A Quote by Henry Giroux

Marked by a virulent notion of hardness and aggressive masculinity, a culture of violence has become commonplace in a society in which pain, humiliation and abuse are condensed into digestible spectacles endlessly circulated through extreme sports, reality TV, video games, YouTube postings, and proliferating forms of the new and old media.
As a mode of public pedagogy, a state of permanent war needs willing subjects to abide by its values, ideology, and narratives of fear and violence. Such legitimation is largely provided through a market-driven culture addicted to the production of consumerism, militarism and organized violence, largely circulated through various registers of popular culture that extend from high fashion and Hollywood movies to the creation of violent video games and music concerts sponsored by the Pentagon.
Computer and video games represent one of the most important new media developments of this generation. Unlike many other forms of entertainment they offer players the opportunity to explore, be creative, learn through interaction and express themselves to others. It is vitally important that we protect and nurture this new art form so that it can reach its full potential. Like most new forms of artistic expression that have come before (music, novels, movies), the primary critics of video games are the people that do not play them.
When we speak about a culture of violence in the American society, we're not just talking about the mass killers. We're also talking about that we, as a society, and many of us as individuals accept violence as part of life because we have become numb to it, being so exposed to it in various forms of media.
I realized that even in a world of proliferating media venues, online and in print, and on TV and on countless cable channels, the idea that I could be considered an expert on chronic knee pain was I think troubling for society, but very exciting for me.
Unfortunately, we live at a moment in which ignorance appears to be one of the defining features of American political and cultural life. Ignorance has become a form of weaponized refusal to acknowledge the violence of the past, and revels in a culture of media spectacles in which public concerns are translated into private obsessions, consumerism and fatuous entertainment.
So, if falling crime rates coincide with the rise of violent video games and increasing violence on TV and at the cinema, should we conclude that media violence is causing the drop in crime rates?
It's fun to grow with a character over the course of a TV series. Video games are usually a much more condensed process.
Tribeca has always celebrated the most exciting new forms of storytelling, from video games to virtual reality.
Especially with the video games and social media we have now, I think that turning point from kid to sort of adult has gotten earlier with TV shows that are on right now and video games. They all contribute to that.
Still, most of those effects occur in the context of harmless play and it is patently obvious that children are not normally turned into aggressive little monsters by TV or video games, since most children do not become aggressive little monsters.
The video game culture was an important thing to keep alive in the film because we're in a new era right now. The idea that kids can play video games like Grand Theft Auto or any video game is amazing. The video games are one step before a whole other virtual universe.
In a culture of electronic violence, images that once caused us to empathize with the pain and trauma of another human being, excite a momentary adrenaline rush. To be numb to another's pain - to be acculturated to violence - is one of the worst consequences our technological advances. That indifference transfers from the screen, TV, film, Internet, and electronic games to our everyday lives.
From American Idol to The Matrix participatory media - where old and new media converge by involving fans - is influencing our culture by creating new forms of interactive storytelling. Yet by enabling people to participate in such various media they can converge as a crowd to alter the story to create new modes of engagement, some not necessarily endorsed by the creator - or the brands that back them.
Downloading and Web 2.0 have famously led to new ways of accessing culture. But these have tended to be parasitic on old media. The law of Web 2.0 is that everything comes back, whether it be adverts, public information films or long-forgotten TV serials: history happens first as tragedy, then as YouTube.
Up until now, the biggest question in society about video games has been what to do about violent games. But it's almost like society in general considers video games to be something of a nuisance, that they want to toss into the garbage can.
The moral nihilism of celebrity culture is played out on reality television shows, most of which encourage a dark voyeurism into other people's humiliation, pain, weakness, and betrayal.
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