Tuesday, May 12, 2015

The United States News Media’s Utilization of Oversimplification and Overemphasis, Known as Framing, Alters Individuals’ Perceptions by Shaping Views

One of the most imperative issues in news media today is framing.  Framing relies on the notion that we classify, organize, and interpret things into certain schema, or frameworks, in order to simplify our complex lives.  In some cases, framing oversimplifies stories; and because of a bereft of depth, framing shapes our perception of people, places, issues, and events.

The focus and/or angle of an event may display framing
Framing in News Media:
  • Oversimplifies information
  • Makes us vulnerable to bias
  • Shapes our perceptions

Framing, although it is often used to benefit news organizations in maximizing brevity, or even in
political debates and speeches as a form of rhetoric to appeal to the views of the public, it is nonetheless detrimental to all individuals in society whom feed off news media; and in turn, construct their own notions through the influence of framing. 

Further, these beliefs, stemming from potentially framed news media outlets, can be seamlessly passed on through face-to-face interactions or through the vessel of social networking; and ultimately, initiate a similar effect to the domino theory, in which, an event or story may be oversimplified, factually inconsistent, or even biased.

In a study of causes and solutions to poverty within the United States, an assortment of balanced news television stations, have provided evidence that substantiates how framing is utilized to skew particular events and notions

The concept of framing has long been a condemnation of news media in all forms—television, newspapers, social media, etc.  In light of this issue, a group of professors specializing in journalism and mass communication investigated framing in the news media; and particularly, focused on television organizations, and how they differentiate in emphasis of causes and solutions to poverty in the United States.

In order to maintain a fair examination of this view of causes and solutions to poverty, this study encompassed both liberal and conservative news organizations; as well as, those of both broadcast networks (ABC, NBC, CBS) and one cable news channel (CNN). 

The empirical data presented that overall the news coverage of poverty focused largely on societal-level causes and solutions.  In a sense, this suggests that the majority of individuals within society agree that poverty is prominent because of the flawed structure of the system; and thus, the government is responsible for both its causes and solutions.

Further, the study displays that the amount of television news was positively associated with perceived government responsibility, indicating that heavy viewers are more likely than light viewers to perceive the government to be responsible.  It was also found that the greater the amount television news viewing, the more favorable attitudes toward the poor and the greater support for government spending on welfare and other aid programs.  Television’s unbalanced emphasis on societal responsibility seems to generate the perception that the government or society as a whole, not necessarily the poor themselves, is largely responsible for poverty, which in turn is related to greater sympathy toward the poor (Kim, Shanahan, Choi, page 9).

Study emphasizes TV news media has tendency to promote an unequal balance of causes of solutions to poverty--favoring societal-level causes and solutions

Overall, this examination substantiates that framing does in fact play a pivotal role in our news—and is almost ordinary.  Regardless of the medium, whether it is television or newspapers, or any other source of news, framing takes a toll on the news media. 

If an individual looks at this matter from a macro-perspective, accounting for all of the news organizations that were affiliated with this study, it would be impossible for him/her to decide to what it is that they should take away from this information because the entirety of the news media does not have a uniform opinion as to whom is to bear responsibility for the causes and solutions. 

At the macro-level, the effect of framing, in this case, leaves responsibility ambiguous—there are essentially two extreme causes and solutions, at opposite ends of the spectrum, meaning this is solely a matter of personal preference in understanding what the true causes and solutions to poverty are.

In contrast, at the micro-level, everything changes.  If you put your trust into one source of news, maybe a particular local newspaper, then you are prone to being a victim of framing to the greatest extent.

In a brief street interview, a young individual shares her view of obtaining news from solely one source.



One of the primary components of framing is oversimplification.  The idea of editing a segment of a news report to be concise is often imperative in the news media; as harmless as it sounds, in some cases, details are left out and the audience is dished a story that is potentially narrow-minded or factually inconsistent.

In another street interview, a young lady expresses her opinion of whether or not she sees oversimplification of reports in the news media as being a problem.



Survey exposes that individuals are skeptical and distrusting of the issues the news media suggests as utmost importance to society

In light of the effects of framing in the news media, I conducted a survey consisting of 29 University of Maryland (UMD) students and their opinions of news prioritization.  Based on the results, there was not one single individual whom believed that all of the events that the news media displays are important to society.  In fact, the data supports the idea that nearly half of the UMD students surveyed (14 students), believe only "sometimes" are the issues that news media emphasizes can be deemed as important.  Overall, it seems that students of the university, and quite possibly on a larger scale, are not only skeptical about the events the news media prioritizes, but nonetheless certain that many of the issues covered do not hold any merit of importance to society.

Framing in the news media has a profound effect on stories or events that generate the most public interest.  For instance, a foreign event that may be significantly political, social, and emotional--such as a bombing in Syria, may not draw as much attention and be emphasized by the news as something as trifling as entertainment news in the United States; thus, by virtue of framing, issues that we may think are more important are not necessarily the ones that the news media presents as being important--as this individual claims (below):



In the most basic form, framing may be the product of such over-simplification; and in a sense, it may not elicit any unfavorable influence to individuals’ notions.  However, framing is becoming more vigorous in news media, especially with the development of social networking; and because of this, society is being shaped into accepting and complying to certain beliefs and facts, which may be intentionally and unintentionally skewed by the news media.

Saturday, April 4, 2015

The Rapidly Changing Video Game Industry And Its Hazard of Addiction Are Responsible For The Gaming Industry's Loss and Success

(#6)

My on-again-off-again experience with gaming, or what I might call, a periodic yet inevitable indulging, was sparked at the moment my neighbor had invited me to his home to play the game Grand Theft Auto: Vice City when I was nine years old.  The Grand Theft Auto series is publicly known and criticized for its violence and lack of censorship; however, as a young child and as an adult, I admire the entirety of series for remaining extraordinary in its structure and production of visual graphics. Grand Theft Auto: Vice City emphasizes what many individuals might define as the “American Dream”—success and consolidation of power, money, and materials.  In pursuit of the presumable American Dream, the gamer is directed to carry out what society would view as unfavorable decisions through illicit means; and ultimately, becoming a dominant and lucrative criminal.  The construction of a realistic free-roam sandbox, in addition to endless choice sequences, and the feeling of free will, are all components of the Grand Theft Auto series that has brought about its highly addictive traits and its fruitful, billion-dollar industry.

The nature of the video game industry, as we all know, has long been rooted in the action-style environment (as seen in the days of arcade gaming), pertaining to destruction and violence as a means for hooking consumers—especially those of a young age.

Children and adolescents, in particular, are fascinated by the ability to control something of their own in a virtual reality.  Further, the overwhelming desire to complete a mission, task, or battle, provides a fulfilling sense of achievement like no other.  A research study in communication theory notes that essentially children are attracted to violent video games because in a sense they are developing their own identity; and within the virtual reality, they can feel safe and experience various emotions—such as anger and fear, which in society tends to be suppressed to younger children.

As a child, like any other, I played games such as Grand Theft Auto: Vice City because I felt that being immoral and acting in a forbidden manner is something that is of course wrong, but also very enticing—and through the game I could act unethically without any realistic repercussions.  In turn, this freedom of expression is something that is profound for a young individual.

The video game industry’s everlasting attempt to make sales, allure new gamers, and shape current gamers into devout consumers of the industry, are all imperative parts of their business model.  Contrary to many other forms of visual media, video games, and interactive media, have the unique ability to capture the attention of those who play for extensive periods of time—coming back, again and again.

Another important factor that has a played a role in the video game industry’s success is particularly based upon the crowd that they want to attract.  In this case, from the video game industry’s development of the cartridge in 1977, games such as Mario Bros. have sought to impress predominantly males—which is why characters such as Mario emphasize physical action and masculinity; and thus, boys and men are more susceptible to playing the game and being avid consumers of the video game industry.  Likewise, as a study reveals, males are more likely to be addicted to gaming than females.



As I grew older, I drifted away from playing Grand Theft Auto: Vice City for multiple reasons.  I realized that the game, for its addictive traits, had become too much of a time-consumer, and it was keeping me from a social life and responsibilities.  Further, the video game industry was changing rapidly—new systems with superior technology were hitting the market; and games such as Grand Theft Auto: Vice City, were soon to be obsolete and surpassed with technological innovations like the Xbox 360, and its hardware/components that could expand the capabilities of video game engineering.  In addition, I had lost interest in the game—the sense of inherent achievement and enjoyment that the game once provided was diminishing with time.  Subsequently, the video game industry being well aware of that issue, was inclined to produce sequels with haste, to maintain a potent marketing force—which is ultimately what happened to Grand Theft Auto: Vice City; its sequel, for many fans like myself, dampened its predecessors by making them less appealing in design.

In terms of the video game industry, their continuous production of highly-addictive games is rewarding and very cost effective.  For instance, once I complete a game that provides me with some type of challenge and inherent achievement, I feel that I want a fresh and similar experience; so in turn, I end up purchasing a costly game to do the same basic concept all over again. Ultimately, from a macro-level, this something that is taking place globally; and because of this human and machine interaction, or user interface, people want a unique experience and are willing to pay not just once, but repeatedly to receive that amusement.

The video game industry is an ever-expanding universe.  It no longer requires having to go to an arcade, or even using a console via a television.  The trend in video game technology has extended to some of the most widely used technologies—cellphones and tablets.  Video games can now conveniently follow us wherever we go and provide the same sense of entertainment.  The video game industry continues to shock the public with its vast innovations such as the new and improved virtual gaming experience; and further, it puts aged technology to shame.

Thursday, February 26, 2015


At even a glimpse of this photo from The Washington Post, in an article regarding Libya, it is quite evident that it speaks for itself in its ability to demonstrate action and emotion.  It displays a large mob of individuals, who appear foreign to the United States, gathering in protest.  On the left side of the photo a tall man is visible, who is grasping with his fingertips, the top of the American flag. The flag itself is being decimated by a flame; however, it is not from the sole image of the burning flag that this photo becomes a work of expression.  It is from the combination of the burning flag and the unity of the group of protestors that conveys a message of anger, frustration, and civil unrest.

This image is plentiful with elements that contribute to its message.  It can be seen on the right side of the photo that a man in a gray sweatshirt, who is holding the bottom of the burning flag, has a facial expression that emphasizes outrage; as well as, a determination to send a negative message to America and force a reaction.  Despite the prominent elements that make this photo seemingly powerful, the nuances of elements further reinforce its message.  For instance, the image captures an individual in the peripheral on the center, right side, who is holding his cell phone, and additionally, pointing his finger directly towards the American flag, as if he is "accusing" America as being the cause of such a strife. Not to mention, the hand below in the lower right corner, holding a phone in the direction of the flag, suggests that this moment in protest is imperative and it must be recorded, so that it can be seen around the world.