Entertainment Media and the Modern Culture
Essay by rev_draconis • May 20, 2013 • Essay • 577 Words (3 Pages) • 1,421 Views
Entertainment Media and the Modern Culture
Entertainment Media is a very important and often highly criticized facet of not only American but International culture. Most often is the focus of how the youth are affected by the different forms of media, from violence in video games to the controversial aspects of television. Though it is the negative aspects of media that is of a constant concern to parents, we must also remember that there are positive aspects at the same time. Popular belief is that modern culture is wholly affected by the American entertainment industry, yet data suggests that this is not entirely true. Approximately half of Hollywood's revenue is earned internationally. Titanic, for example, one of the biggest blockbusters of recent times, earned more than twice internationally than it did domestically. Also we must acknowledge the fact that three out of the top five music companies in the world are not U.S.-owned. Using those two items as a quick examples we can see that entertainment media and its effects are not restrained to the United States alone.
It is not movies and music that garner the most attention in the media industry. It is the "effects" of Television and Video Games on our children, which receive the most press in today's society. Often the complaints that are seen arising from these two forms of media have many items in common; sex, violence, nudity, and killing. It is the general consensus that the over-exposure of these negative aspects is dramatically effecting the youth of today. Yet it is these very aspects that have given rise to these media forms popularity. The Grand Theft Auto series, produced by Rockstar games seems to be the under the most scrutiny. Though there is quite a bit of violence that is involved with the game play it is actually the action aspect of these games that have given it its popularity. The video game industry is actively involved in trying to reduce the negative image of video game playing. Just as the "blue-jean wearing teenager" of the 1950's elicited images of juvenile delinquency, so does the term "gamer" in today's society. With the invention of more interactive games and game systems the video game industry is attempting to promote a more positive image of the "gamer" by making it and experience to be enjoyed by a group and not just the individual. By promoting social skills,
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