User:Corrine431

Impact of Mass Media
For patriarchal cultures, women and their bodies have always been commodities and sources of desire and exploitation tended to increase. The mainstream media has always used false and unrealistic images of women's appearance, body image, behavioral standards and beauty. Today, on television, on billboards, on the pages of glossy magazines, and on social media, we can see overly sexual and unrealistically perfect female figures. Advertisements, music videos, and movies dehumanize and commoditize girls and women. Women's bodies are used to sell everything from cartires to entertainment. Social media plays a big impact on many males and females lives. "Sharing mass media content through social network sites has become a prevalent practice that provides individuals with social utility and cultural capital. "An other-ideal motive was expected to drive sharing of popular media, an own-ideal motive was expected to drive sharing of prestigious media, and an actual-self motive was expected to drive sharing of guilty pleasures." The social impact of the film's portrayal of women and its impact on the African-American community shows that young black girls are exposed to stereotypical portrayals of black women that go beyond sexual objectification. When people watch films it tends to affect their well being. "In the twenty first century, there has been a growing awareness towards the necessity of empowering women in order to improve their socio-economic status."

Video Games and Films

Films can encourage females and males to do bad things. "Moreover, the fact that movie heroes with criminal histories create negative and violent thoughts in the minds of those watching them." Media violence discusses not only television, film and music, but also video games, the AAP cites research linking exposure to media violence to aggression and violent behavior in young people doing. The AAP guidelines describe violent video games as one of many factors that influence behavior, noting that many TV shows and movies directed at children also contain scenes of violence goes up. However, the authors of video games believe that these video games are particularly harmful because they are interactive and encourage role-playing. It encourages young children to learn, observe, and mimic what goes on in these video games. Some organizations believe that prolonged exposure to aggressive behavior and violence in video games and other media can desensitize adolescents through emotional paralysis, cause nightmares and sleep disturbances, lower academic performance, and reduce aggression. Researchers have expressed concern that it may lead to aggressive behavior and bullying. Specifically, these authors performed a comprehensive meta-analysis of the literature on the effects of violent. video games on six categories of aggressive responses. Cognitive, emotional, arousal, empathy/sensitization to violence, over aggressive behavior, and over prosocial behavior. Their meta-analysis examined the impact of more than 130 research reports based on over 130,000 participants. Based on these analyses, the authors concluded that violent video game play was positively associated with aggressive behavior, cognition, and affect, and was negatively associated with empathy for victims of violence and prosocial behavior. Furthermore, the authors concluded that these effects were statistically reliable in experimental, cross-sectional, and longitudinal studies, and were affected by culture, gender, and game type (e.g., 1st person vs. 3rd person point of view, human vs. 3rd person point of view, etc.).non-human targets; etc.), methodologically superior studies tended to achieve greater efficacy. This study examines the effects of violence, interactivity, and player skill on mild aggressive behavior using a custom-built first-person shooter game that allows a high level of empirical control. Using effect size assumptions from prominent meta-analyses in the violent video game literature, researchers performed tests of effect and equivalence and found that aggressive behavior after playing a violent video game was found to be statistically equivalent to that observed after non-violent play. Researchers also observed aninter action between violent game content, player skill, and interactivity. Violent content led to increased aggressive behavior when player skill matched game interactivity, where as violent content led to increased aggressive behavior when player skill did not match game interactivity. The content reduced aggressive behavior. This interaction is explored using multiverse analysis, including both classical significance tests and Bayesian analysis.