Everything was calm. The dust began to settle on the blood stained wasteland. The chaos that consumed the last few hours was finally coming to an end. I sifted through the pools of blood at my feet. Every so often I would have to kick away another arm or torso in my path. My squad and I naively assumed that the worst was behind us. Then the ground opened up. Out of the hole they came. Charging at us with no regard for their own safety. I could feel the heat from their bullets as they rushed passed me. “Take Cover!” screamed one of my squad mates. I dove behind a small car abandoned on the side of the road. There wasn’t much time to think. The enemy was just a few feet away, and I was out of ammo in my shotgun that takes heads off of bodies. Suddenly it dawned on me. The chainsaw attached to my automatic weapon was still functioning. I got the engine going, and next thing I knew, blood was splattering on my face as I sliced through three of the soldiers racing towards me. Another hole in the ground opened. More enemies began to surround my position. I opened fire and watched as blood and guts flew through the air signaling my victory and the end of the game.
My account of playing “Gears of War” does not do the graphical representation of the game justice. “Gears of War” is a video game of the modern area. It was created in 2006 by Epic Games and has since spawned two sequels and a prequel. The graphics in the game were considered revolutionary at the time of its creation. Technology has allowed video games to more closely resemble realistic images, or in the case of “Gears of War,” an image of the over the top violence and gore that has only occurred during the most horrific battles in human history. Through mediums such as film, television, and video games, we are constantly exposed to violent themes and disturbing images. We escape from our everyday lives through these forms of entertainment, so essentially, we are living a pseudo-violent and often murderous lifestyle everyday. Over the course of the history of film, television, and video games, violence has become much more common, vivid and realistic. The American people call for violence in their entertainment today to a much larger extent than they did in the past. “Grand Theft Auto V,” a video game where theft, murder, and torture are all a significant part of the experience, recently set the Guinness World Record for the highest revenue generated by an entertainment product in 24 hours. TV shows such as “The Walking Dead,” “Dexter,” and “Criminal Minds” are among the most popular and violent on television. The level of violence that exists in media today was not always this prevalent. There was a time when television was made up of fun family sitcoms and action sequences with no blood and gore, a time when most video games only included playful violence such as jumping on mushrooms and shooting ducks using a virtual plastic gun, and a time when movies were considered controversial if they contained violence that exists in most children’s films today. Let’s see what has caused this shift to more prevalent and realistic violence by looking at the film, television and video game industries, and let’s discuss the ramifications violent content in media has on society.
Violence in film has existed in some form since 1903 when “The Great Train Robbery” was released. This silent film has a villain who points his fake gun towards the camera, causing audience members to run from theaters in absolute horror over what they have witnessed. The film “Public Enemy” in 1931 was criticized for ending in “general slaughter.” There is a total of 8 deaths in the movie which all occur off screen. Now let’s compare these two movies to today’s movies where hundreds of people sometimes die in a gruesome manner on screen. When did Hollywood decide to depict realistic violence in all of its forms? When did viewers stop running from movie theaters when a gun was pointed at the screen and start basking in the blood and murder that makes up the “Die Hard” movies? A major transition in cinema seemed to occur during the Vietnam War era. In the 1960’s there was a rebellion against the establishment by the youth and against the Vietnam War. The protest movement was raging and times were changing. With changing times came changing imagery in film. “Lawrence of Arabia” included a scene where Lawrence gets caught in blood lust during the slaughter of the turks. This movie was the most violent film made by the director to date, and it marked one of the first occasions of the changing imagery of violence on film. The Vietnam War was the first war that was covered on television. The American people got to see a little of what war was actually like and not what Hollywood made it out to be. After the war, it was difficult for Hollywood to cover up violence and make it less explicit than it actually is. Once viewers were able to witness an actual war torn area on their televisions, they weren’t going to watch a movie that made war and general violence seem clean and comfortable for the most part. Movies began to show violence for what it really is; cruel and malicious acts that are often times disturbing. Later on, movies such as “Pulp Fiction,” “Kill Bill,” and “Apocalypse Now” used violence as its path of communication to the audience. As technology improved over time, violent acts were able to be made to look more and more realistic. As long as there is a consumer demand for violent content in films, directors will continue to incorporate their artistic vision into their films without filtering these images. Violent themes exist in nearly every movie released today because people pay to watch violent content. Hollywood responds to the viewer. If people will pay to watch violent acts take place on film, then violent movies will continue to be released.
For the rest of the paper, I am going to discuss the ties violence has in the television and video game industries. These two paragraphs are going to be structured in a similar manner to the paragraph on violence in films except they will be based on their respective form of media. I will conclude the paper by discussing how the increase of violence and graphical content in media is effecting our culture. I will primarily focus on youth exposure to extremely graphic content at a young age and how very graphic video games can effect people of a certain age. Video games are an interactive experience so they seem to connect to people more than TV shows and movies.
Let me know if you have any suggestions for additions to my paper or an idea for restructuring the paper in some way. I am slightly concerned about the length of the paper because I’m bound to exceed five pages at this rate.
URL’s of Sources Being Used
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http://muse.jhu.edu/journals/symploke/v020/20.1-2.di-leo.html
http://quod.lib.umich.edu/m/mfr/4919087.0002.102/–social-perspectives-on-violence?rgn=main;view=fulltext
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http://articles.latimes.com/2013/feb/15/entertainment/la-et-st-violence-tv-20130217