Friday, 22 November 2013

Task 2+3: Understanding Ethical and Legal Constraints within the Media Sector Blog Link

In the video game industry there are 4 main ethical concerns that are commonly brought up: violence, religion, gender representation and racism.

Gender Representation
The 'casual' mobile phone
game 'Angry Birds'
In 2012 the Entertainment Software association did a survey of game players where they discovered that 45% of gamers are female, with a figure like that you're probably wondering why this is even an issue in the video game industry. Well seeing as this number includes the 74% of women who play games like 'Angry Birds' or 'Candy Crush Saga' on their phones meaning they are 'casual gamers', it would be more accurate to say that 12% of gamers are female, which is where the controversy arises. The lack on women playing video games has made it so a lot more games are made with men in mind, this resulted in negative claims being made that game creators are sexist and purposely choose to alienate the female audience but I believe this isn't true. Although some games like the 'Dead or Alive' franchise use women as sex objects, female characters in other games such as Elizabeth from 'Bioshock Infinite' and Samus from the 'Metroid' franchise being strong, independent women who are the highlight of their respected games and are good role models for women or anyone for that matter; and for quite awhile now popular video game franchises like 'Halo' and 'Pokémon' give the player the option to choose their character's gender, saying that game developers are being sexist and are alienating women is just inaccurate.
The option to choose your gender at the beginning on 'Pokemon X and Y'.

Violence

Jack Thompson, the anti-video-game activist
who tries to ban violent video games.
Violence has been around in video games since the 1976 game 'Death Race', as video games developed and improved overtime the graphics became better and the violence became more detailed; members of the public became concerned that video games were making people become more violent, especially children as they are more influential to do what they see. To quote Dr. Craig A. Anderson: " Violent video games are significantly associated with: increased aggressive behaviour, thoughts, and affect; increased physiological arousal; and decreased pro-social (helping) behaviour.", to put that into Laymen’s terms: violent video games make people bad; when looking at games like 'Dead Rising 2' where you shove axes into people’s spines and 'Call of Duty Modern Warfare 2' where you perform a massacre at a Russian Airport, it's safe to say that video games can be incredibly violent. This has resulted in many people finding the video game industry one of violence and corruption, something that is turning people into murderers; there are even anti-video-game activists like Jack Thompson who dedicate their lives to censoring and banning video games due to their effects on children and others. Video-game-activists do appear to raise a fair point at first though, incidents such as the Columbine High School massacre where two boys killed  teenagers at their school support the theory that video games are bad as the two who committed the crime liked to play violent video games; however like a magic trick if you do the research the trick is ruined, when you get down to it it's not the video game developers fault that a violent game made your under-age child violent, it's the fault of the parent who buys their under-age child a violent video game! If the child's parent said "No." when buying the game then they wouldn't have turned violent, it's the same with normal people, although a game could make you violent it's your fault for lacking self control and acting out highly inappropriate/illegal things; besides, violence has existed for a lot longer than video games have, if people like Jack Thompson blame 'Halo 3' or 'Mortal Kombat' for making people violent, then I'd love to know what video game people played back
during The Crusades some 1000 years ago.
Religion
Religion is a highly controversial subject in any form of media, video game developers usually avoid pushing their luck when using it in games, however that's not to say that controversies don't arise from time to time. Creationism groups claim that the 'Pokémon' game franchise is brainwashing players to believing in evolution, and 'LittleBigPlanet' made Islamic gamers deeply offended when one of its songs had words from the Holy Quran. Religious insensitivity have never really had quite as big an impact on the industry as violence, gender representation and racism; however it has had an impact on how some developers in the video game industry work it into their creations, the 'Final Fantasy' series for instance uses religious themes and imagery to  educate the western world of how religion is practised as a mixture in Japan, other game developers use religious icons such as those of Norse mythology to inject a touch of flavour and familiarity to the game. Although religion can be used in bad ways, in the video game industry it is mostly used to enhance the experience, not to offend; this makes the media format very unique and culturally diverse, one that anyone can enjoy.
Racism
Nintendos response to the racial
issue surround the Pokémon 'Jynx'.
Once upon a time, racism was virtually non-existent in the video game industry, however in recent times it's
become quite common. In 2002 there was a video game called 'Ethnic Cleansing' where the player has to go around killing African-Americans, Latinos, Jews and the Prime Minister of Israel to win the game; the 5th 'Resident Evil' game has you killing Africans in small villages, and of course there's 'Call of Duty' which has been painting a negative picture of Russian people for years now! Although not a lot of video games are racist, a lot of the players are from being subjected to them, if you go on a 'Call of Duty' or 'Battlefield' online game and speak to other players in a non-American accent then prepare to have tonnes of racist comments thrown your way; the amount of people who be racist when playing video games has given the industry (although mostly Microsoft and Sony as the XBOX 360 and PlayStaion 3 are where this sort of thing happens the most) a bad image and have attracted attention from groups such as the Anti-Defamation League and Red Cross to make it stop. This has had a dramatic effect on the video game industry, video game developers are afraid to do things in case they are called out for being racist, Nintendo had to change the 'Pokémon' character design on 'Jynx' because it looked like black face; the media has been surprised but in this case I believe for the better, unlike the other subjects I've talked about, racism in video games does but should not exist.

The Comic Book Codes of Ethics
Unlike the video game industry, ethics and legal issues have always been a predominant subject in comic
book publication. In the early days of the comic book media, there were no guidelines or laws suppressing comic books from including material which could be seen as insensitive, as comic books were aimed at a young audience there wasn't much inappropriate material, it didn't take long for the media became host to violence, crime and sexual situations; Dr. Frederic Wertham started to notice a connection between juvenile delinquents and comic book reading so he concluded that the inclusion of this inappropriate content was corrupting Americas youth which started an attack on the comic book industry.  This was when things became really bad, comic books were banned, recycled and even publicly burned in some cities across America; to quote Dr. Wertham when he spoke to the 1954 U.S. Senate Subcommittee Hearing on Juvenile Delinquency: “I think Hitler was a beginner compared to the comic-book industry.”
Dr. Frederic Wertham.
The 'Comic Code Authority' logo,
this was put on the cover of all
comics approved to be published.
To put an end to all this madness and controversy, the ‘Comics Magazine Association of America’ (or ‘CCA’) was formed and created the ‘Comic Code Authority’ (or ‘Comic Code’), this was a system that made sure comic books being published didn’t contain any inappropriate content; all comic book publishers at the time would submit their comics to the CCA who would check them for inappropriate material, if the comic passed they would authorize the use of their seal on the cover so that the public knew the comic would be okay to read.  By the early 2000s most new publishers decided not join the CCA as it meant adverts for products for older people (such as 15+ films or energy drinks) could not be advertised in them. In 2001 Marvel were suppressed by the CCA from releasing 'X-Force' #116, this was due to the comic featuring heavily detailed graphic violence as well as some 'implied sexual content' (according to the CCA), Marvel editor Axel Alonso and artist Mike Allred stated that they 'went all out to make readers feel the impact of the violence' as it was very important to the story and overall future of the series; Marvel refused to remove it so they withdrew from the CCA, released 'X-Force' #166 without a CCA seal of approval on the cover, and they started to work on their own rating system based on age groups like the 'BBFC' does. This was the 'Marvel Rating System', it follows almost identical guidelines as the CCA did for what is deemed appropriate and inappropriate, however instead of banning any inappropriate content from being published, they give the comic it’s featured in a rating that specifies the comic is for older audiences. Here is the guidelines for what comic gets what rating:

·         ALL AGES - This means the comic is appropriate for anyone of any age to read, this comics will have no inappropriate material present in them.
·         A - The comic will be appropriate for anyone aged 9 and up, this means there may be minor instances of mild violence but nothing to get concerned about.
·         T - This is the Marvel equivalent of a 12A film rating, meaning it's appropriate for most readers 13 and up, but parents are advised that they might want to read beforehand to approve it's okay for their child. Violence, sexual innuendos vulgar language will be included.
·         T+ TEENS AND UP - Appropriate for older teens; violence, sexual innuendos vulgar language will be included like with the 'T' rating but without a parental advisory.
·         PARENTAL ADVISORY - These are essentially 'T+ TEENS AND UP' rated comics that feature more mature themes and detailed graphic imagery of violence, sex and other adult situations. For teenaged readers it is advised that that a parent reads it beforehand to approve it's appropriate for their child (as with the 'T' rating).
·         EXPLICIT CONTENT - These are comics that are for 18+ mature readers only; they feature heavy amounts of strong violence, various types of sexual activity, discriminating behaviour, adult language and graphic blood and gore. Due to the adult nature of these comics you'll never find them on newsstands and will not be marketed to younger readers in any way, to help parents identify these comics there will be a 'MAX Comics' logo on it; 'MAX Comics' are an alias for 'Marvel' which they use for 18+ comics, no main 'Marvel' franchises will be 'MAX Comics' so as not to expose children to mature content.

By withdrawing from the CCA and establishing their own refined rating system, Marvel became able to publish anything they chose to in their comics with no art, story and advertising limitations at all; due to the new found freedom of including mature material as well as the increase in revenue this system created for Marvel, other companies followed suit and started making their own rating system, by 2011 the CCA was abandoned all together, allowing the industry to flourish into what we know it as today.
'X-Force' #116 cover art.
Racism
The front cover of  'Captain
Marvel Adventures' #23.
Pre Civil Rights Movement comic books were a cesspool of racial insensitivity, this wasn't particularly due to comic book publishers being racist or hateful but rather them following the cultural norm of what was socially acceptable for the time. The main victims of racism in comics were the Black British population and Germans, the Black British population were depicted with pitch dark skin, big eyes, and big red lips, they also performed menial jobs such as butler and janitorial work while eating watermelon and chicken, as these were the traits of popular minstrel show performers of the time it only made sense for comic book publishers to base the character designs after them; as World War II was happening at the time the Germans were depicted as being cowardly, bumbling, idiots who would act like poorly behaved children, as war propaganda depicted Germans like this it made perfect sense to treat them in the same way in comics. An example of racial discrimination would be 'Captain Marvel Adventures' #23
A panel from 'Captain Marvel
Adventures' #23 detailing the
racist portrayal of Black British.
which features a Black British character called 'Steamboat', in the comic he is drawn as monkey-faced doofus with the facial features mentioned previously, he is also conveyed as being unintelligent as his dialogue is written in such a poor way, indicating he is saying these words in an idiotic voice making him seems like a character to be ridiculed; by doing this Marvel enforced a negative racial stereotype of Black British people, affecting the minds of the children reading the comics, making them racist and enforcing Dr. Frederic Wertham's theory of comic books being evil. Thankfully these outdated racist views have disappeared from the comic book industry, it now focuses on bringing racial harmony amongst the readers and making the comics more accessible and appealing to people of other nationalities and those who live in other countries. For instance: Marvel have recently released the 'Ms. Marvel' comic book franchise which has the main protagonist as a teenaged Muslim Girl from Pakistan living in America, in the comics she is portrayed as an average female teenager who immigrants from Pakistan to New Jersey and is experiencing a culture shock, her storyline and multicultural routes have turned her into a relatable role model amongst female Muslim readers, this has helped the new franchise become popular all around the world and has made the character and Marvel very respectful and famous.
'Ms. Marvel' #1 cover art.
If anything then, the comic book industry is one that does everything it can to avoid controversy and focuses on equality amongst all peoples of the world, and there is no better proof of this than Marvel's 'X-Men' franchise. The central theme and moral of the 'X-Men' franchise is based upon the concept of tolerance and acceptance, it teaches equality with the story premise that regardless of your background, appearance, talents, abilities, skin colour or gender, a person can become a member of the X-Men; this plot point is used to teach readers racial tolerance, it tells readers that no one group of people is superior than the others, that everyone is equal and has the potential to be special, promoting equality amongst all peoples.
A group shot of the X-Men.

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