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Ahmad Firman Fahmi Bin Abd Rashid (2023105013) - A Written Review of A Chapter From Book The Book "Introduction To Mass Communication" by Baran

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FACULTY OF COMMUNICATION AND MEDIA STUDIES

BACHELOR OF COMMUNICATION (HONS) INTERPERSONAL COMMUNICATION

MC247 (COM410)

TITLE OF THE REPORT

A WRITTEN REVIEW OF A CHAPTER FROM BOOK THE BOOK “INTRODUCTION TO


MASS COMMUNICATION” BY STANLEY J. BARAN

SUBMITTED TO:

PROF. MADYA DR SUHAIMEE BIN SAAHAR

PREPARED BY:

AHMAD FIRMAN FAHMI BIN ABD RASHID (2023105013)

CLASS: NMCN1A

SUBMISSION DATE:

16 JULY 2023
TABLE OF CONTENT

BIL CONTENT PAGE

1. SUMMARY 2

2. EVALUATION 3

3. CRITICAL ANALYSIS 4

4. PERSONAL REFLECTION 5

5. REFERENCE 6

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1. SUMMARY

I chose to review Chapter 9: Video Games from the book “Introduction to Mass
Communication” by Stanley J. Baran. What can be summarized in this chapter are the
development of games and the gaming industry, how the organizational and economic nature of
the contemporary gaming industry shapes the content of games, the relationship between games
and their players and changes in the games industry brought about by new and converging
technologies.

Looking back at history, pinball games developed by David Gottlieb and Harry Williams
served as the forerunners of video games, while electronic video games were created by Steve
Russell, Nolan Bushnell, and Ralph Baer. We go back to the year In 1931, Carnival worker
David Gottlieb created the first arcade game that was widely available: Baffle Ball. It was a tiny
wooden cabinet with just a plunger as its only moving component. When slot machine
manufacturers joined the market and started creating games with cash payouts, the popularity of
arcade games skyrocketed, and players' enthusiasm was further stoked. With the Depression in
full force in the 1930s, however, civic leaders were not much in favor of this development, and
several locales, most notably New York City, banned the games. Pinball was regarded as
gambling. The rest is history and appearance up to today's video games.

The most common places to play games are on home and portable gaming consoles, PC
and Mac computers, and online, although smartphones are starting to overtake these platforms.
Microsoft, Nintendo, and Sony are the only game console manufacturers. Games for the most
widely used platforms are created by independent publishers. A dependence on blockbusters,
franchises, and sequels has resulted from the rising expenses of game creation. Product
placement and advergaming are examples of hypercommercial game design.

Two-thirds of American households have at least one person playing video games, with
women 18 or older comprising a larger portion due to casual game growth. Furthermore,
convergence in technology and people's comfort has led to gaming being played on various
platforms, including virtual reality devices. Wi-Fi-enabled devices have increased the number of

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female and adult gamers and increased the appeal of casual games by releasing them from
consoles and fostering gaming experiences.

2. EVALUATION

2.1 Using Games for Good - Strength

The video game business has attained a level of respectability and legitimacy
comparable to other forms of mass communication. The same inquiries about its
substance as those raised in relation to earlier media now include: What effect does it
have on kids? What rules ought to be put in place? What is the method of use? How we
can use the media to change things for the better is also crucial. Social scientists,
educators, parents, and members of the game industry frequently research this last query.
Their activities center on the application of games to learning, training, and policy
reform. Their offerings include programmes like the Peter Packet Game and Challenge
from Cisco Systems, which aims to combat poverty, and the efforts of the non-profit
Global Kids Inc., which has partnered with companies like Lego, Microsoft, and PBS in
an effort to inspire kids to make their own educational video games. Games for Health, a
community of game developers, researchers, and health care and medical professionals, is
one of the most effective games-for-good initiatives. They maintain an ongoing "best
practices" conversation—online and at annual conferences—to share knowledge about
the effects that both existing and original games can have on health care and policy.

2.2 The Treatment of Female Gamers - Weakness

In 2012, feminist media critic Anita Sarkeesian launched a Kickstarter campaign


to raise $6,000 for female representation in games. She attracted $158,000 in support but
faced online harassment from male gamers, including murder and rape threats. The
campaign was criticized for promoting censorship and political correctness. Reddit and

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4chan became platforms for coordinated harassment campaigns, causing women to leave
their homes and face misogynist hatred due to toxicity in gaming culture.

3. CRITICAL ANALYSIS

3.1 Entertainment Software Rating Board (ESRB) System

The ESRB system mandates game package content descriptors explaining rating
assignments, similar to the movie rating system. ESRB ratings are praised by FTC as
comprehensive, but media-literate gamers should understand their strengths and
weaknesses. Self-regulation can be beneficial for preventing government intrusion and
protecting First Amendment rights, or it can be detrimental due to its self-serving nature
and limited enforcement. The value of content descriptors is debated, with gamemakers
required to list any descriptor leading to a rating, such as strong lyrics, which may be
useful information for some. The ESRB system states that a game's M rating does not
include mature sexual themes or violence, and strong lyrics may apply to songs about
sex, violence, alcohol, or drug use. This masks potential problems. Players can identify
rating and descriptor reasons only during gameplay. In addition, the rating system's poor
enforcement raises concerns about underage buying. However, the Federal Trade
Commission's investigation reveals that video-game retailers effectively enforce age-
based ratings, with only 13% of underage shoppers able to purchase M-rated games. This
is partly due to the presence of 91% of parents of gamers, who are aware of the medium's
benefits and risks.

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4. PERSONAL REFLECTION

For conclusion, Research on video games' pros and cons continues, but some
studies show benefits for individuals playing games such as

1. Improved cognitive functions


2. Problem-solving skills and the use of logic
3. Hand-to-eye coordination
4. Faster and more accurate decision-making
5. Improved eye for details
6. Social activity and teamwork

Video games offer daily tasks and concentration benefits, making them suitable
for demanding jobs like surgery, driving, or programming. Video games offer appealing
benefits, but their addictive nature can outweigh their cons if gaming becomes an
addiction.

Other than that, video games also can lead to neglect of personal and professional
life, making it an easy escape from stress. However, when gamers neglect these critical
aspects, it may be time to limit playtime, replace it with other activities, and address life
problems. This can be a safer place to escape stress, but it's crucial to address these issues
to maintain a healthy balance in one's life.

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5. REFERENCES

Baran, Stanley J. (2019). Introduction to Mass Communication: Media Literacy and Culture.
New York, NY: McGraw Hill Education

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