Thursday, January 21, 2010

Books

Books are influential. They encompass morals and key messages that can be useful to you, that is, if you let them.

One such book is, "The Time Traveler's Wife" (and yes, there id a movie on it). It has two main characters that deal with an extraordinary problem in a very ordinary world. The focus of the story however, is the wife of the time traveler. From as long as she can remember, her future husband time travels into her time zone, teaching her of the world. As she gets older, the friendship turns into romance. The novel portrays the main character as a women with extreme strength who manages to deal with her problematic situation to the best of her ability.

Another book I find most influential is "Pride and Prejudice". Jane Austen has portrayed her main character as a strong female as well, which I have found to be most agreeable. A woman in a time of very little independence and freedom, manages to find herself and her self-worth.

Another great book in its time is "The Great Gatsby". This novel encompasses the idea of the American Dream during the "Roaring 20s" and its consequences. Jay Gatsby is a perfect example of the life lesson that "money cannot buy [you] love".

Wednesday, January 13, 2010

Media Impact

As alluded to before, the media greatly impacts our society. If it didn't have enough followers, it wouldn't work as well. It has conditioned us to accept everything as "they" see fit. "They" are the music industry, fashion industry, video games, etc.
Video games can have a huge impact on children who play it regularly. Children will model the violent behavior that can be displayed throughout each game, however subtle it may be.
The random sampling method will be used to research/experiment this type of media and its impact on the community. This experiment will prove the Bullet Theory, which implies that the media effects the direct flow from the media to the individual.
The method that will be used for this experiment will be observational and cultural studies by selecting a random group of children ages 7-12 to play video games and to play board games for 1 hour each. Their behavior will be recorded and then observed after they play violent video games for one hour and then will be exposed to board games for another hour. This will determine whether there is a correlation between violence in the media and its influence among the youth.

Mass Autobiography

Books:
Authors intelligently depict daily problems, mapping out solutions through the character(s) actions. Sometimes, the ending can be agreeable while at other times, it will not be. This idea illustrates life's unpredictability and highlights the consequences of any such action. An author does this by focusing on a character's two-sided nature that conflicts with itself, which later creates the centralized problem.

In terms of reliability, books portray the most truthful facts. They are sent through many processes that have been purposefully created to "fact-check". Although most arguments in a book can be passive, they do not necessarily force themselves on its audience as would television and movies.

Newspapers, Magazines, and the Internet:
Depending on what publication you read, most writers can be biased on the subject of which they are writing on and it is important to know whether that is the case. Unfortunately, that is how stories are made. If it is, the reader is only introduced to one argument instead of the issue as a whole. It is up to us, the readers, to figure it out.

Movies, Television, and the Radio:
These three forms of media directly influence the public. It is here that social norms begin and end. For example, slur words and sex are continuously promoted in music. This whole idea of being thin and promiscuous has young women undermining their own images/identities to fit such ridiculous social norms.