Monday 7 March 2016

Task 2-Ethical and legal: restraints in the creative media sectors

Research on ethical and legal constraints relating to media sector

social issues within the gaming sector are mainly how gaming can effect peoples social lives depending on the amount of game time they spend which would make them less active and become anti-social due to playing with friends more than heading out into their community, this could also effect the characteristics of a person such as if they play more violent games which are older aged than the younger generation it would effect the amount of aggression and rage adapt to within the actual daily life. However, this isn't fact for all gamers due some games also contribute to improve family life especially games produced within the nintendo platform such as mario and luigi franchise which applies a positive characteristic of how the gaming sector can effect their audience.

representation of gender that associate within the gaming sector would be how men and women are studied, however within most mainstream game in the present day women are still under rated and significantly under presented for example the Fifa and Call of Duty series just recently introduced female character that you can play which then links to the idea of portraying them as traditional stereotypical gender roles . But also past games such as the Lara Croft series where at the time it was the first female character in a game at the time of 1996, but at the time the first Lara Croft was published they represented women poorly by introducing Naked modification which were targeted for male audiences.

 religion within the gaming sector has a unique and problematic effect towards the representing religion compared to the other media sector based on the fact that some games feature both violence but also religion together which could be presenting some religions and beliefs to have represented negatively through presenting a particular religion through terrorism or a stereotypical character of using faith to cause violent behaviours, but also games have the ability to create a fantasised religion where it fits with a RPG genre. An example of this would be within a example of this would be Dragon Age who classify religious groups as a faction called Chantry which worship a maker and have the characteristics and being one of the most powerful group within the game to have a mirror effect on how much religion can effect a society within a gaming example to represent how a religion can effect real life situation such as how powerful faith and belief can effect us globally.

professional body and codes of practice etc.
Pegi is a age rating system which is used to unsure that the content within companies game products are suitably classified depending on the according to if some content is needed to be be protected by consumers under the age of the classification. The games aren't rated depending on the level of difficulty of the content toward their consumers. The purpose of the organisation PEGI(Pan European Game-information) was to established to help guardians and or parent to make information decisions on the rated products and pointing out if the game has either violence, bad language or other content.

The organisation is supported with multiple and very successful gaming companies such as Sony, Microsoft and Nintendo, as well as developers within Europe. The organisation enforce their power through symbols which pin point what particular content the game product contains which is easily visible towards the targeted audience and or guardians.

interpretation and application of law relating to media
The video game sector refer to both Packaged media and online supply of interactive video games.

source of information:
http://videostandards.org.uk/Members/

The Code has been designed to promote high standards within the video entertainment and video games industries and otherwise to ensure that audiovisual content and video games are supplied to the public in a responsible manner. Such supply includes the supply of physical products, soliciting orders online for the supply of physical products and digital supply by way of download, streaming or otherwise supplying audiovisual content and video games for playing online.


Prepare case study exploring a particular ethical issue in the gaming sector

GTA violence influence violent behaviour especially within especially within america due to the the lack of laws which constrain people from owning or obtaining weapons which could influence gamers who try to act out situations within games. An Example of a cases would be that A teenager in Thailand, murders taxi driver and robs him to imitate a scene based within the 'Grand Theft Auto' video game.
 He later told police: "Killing seemed easy in the game."
Polwat Chino, 19, told authorities he had been addicted to the controversial video game, developed in Edinburgh by computer gaming company Rockstar North. The popular game has been described by the British Police Federation as 'sick, deluded and beneath fun'.
Chino hailed a taxi in Bangkok and when it came time to pay the fare, he stabbed the 54-year-old driver to death. Police will allege he needed money to pay to play the game and intended to rob the taxi driver.

source: http://www.telegraph.co.uk/news/worldnews/asia/thailand/2497978/Grand-Theft-Auto-blamed-over-Thai-taxi-driver-murder.html



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