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Videogames: A Discursive Essay - GCSE English - …
Thus, quantitative surveys and content analyses while necessary only go so far, falling way short of explaining how these messages are used, negotiated, and played out in the everyday practices of criminal justice and crime control as well as in the everyday behavior of ordinary citizens. In addition, the all important qualitative and ethnographic studies are called for of folks working in news rooms and film studios and in online chat rooms and reading groups of the latest genres of crime novels as well as in other virtual communities, including that in which William Gibson has referred to more broadly as the “mass consensual hallucination” of cyberspace. For example, if media criminologists want to get to the different meanings of media and to the indirect effects or influences, then do as Gauntlett (1997) did when he asked children to make their own videos as a way of capturing what they had acquired from the mass media. Or provide readers with crime news stories and ask them to write the headline titles or captions, or show viewers a series of crime films and ask them to map out a short crime story of their own.
Discursive essay topics are also known as argumentative pieces of writing. They develop a child’s cognitive skills helping them to think from both the perspectives.
"Discursive Essays Video Games" Essays and ..
In the contemporary period of postmodern review of crime and cinema, historical materialism and psychoanalysis often share discursive theoretical favor. These critical examinations focus on the primacy and valorization of bloodletting within existing signs, codes, and representational practices. Accordingly, postmodern analyses have yielded at least two basic themes. First, that within an evolving narrative of violence, a flattening of affect has occurred within the presentation and acceptance of violent imagery. Second, that the contextualization of these violent images are closely associated with the legacies of patriarchy, rugged individualism, and neoliberal capitalism. For example, Annalee Newitz has provided a distinct economic strategy in her analysis of the serial killer cinema in general and in (1990) in particular. The question that she asks is: “What exactly is it about the narratives in serial killers which make them so seductive, particularly when their seductiveness is so easily and quickly criticized?” (Newitz, 1999: 56). She argues that the body count of this cinema genre is a “caustic rebuke to an atomized society of consumption in which cravings are constructed so as never to be fulfilled” (Quoted in Sharrett, 1999: 14).
Each of essay sections should be well defined and written clearly. This means you should know what details to include while minimizing the amount needed. You may need to rewrite each section more than once before settling on your final copy. You should also remember to proofread, edit, and revise as these elements help make your structure more solid. Think about your details in how you want readers to view it from your perspective.
An Outstanding Essay Sample On Violent Video Games
The literature, research, and analyses on media and crime, critical and traditional, are underdeveloped in the spheres of both entertainment and news. In the newest and fastest growing, and all encompassing sphere of online mediatizing, there has been virtually no criminological work or analysis to speak of. More specifically, from the perspective of a general critique of media and crime studies and the development of a research agenda for the near future, what has been missing from media criminology is a lack of an integrated framing of both the discursive and visual imageries of crime and justice that the public in general and a myriad of subgroups in particular accept and apply, reject and oppose, or negotiate and mediatize. To understand “media effects” or “discursive practices” in the contemporary digital environment requires that media and crime researchers interact, whenever possible, with real producers and consumers of crime news or film, the Internet, graphic video games, or televised violence.
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