pistol and killed all three before fleeing | assification.nsf/Page/ClassificationMarkin | ||
the station in a police cruiser he stole | s_ClassificationMarkingsonFilmandComputerG | ||
from the station. (1) This was a popular | mes_ClassificationMarkingsonFilmandCompute | ||
game sequence within G.T.A and known to | Games Gentile, D., Saleem, M., & | ||
all players to reward handsomely. He was | Anderson, C. (2007). Public Policy and the | ||
eventually caught and sentenced to death | Effects of Media Violence on Children. | ||
by lethal injection. The case was lodges | Social Issues and Policy Review, 1(1), | ||
in court under Strickland v. Sony. (2). | 15-61. Graham, I. (20/3/2010) Studies and | ||
16 | Grand Theft Auto. Grand Theft Auto | Research on Media Effects?Portrayal of | |
relates to numerous formats of games, | Violence Accessed 23/5/10 | ||
which over time has changed identity from | http://libertus.net/censor/resources/studi | ||
G.T.A to G.T.A: Vice city and most | s.html Grossman, D & Degaetano, G. | ||
recently to G.T.A: San Andreas. Vice City | (1999) Stop Teaching Our Kids To Kill, | ||
has elements from driving games and | Crown Publishers, New York. Grossman, D | ||
third-person shooters, and features | & Christensen, L.W. (2008) On Combat: | ||
“open-world” game play that gives the | the Psychology and Physiology of Deadly | ||
player more control over their playing | Conflict in War and Peace. Worrior science | ||
experience.(1). | publications, China. | ||
17 | G.T.A: Vice City Facts. Grand Theft | 31 | Michigan State University (2005, |
Auto: Vice City is an action/adventure | October 12). Violent Video Games Lead To | ||
computer and video game.(1) Vice City | Brain Activity Characteristic Of | ||
draws much of its inspiration from 1980s | Aggression. ScienceDaily. Retrieved June | ||
American culture. It is set in 1986 in | 7, 2010, from http://www.sciencedaily.com | ||
Vice City.(2) Story line: Mafia member | /releases/2005/10/051012082710.htm Urbano, | ||
Tommy Vercetti has recently released from | L.D., 2010. War games and aggression, | ||
prison after being involved in a drug deal | Retrieved June 7th, 2010, from Montessori | ||
gone wrong. Tommy then has to seek out | Muddle: | ||
those responsible while building a | http://earthsciweb.org/MontessoriMuddle/ | ||
criminal empire and seizing power from | Poole, S. (2000) Trigger Happy: The Inner | ||
other criminal organizations in the | Life of Video Games, Fourth Estate, | ||
city.(3). | London. Radiological Society of North | ||
18 | In defense: What does Thompson say | America (2006, November 29). Violent Video | |
about this? Moore's lawyers claimed that | Games Leave Teenagers Emotionally Aroused. | ||
Moore had been programmed by frequently | ScienceDaily. Retrieved June 7, 2010, from | ||
playing the game GTA Thompson claims | http://www.sciencedaily.com | ||
“Devin Moore was, in effect, trained to do | /releases/2006/11/061128140804.htm | ||
what he did. He was given a murder | Sapountzis, A. (2007) Can Video Games Lead | ||
simulator," (1 ). “He bought it as a | to Murder? Accessed 28/5/10 | ||
minor. He played it [For] hundreds of | www.gamedefender,com/news/20060306.html | ||
hours… [it] is primarily a cop-killing | Serendip, 1994 Brain Structures and their | ||
game. (2) Defense: but for the video-game | Functions, Accessed | ||
training, [Moore] would not have done what | http://serendip.brynmawr.edu/bb/kinser/Str | ||
he did.” (3). | cture1.html Thompson, J (2005) Games In | ||
19 | Impact of violent videogames on Moore! | The Court – GTA “Life Is A Video Game” | |
When looking at all the facts of this | Accessed 11/5/10 | ||
case, how does someone who has never shown | http://www.jackthompson.org/games_in_the_c | ||
this behaviour before, who acts out of | urt/life_is_a_videogame.htm. | ||
character and who has shot on target but | 32 | Wikipedia the free encyclopaedia. | |
never held a gun become a killing machine? | Strickland v. Sony Accessed 2/6/10 | ||
The answer is simple. (1) Violent video | http://en.wikipedia.org/wiki/Strickland_v. | ||
games (2). | Sony (2008) Australia needs an R18+ Rating | ||
20 | You decide? Can you see then the | for video games Accessed 28/5/10 | |
correlation between aggression in | http://www.r18games.com.au/ (2008) | ||
videogames, repetitive conditioning and | Rockstargames- vice city Accessed 15/5/10 | ||
the inability to distinguish reality from | http://www.rockstargames.com/vicecity/ | ||
fiction due to photorealism? Critics | (2006) Killology, Accessed 18/5/10 | ||
however state differently. They state that | http://www.killology.com/publications.htm | ||
violence in video games are not always | (28/9/09) GTA Vice City, Accessed 6/6/10 | ||
causally linked with aggressive | http://megaupload.blog.friendster.com/unca | ||
tendencies. A study conducted in the U.S. | egorized/gta-vice-city-fully-working-no-cr | ||
Established this. | ck-needed.html. | ||
Media, war and peace.ppt |
«Женщина the woman» - Chicken’s mind- Куриные мозги. Человек = мужчина. Пословицы. Пути пополнения лексической группы «женщина» в английском языке. A woman’s tongue wags like a lamb’s tail. От нашего ребра нам не ждать добра; Муж - голова, жена- шея; куда хочу- туда верчу. Баба слезами беде помогает. As great a pity to see a woman cry as a goose go barefoot.
«The animals» - The animals which live in the desert. CAMEL. WHALE. BISON. POLAR BEAR. BOBCAT. SNAKE. ELEPHANT. EMU. SEAL. REINDEER. The animals which live in the polar regions. SCORPIO. BEAR. GIRAFFE. DOLPHIN. SEA-HORSE. STARFISH. PARROT. LION. The animals which live in the forest. SQUIRREL. LIZARD. The animals which live in a SAVANNA.
«The english-speaking countries» - Australia. Great Britain. USA. Scotland. The English-speaking countries. Disneyland.
«The green movement» - It became the first African who has headed this organization. One of the largest victories гринписовцев in the given campaign can name refusal of flooding of an oil platform brent spar as it contained many toxic substances. Green color which is used by participants of movement as the general emblem, serves as a symbol of the nature, hope and updating.
«Hippy» - The origin. Ideology.Values. Mottos, slogans. And if you make evil as an answer to violence you increase it twice. The idea of equality and freedom lies in hippies ideology. They prefer living in forests as our ancestors did. Epigraph. Also it consists in rejection from modern cities, technological progress.
«Mass Media» - Средства массовой информации. How do you feel. Answer the questions. English marks. Rocking around the Christmas tree. Advantages. Sources of information. Whenever the weather is cold. Thank you for attention. Verb activator. Mass Media.