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2021 ◽  
Author(s):  
◽  
Stephen Wenley

<p>Bret Easton Ellis' American Psycho (1991) and Chuck Palahniuk's Fight Club (1996) demonstrate a strong basis in existential thought. Both novels reference the philosophical and literary works of Sartre and Camus—two French intellectuals associated with the midtwentieth- century movement existentialism—as well as existentialism’s nineteenth-century antecedents Dostoyevsky and Nietzsche. More importantly, American Psycho and Fight Club also modify the philosophy and its expression, incorporating postmodern satire, graphically violent content, and the Gothic conventions of "the double" and "the unspeakable", in order to update existential thought to suit the contemporary milieu in which these texts were produced. This new expression of existential thought is interlaced with the social critique American Psycho and Fight Club advance, particularly their satirical accounts of the vacuous banality of modern consumer culture and their disturbing representations of the repression and violent excesses ensuing from the crisis of masculinity. The engagement with existentialism in these novels also serves a playful function, as Ellis and Palahniuk frequently subvert the philosophy, keeping its idealism secondary to their experiments with its implications within the realm of fiction, emphasising the symptoms of existential crisis, rather than the resolution of the ontological quest for meaning. While these two novels can be considered existential in relation to the tradition of classic existentialist texts, they also represent a distinctive development of existential fiction—one that explores the existential condition of the postmodern subject at the end of the twentieth century.</p>


2021 ◽  
Author(s):  
◽  
Stephen Wenley

<p>Bret Easton Ellis' American Psycho (1991) and Chuck Palahniuk's Fight Club (1996) demonstrate a strong basis in existential thought. Both novels reference the philosophical and literary works of Sartre and Camus—two French intellectuals associated with the midtwentieth- century movement existentialism—as well as existentialism’s nineteenth-century antecedents Dostoyevsky and Nietzsche. More importantly, American Psycho and Fight Club also modify the philosophy and its expression, incorporating postmodern satire, graphically violent content, and the Gothic conventions of "the double" and "the unspeakable", in order to update existential thought to suit the contemporary milieu in which these texts were produced. This new expression of existential thought is interlaced with the social critique American Psycho and Fight Club advance, particularly their satirical accounts of the vacuous banality of modern consumer culture and their disturbing representations of the repression and violent excesses ensuing from the crisis of masculinity. The engagement with existentialism in these novels also serves a playful function, as Ellis and Palahniuk frequently subvert the philosophy, keeping its idealism secondary to their experiments with its implications within the realm of fiction, emphasising the symptoms of existential crisis, rather than the resolution of the ontological quest for meaning. While these two novels can be considered existential in relation to the tradition of classic existentialist texts, they also represent a distinctive development of existential fiction—one that explores the existential condition of the postmodern subject at the end of the twentieth century.</p>


2021 ◽  
pp. 133-137
Author(s):  
Ladislav Pasiar

Are future secondary school teachers able to identify the possibilities for preventing and reducing negative consequences of bullying and cyberbullying using digital technologies? We verified this question through a case study method. Teachers play a very important role in detection, elimination, as well as prevention. It is therefore necessary to educate them and constantly remind them of the seriousness of these problems. In our research, we tried not only to identify the opinions of respondents, future secondary school teachers, but also to emphasize these problems. The existence of ICT have "facilitated" the spread of violent content and thus encouraged its wider expansion. In our research, respondents stated several serious and important ideas. The number of identified cases of bullying and cyberbullying in their vicinity was increasing. There was non-significant number of opinions about non-existence, or ignorance of any kind of bullying near respondents. Despite identifying the contribution of ICT tools to the increase in bullying and cyberbullying, respondents did not mention these tools as possible preventive tools. We can conclude that, although the most respondents are able to identify these issues. The mentioned ways for preventing and eliminating negative consequences were only general and did not exceed basic knowledge about this growing phenomenon.


Author(s):  
Edgar Demeter ◽  
◽  
Dana Rad ◽  
Evelina Balas ◽  
◽  
...  

In a digitally developed civilization access to different kinds of content and information can be easily acquired. From all the available content, some individuals chose and prefer to consume aggressive or violent content. In this light, the scope of this investigation is to determine the connection between the level of Violent Content Preferences (VC) and the levels of General Antisocial Behaviour (AS) and Schadenfreude (SCH) and the relationship between the intensity of life satisfaction (LS) and the intensity of Violent Content Preferences (VC), General Antisocial Behaviour (AS) and Schadenfreude (SCH). The present investigation is part of a chain of studies with reference to violent behaviours and cognitions. In this study, a number of 81 students (M = 27.57 SD = 9.25) from Arad, Romania, Aurel Vlaicu University, were investigated. VC and SCH were measured with the explorative affirmations, AS scores were obtained with the help of the How I Think Questionnaire (HIT) and LS was calculated with the help of the Satisfaction with life scale (SWLS). The obtained data ilustrates that VC is positively associated with AS an SCH, furthermore, AS is positively related with SCH, and LS was negatively associated with VC, AS and SCH. These outcomes point out the requirement to take into consideration the content we consume in regard to one’s satisfaction with life and can offer literature meaningful information in regards to the prevention or reduction of anti-social tendencies or cognitions.


2021 ◽  
Author(s):  
Aristides Moustakas ◽  
Mohammad Firdaus

Abstract Analysis of cinema and electronic art contents into quantifiable characteristics could provide insights on important elements of human behaviour such as voting behaviour, appreciation, and emotions regarding content. Analysis of movies, series, TV programs, and video games, were performed mining the IMBD database and merging datasets. Data analytics were performed including the relationship between the number of votes and rating, rating and content as timeseries, and multivariate statistical analysis between content and rating as well as production type and rating. Content complexity (i.e. the number of different genre) was also analyzed regarding rating. Results indicated that there is an overall positive relationship between the number of votes and rating for low, intermediate, and high number of votes, while very high number of votes is related with a partisan voting behaviour resulting in negative rating. Adult rated content is declining over the past three decades. Violent content is expressed via other forms of content through time, switching from war to horror. Diversity of content was the highest rated content type linked with diversity and complexity of feelings and emotions. Among all production types, video games were the highest rated ones related with integrative social behaviour with other users or addiction.


2021 ◽  
Vol 11 (2) ◽  
pp. 219-229
Author(s):  
Dottington Fullwood ◽  
Carrie Cameron ◽  
Sydney Means ◽  
Stephen Anton ◽  
Zachary L. Stickley ◽  
...  

Background: Media advertisements displaying aggression and violence in public transit spaces represent a public health concern. The high visibility of ads likely contributes to increased levels of aggression among New York City (NYC) youths traveling across boroughs. Given the importance of the physical, psychological and social environment in shaping the lives of youth, additional attention is warranted regarding how media advertisements are promoted within public transit spaces across America. The aim of this study was to document quantity and placement of advertisements illustrating aggressive and violent content throughout the NYC public transit subway system. Methods: This cross-sectional study was conducted over a five-day period in June 2017. Direct observation was used to document all advertisements within every NYC Metropolitan Transit Authority (MTA) subway station (N = 472) in four NYC boroughs: Bronx, Brooklyn, Manhattan and Queens. Static media advertisements with/without aggressive and violent content displayed on subway platform wall panels above and underground were counted, photographed and described with a mobile app. Results: Aggressive and violent ads in the MTA were pervasive. Subway platforms displayed advertising consisting of guns, individuals fighting and attacking, and words with aggressive language. Conclusion: Public transit spaces provide unregulated visual and verbal messages without citizen participation. Subway stations in NYC and across the country prohibition stance could be a model for violent content reduction. Given the pervasive and tragic effects of aggression and violence on youth and adults, transit agencies could inundate passengers with positive advertising content. Dialogue between citizens and transit agencies to remove noxious messages from public transit spaces warrants the same discussion given to banning alcohol advertisements.


2021 ◽  
Vol 12 (1) ◽  
pp. 115-123
Author(s):  
Rigliana Portugal ◽  
Ignacio Aguaded

The study analyzes the news content of three national television channels in Bolivia (one public and two private), where the treatment of news on gender violence is observed. The methodology proposed by Monitoreo Global de Medios, which addresses gender and media issues, is applied. At the same time, the dimensions of media literacy proposed by Ferrés and Piscitelli (2012) are analyzed in university women who observed the news broadcast on television. The findings show that there are more women (59.05%) than men (40.95%) as protagonists of the articles on gender violence, and that sexist stereotypes are reinforced in the presentation of the news. After applying the questionnaire to 200 university women, the technology dimension reached an advanced level (46.7%) based on knowledge of technological concepts and image processing software. However, the dimension of interaction processes has a high percentage of 59.5% at the basic level, as there is a lack of knowledge of the possibilities of acting critically in the face of violent content presented in the media. 


2021 ◽  
pp. 110-118
Author(s):  
A.P. Shalin ◽  

Discussed is the growing influence of the Internet and social networks on modern society and the formation of a young person’s personality. Due to the development of digital and telecommunication technologies, the number of treats and crimes in this field has been increasing. Thus, the problem of content security and violent content faced by the state and society has never been as acute as in recent years. The article discusses the existing content management systems and their features and briefly describes the activity of the Federal service for supervision of oommunication and information technology Roskomnadzor, as well as its successes and shortcomings. It also describes steps taken by the state in the field of content management and provides examples of existing regulations in the Russian Federation. The article discusses the role of social welfare organizations in the creation of safe cyberspace. It lists public organizations that existed in Russia and were involved in content management and security activities. With the abundance of violent content, some of results obtained by these organizations and solutions they use can be reused to develop a secure virtual environment today.


Author(s):  
Tim Wulf ◽  
Daniel Possler ◽  
Johannes Breuer

The depiction of violence is the focus of many content analyses of video games. Typically, the occurrence and nature of acts of violence or aggression are coded to quantify the amount of violent content in a particular game.   Field of application/theoretical foundation: Quantifying the amount of violence in video games can inform media effects research that looks at the relationship between the exposure to violent video game content and aggression. This allows for more precise measures and hypotheses than simply coding a game as violent or nonviolent which is often done in experimental research in this area. What is commonly coded in content analyses of violent content in video games is the number and nature of aggressive or violent actions. Specific attributes of these acts, such as their realism, graphicness or (narrative) justification (Tamborini et al., 2013) are only considered in a few studies (e.g., Lachlan et al., 2005). While the focus in most studies is on acts of physical aggression/violence in interactions with/between game characters, there are also studies that have investigated verbal aggression between players (Holz Ivory et al., 2017).   References/combination with other methods of data collection: Content analysis of violence in video games can be complemented by survey data asking players about the games they play and their rating of the degree of violence they contain and/or age rating from institutions like ESRB or PEGI (see Busching et al., 2015).   Example studies Coding material Measure Operationalization Unit(s) of analysis Source(s) (reported reliability of coding) Video recording of playing session Number and duration of violent interactions (attacking and being attacked) (a) combat: “periods of playing time in which a player [i.e., the character controlled by the player] fires his gun” (p. 1021) (b) “under attack–the player is attacked by an opponent before or after using his own weapon” (p. 1022)  Distinct phases/events in up to 12 minutes of solo play of the first-person shooter game Tactical Ops: Assault on Terror Weber et al., 2009 (Cohen’s kappa = 0.81) Video recording of the whole game Depictions of injury (present/not present) “An injured or dead character lying on the ground or remnants of blood from a known violent act” (p. 403) 1-second intervals of the game recordings Thompson, Tepichin, & Haninger, 2006 (Cohen’s kappa = 0.93) Video recording of the whole game Depictions of violent acts (present/not present) “Intentional acts in which the aggressor causes or attempts to cause physical injury or death to another character” (p. 403) 1-second intervals of the game recordings Thompson, Tepichin, & Haninger, 2006 (Cohen’s kappa = 0.93) Video recording of the first 10 minutes of gameplay Depicted harm/pain (none, mild, moderate, extreme) in aggressive exchanges between in-game characters “physical injury or incapacitation of the victim” (p. 64) “an aggressive exchange that occurs between a perpetrator (P) engaging in a particular type of act (A) against a target (T)” (p. 63) Smith, Lachlan, & Tamborini, 2003 (coefficient according to “Potter and Levine-Donnerstein's (1 999) reliability formula for multiple coders”, p. 65: 0.87)   References Busching, R., Gentile, D. A., Krahé, B., Möller, I., Khoo, A., Walsh, D. A., & Anderson, C. A. (2015). Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany. Psychology of Popular Media Culture, 4(2), 97–111. https://doi.org/10.1037/ppm0000004 Holz Ivory, A., Ivory, J. D., & Wu, W. (2017). Harsh Words and Deeds: Systematic Content Analyses of Offensive User Behavior in the Virtual Environments of Online First-Person Shooter Games. Journal of Virtual Worlds Research, 10(2), 19. Lachlan, K. A., Smith, S. L., & Tamborini, R. (2005). Models for aggressive behavior: The attributes of violent characters in popular video games. Communication Studies, 56(4), 313–329. https://doi.org/10.1080/10510970500319377 Smith, S. L., Lachlan, K. A., & Tamborini, R. (2003). Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media, 47(1), 58–76. https://doi.org/10.1207/s15506878jobem4701_4 Tamborini, R., Weber, R., Bowman, N. D., Eden, A., & Skalski, P. (2013). “Violence is a many-splintered thing”: The importance of realism, justification, and graphicness in understanding perceptions of and preferences for violent films and video games. Projections, 7(1), 100–118. https://doi.org/10.3167/proj.2013.070108 Thompson, K. M., Tepichin, K., & Haninger, K. (2006). Content and ratings of mature-rated video games. Archives of Pediatrics & Adolescent Medicine, 160(4), 402–410. https://doi.org/10.1001/archpedi.160.4.402 Weber, R., Behr, K.-M., Tamborini, R., Ritterfeld, U., & Mathiak, K. (2009). What Do We Really Know About First-Person-Shooter Games? An Event-Related, High-Resolution Content Analysis. Journal of Computer-Mediated Communication, 14(4), 1016–1037. https://doi.org/10.1111/j.1083-6101.2009.01479.x


Author(s):  
Christopher E. Hawk ◽  
Robert D. Ridge

Abstract. The results of prior research investigating whether the violence in violent video games leads to increased subsequent aggression are mixed. Some observers question whether the difficulty and/or the competitive aspects of these games are important, but overlooked, factors that also affect aggression. In the present study, participants ( N = 408) played a violent or nonviolent video game that was either difficult or easy and in which they competed and won, competed and lost, or did not compete against another player. Results revealed that participants became more aggressive only after playing a competitive, as opposed to a noncompetitive, game. Level of violence, winning or losing, and game difficulty did not have any significant effect. These results support the assertion that competition in video games has an independent and significant effect on subsequent aggression beyond violent content and game difficulty.


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