Monday, June 1, 2009
The truth of war reporting
New technologies contribute to the number of ways that war is reported. For example, the Internet has helped to shape audience responses by opening them up to diverse and alternative voices. The Oatar-based AI Jazeera network was a TV and web-based organisation that was a well-known media source during the second Gulf War. This website showed devastating images and reports from bombsites around Baghdad. (Schwartz, 2003) Western media organisations labeled these broadcasts as unethical because they portrayed images of suffering and humiliation, despite the fact that they showed us what was really going on. Similar to reality television, footage from the war is edited and manipulated by mainstream media to show us what they think we want to see. You can check out a news article about war as reality television here: http://www.smh.com.au/articles/2003/03/26/1048354631440.htmlww.smh.com.au/articles/2003/03/26/1048354631440.html
The story of “Saving Private Jessica Lynch” is a perfect example of how the media can manipulate the coverage of war. While being held captive Jessica was saved by US marines. The details of this story were later proved to be extremely fabricated. (Schwartz, 2003) The real reason it was broadcast was to attempt to balance out the negative and disturbing accounts from the war with a feel good story.
Despite the new technologies available there are still certain details from war that are not shown to the public, and the media is able to manipulate and exaggerate certain stories to influence peoples perceptions. It is easy to see how reporting of the war has become a form of entertainment. The media edits and distorts the information shown instead of simply presenting the true facts, when in times of conflict people have a right to know the truth, no matter how shocking it might be.
references
Inside Al-Jazeera. The Media Report (2004) http://www.abc.net.au/rn/talks/8.30/mediarpt/stories/s1147836.htm
Schwartz, J 2003, ‘A cast of thousands: the media and the staging of Gulf War', Australian Screen Education , no. 32, Spring, pp. 1-6.
Sunday, May 31, 2009
Bounded eCultures
The Internet is undeniably a valuable tool for migrants in a foreign country to maintain ties to their culture and homeland without physically being there. A specific geographic location is often considered an important part of an individual’s identity, and they may have strong, emotional ties towards it. Cyberspace is blurring national boundaries and has helped people in one country remain actively involved in a different country’s cultural, economic, and political life. The Internet also allows someone to sustain connections with friends and family, while also contacting others who have migrated and can relate to the changes they are adjusting to. (Hiller & Franz, 2004)
Computer usage can cross boundaries of geography and time zones. In the past, it would have been much more difficult for people who moved overseas to still feel connected to the culture they left behind. Furthermore, they may struggle to identify with the society they are currently living in, which could lead to feelings of isolation and loneliness. I think it is important for individuals to retain some kind of connection with their family and culture, and the Internet gives them a chance to connect with what they are familiar with.
There are some negative aspects of a person sustaining a continuous connection with their homeland. They may not be able to fully experience the culture they are currently residing in, and therefore miss out on the opportunity to experience a new way of life. It is important that people contribute to the community they are living in, not just the community that they came from.
In today’s world, the Internet plays a vital part in breaking down national barriers. Different cultures are no longer isolated to particular parts of the world and people can experience them no matter where they are. Where we come from is a major part of our identity and sense of belonging, and I believe that people should hold onto that in whatever form they can.
Brey, Phillip. (2005) Evaluating the social and cultural implications of the Internet. Vol. 35 Issue: 3
Friday, May 29, 2009
Sex in Cyberspace-good or bad?
Cybersex can be defined as a social interaction between at least two persons who are exchanging real-time digital messages in order to become sexually aroused and satisfied. (Döring, 2000) There are both pros and cons to cybersex. One positive aspect is that there is no physical contact between partners, which eliminates the risk of sexually transmitted disease or unwanted pregnancy. Furthermore, socially inept people may use online communication because they find it difficult to meet or talk to people in reality. The Internet allows individuals to remain anonymous. Anyone can engage in sexual activities or live out hidden fantasies that they would not be comfortable doing in real life.
However, there are also various negative factors associated with cybersex. There is no way to predict who is on the other side of a conversation and people can easily lie about their age or gender. Cybersex offenders also use the Internet for purposes such as viewing, sending, and receiving child pornography. Victims who fall into their trap could potentially face devastating consequences. For instance, electronically maintained images can be distributed easily and quickly to a wide audience. Once posted on the Internet, they are harder to retrieve and control. (Bowker & Gray, 2005)
Ryan Singel addresses the concerns of cybersex in his article ‘Internet Porn: Worse Than Crack?’ he labels ‘Internet pornography as the new crack cocaine, leading to addiction, misogyny, pedophilia, boob jobs and erectile dysfunction.’ He argues that pornography is free and more readily available than a drug such as cocaine. For this reason, people who engage in cybersex may have a more difficult time recovering from their addiction.
In conclusion, there may be some positive aspects of cybersex, although in my opinion they do not outweigh the negative side. At first it may appear safe because you can always switch off the computer. However, people could easily find themselves manipulated by the person they are talking to, or simply grow to depend on the Internet to much when forming relationships, damaging their ability to communicate in the real world.
references
Döring, Nicola (2005) Feminist Views of Cybersex: Victimization, Liberation, and Empowerment. CyberPsychology & Behavior, Vol. 3 Issue 5.
Bowker, Arthur & Gray, Michael (2005) The Cybersex Offender and Children. FBI Law Enforcement Bulletin Vol. 74 Issue 3.
Internetporn:WorseThanCrack: www.wired.com/science/discoveries/news/2004/11/65772
Extremist groups
Another site I checked out was the Australian First Party, which at first glance definitely does not appear to be an extremist site. However, some of the policies they support include reducing Immigration and abolishing multiculturalism. Graeme Campbell, their founder, claims that "Australia must remain predominantly white.” Clearly, the Australian First Party’s views can be labeled as extreme. They are much more subtle in their approach than groups such as Aryan Nations, however still convey clear messages of intolerance and racism.
Sunday, May 24, 2009
Today’s Youth culture.
Many young people still look for new ways to express themselves. The problem is, when something new and original appears, it seems to get picked up and turned into the latest trend. When alternative culture becomes mainstream, it is no longer unique and becomes nothing more than a fashion statement.
It appears that various aspects of today’s youth culture are perceived as extreme. I have read numerous stories in the paper that paint a generally negative picture of young people, often labeling them as troublemakers or simply out of control. Take, for example, Christian writer David Kupelian’s article ‘Why today's youth culture has gone insane.’ He highlights a number of the extreme factors influencing the younger generation, however I found some of his statements narrow minded and greatly exaggerated. For example, he writes ‘Ritual scarification and 3D-art implants are big. So are genital beading, stretching and cutting, transdermal implants, scrotal implants, tooth art and facial sculpture”. I can safely say that I have never done any of these things, and as far as I am aware none of my friends have either. I’m not going to deny that there are people out there who participate in this behavior, however it only speaks for a very small minority of individuals. David fails to mention this in his article and instead appears to generalize to the whole youth population, making these issues sound like a common occurrence.
His methods of protecting children from youth culture are also not realistic. He states that “The best solution I know of for accomplishing this is to home school your children, and network with other like-minded parents in your area.” I believe that children need the opportunity to develop socially and make friends, so how is simply cutting them off from the real world an effective solution? Children are not young forever and eventually they have to go out and experience the world for themselves. Young people are always going to try to find new ways to be alternative, one day we will probably look down on the younger generation ourselves and wonder what they hell they are thinking.
references: http://www.worldnetdaily.com/news/article.asp?ARTICLE_ID=36599
Friday, May 22, 2009
Video games don’t kill people, people kill people
Games have definitely become more violent over the years. When I was kid, ones like Mario kart and Donkey Kong were enormously popular. Today, it appears that World of Warcraft and Grand Theft Auto are what draws children’s attention. There are undeniably cases where violent games need to be restricted from young children. However, just because a person enjoys playing a violent game every once in a while, this does not mean they would ever consider going out and imitating that behavior in real life. I believe a major part of the appeal of video games lies in the possibility to escape reality, not to live it, similar to the reason why people enjoy watching violent movies. Games offer players a chance to immerse themselves in a different world, engaging in activities not possible in real life. I think that the majority of people are generally intelligent enough to differentiate between reality and what they play in a game. Someone would have to be deeply disturbed to actually go out and commit acts of violence simply because they played World of warcraft.
On the other hand, there have been reported cases where video games allegedly played a part in school shootings. Two teenagers named Eric Harris and Dylan Klebold went on a shooting rampage at Columbine High School in 1999, killing 12 students and one teacher, before committing suicide. In a video the killers made before the crime, they mentioned that it would be ‘‘just like playing Doom.’’ Furthermore, games such as ‘Grand Theft Auto’ have also been linked to a number of other violent crimes committed by adolescents. (Porter & Starcevic, 2007)
A psychologist named Craig Anderson conducted a study exploring the effects of violent games on behavior. 227 college students completed a measure of trait aggressiveness and reported their actual aggressive behaviors in the recent past. They also reported their video game playing habits. Results revealed that students who reported playing more violent video games in primary and high school engaged in more aggressive behavior." (Anderson, 2000) these results indicated that video games can increase aggressive behavior, and therefore lead to violence.
A. Anderson, Craig (2000) Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology. Vol. 78, No. 4.
Friday, May 15, 2009
Jamming the corporate world
Global companies constantly shove advertisements in our faces. I think few people would deny that we have become overpowered by consumerism. Exploring sites such as Adbusters has made me recognise just how much influence the media has over our lives, and how we to often blindly accept the messages they throw out at us. Sometimes, even people who question the nature of advertising and consumption still seem to engage in it. For example, I have friends who complain about the high price of designer clothing, however still don’t hesitate to purchase the most expensive brands.
Adbusters is a useful website to view examples of culture jamming. it is a magazine that devotes itself to the subversion of consumer culture. It was founded by Kalle Lasn and Bill Schmalz. They describe themselves as “a global network of culture jammers and creatives working to change the way information flows, the way corporations wield power, and the way meaning is produced in our society.” Adbusters has launched numerous international campaigns and often spoof popular advertisements. Their magazine often features photographs of billboard or advertisement vandalism that has been sent in by people in the community wanting to get involved. Adbusters hope that their website will encourage individuals to move from spectator to participant, and encourage everyone to get involved in jamming. Adbusters also has a large number of successful campaigns such as Buy Nothing Day and Mental Detox Week. These campaigns encourage people to be aware of the cost of consumerism and media in our lives.
The image below is an example of a culture jam.
With the current advancements in technology, it is becoming clear that virtually anyone has an opportunity to voice their opinions. The Internet allows for easy distribution of culture jams. People can post images, videos, and audio messages to a global audience. With all the new technologies that are available to the public, I have no doubt that culture jamming will reach new heights in the future.
references
Mark Dery(2004) Culture Jamming: Hacking, Slashing and Sniping in the Empire of signs
www.adbusters.org/