Super-violence is a new term that defines violence in a grand and exaggerating way. (Klare 16) Seen as an era of constant warfare and violence, it has made its way into entertainment and media. Whether it is chopping the heads of people and seeing the blood from their bodies gush like champagne fountains or seeing throats slit by children, today's media has taken on a new level of violence that thanks to visual effects and special effects makeup, shows just how intense the public has become in their quest for savagery. But why does the public desire more and more violence in their stories? What turn will this take in the future?
The recent invention and use of virtual reality just may be the way people will participate in the increasingly violent nature of media. Through virtual reality people can feel as though they are right in the middle of a scene and fight and see up close the mayhem that unfolds. How does VR work to get the wearer in the middle of a scene or a game? Many companies have begun introducing virtual reality headsets into their product line. Companies like Google, HTC, Oculus, Samsung, and Sony have all released products that provide consumers with a chance at experiencing virtual reality. The three main things required to do so are a console, a smartphone, or a PC to run the game/app, some type of input like controllers, hand or head tracking, trackpads, voice, or on-device buttons, and a headset that secures a display for visuals. While users of VR headsets feel immersion in the game or scene, total immersion is the end goal. This means making virtual reality seem so real that people using the technology forget they are wearing accessories and head gear.
Playstation VR and Oculus Rift are VR headsets that are head mounted displays or HMDs. They aim to provide the consumer a 3D virtual, life size environment that has no boundaries like screens on a TV. Anywhere a consumer looks, the visuals follow. VR headsets utilize one of two feeds sent to two LCD displays or one display. Lenses within the headsets allow for options to reshape and focus the picture, generating a stereoscopic 3D image. (Linowes) VR headsets often come with a few various internal parts that can be used for a head-tracking system like a magnetometer, gyroscope, and accelerometer. Motion-tracking is the next future objective of motional reality and may come soon.
This is just one of many ways people have chosen to engage in media to express their innermost feelings and desires. And that is largely why people crave violence in media, because they are scared or angry of the world they live and interact in. This essay will show how the human mind works by exploring theories and concepts that provide clues into the innerworkings of the human mind and most importantly the subconscious, where many of the darker emotions reside.
In Zillman's article, he asks the question of why violence is appealing? People engage in sports...
The industry knowingly takes advantage of this recent cultural shift in parent-child relationships. And finally, the industry knows that children and youngsters are more likely to be influenced by violent movies, TV shows, and games and are more likely to get addicted to violent imagery, becoming potential customers for future media products and games that glorify violence (Mean world syndrome, 2009). It is fair, therefore, to say that bombardment
Virtual Religious Service Islam is a religion of great misconceptions and of immense misunderstanding. It was because of this same notion that this religion in particular was of great interest. With all the negative publicity that Islam receives in the media, people only get exposed to the violent extremists that represent a minute minority of this religion. A picture of violence and death is flashed on the television daily, forcing many
Firearms Legislation and Firearms-Related Violence in Europe This paper examines the relationship between firearms legislation and gun-related violence across countries and regions in Europe. The focus of the paper is to identify possible sources of literature to help answer questions regarding whether legislation is an effective tool in reducing firearms-related violence. The paper focuses on variance of gun violence rates throughout Europe, gun legislation, and possible national strategies for addressing the
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
Computer Games Research When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed
The SAFE Act not only protects victims of domestic violence, but also helps them become effective members of the country's economy. Domestic violence also account for about fifteen percent of total crimes committed in the United States. Reports from Centers for Disease Control and Prevention and National Institute of Health indicate that each year, 5, 300, 000 non-fatal violent victimization committed by intimated partners against women are recorded. Female murder
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