The Experience of the Grudge/Ju-On Pt 3

First blog posts:
The experience of the Grudge/Ju-On Pt 1 
The experience of the Gurdge/Ju-On Pt 2

Reference list:
Yokai Watch, website, Hasbro, Viewed October 20 2o16
http://www.hasbro.com/en-au/brands/yokai

No Author, 2014, The Paranormal Guide, blog, weebly,Viewed October 20 2016
http://www.theparanormalguide.com/blog/onryo

Zack Davisson, 2012, Hyakumongatari Kaidankai,Wordpress, Blog, Viewed October 20 2016
What Does Yokai Mean in English?

 

Case Study PT 2: Inequality within the Gaming Industry

There is another side to gamer girls seen through a documentary made in 2013 by the name of ‘State of Play’ that focuses on the view of three boys that are wanting to become pro gamers. As the pro gaming industry within Korea can show honour and leadership through the gaming industry however taking various sacrifices within their ordinary lives as young boys such as missing school and social activities. How this relates to women in the gaming industry is by the women that are presented within the documentary as the cheer on crowd.

Within the documentary no women are seen throughout it besides the ones in the crowds. Upon further research it was targeted more on the view of women not playing a ‘man’s sport’ and that it would lead to shame if a women was to beat a man.

An example of a 17 year old Korean woman by the name of Zarya became a very good player at the game Overwatch but was accused of cheating. She expanded her career into the professional side of gaming that two professional gamer men quit due to the embarrassment and shame placed upon them. She had to even go more as to hide her face and receive a number of threats from Korean boys.

The value of a ‘Man’s sport’ is always brought up when an activity or event is wanting to separate the sexes into specific areas. On a book known as ‘Sociology of sport and social theory’ by Earl Smith it evaluates the speculation of how an athlete feels within their sport and goes into further depth of how the individuals respects are looked upon.

In competitive sport, male athletes who appear to lack aggressiveness and “intestinal fortitude” may find themselves labelled a “pansy” or a “queer” by their coaches and teammates.’ Earl Smith. In the reverse cycle of this it can show that of a women’s perspective of her structure being classed as weak and feeble to always have a man to do the job for her.

The foundation of LA84 talks about the Gender stereotyping in televised sports and conducted research to be made. Their findings found that women were classed as ‘humorous sex objects in the stands, but missing as athletes.’ Upon further results women’s sports shown on television showed only 5% of interest while a major minority went to men at 92%. Another view was that when women were to be shown on television focused on the aspect of gossip and things that weren’t taken seriously.

Women are strongly demeanour and put down within the gaming industry depending on whether they are the gamer, the worker or even in the audience. They are often seen as that from gossip magazines and not really placed in the spot light in front of men. This is due to men’s behaviour and their actions towards women even if that means their value of religion or history. Women within the gaming industry need to flourish now that the numbers are growing and will continue to empower more women into the industry.

Reference:
Times, T. (2016) ‘Overwatch’ pro players quit in shame after they get trounced by 17-Year-Old Korean girl. Available at: http://www.techtimes.com/articles/166261/20160621/overwatch-pro-players-quit-shame-trounced-17-y-o-korean.htm [Accessed: 19 August 2016].

Document (no date) Gender Stereotyping in televised sports – LA84 foundation. Available at: http://www.la84.org/gender-stereotyping-in-televised-sports/ [Accessed: 22 August 2016].

Smith, Earl. Book. Social views of masculinity related to sport (2011): http://www.humankinetics.com/excerpts/excerpts/social-views-of-masculinity-related-to-sport [Accessed: 22 August 2016].

State of play (2013), IMDB,  Directed by Steven Dhoedt .http://www.imdb.com/title/tt2952692/.%5BAccessed: 19 August]

Case Study: Inequality within the Gaming Industry

Over the years of being a Girl Gamer I have realised a number of things within my travels when it comes to Gender within the Gaming Industry. The reasons behind inequality in the gaming area towards women is focused on disinterest of playing games by girls, the depiction of women in games, educational and cooperation factors, and a lack of higher roles to mentor women to go further. (pg.148)

Many adults between the ages of 18 – 30 make up the demographic of gamers. A majority of it being females at %52. This number has slowly been increasing but many games are creating big controversy. The commotion stems from the idea of how women should be shown within games and if women are at featured as the main protagonist at times.  Such examples being Fallout that gives you only one option of being a man and given the view of women being in the kitchen and cliche jokes. The Feminist Frequency (Twitter account of Feminists) attacked the new app that had been released mid last year called Fallout Shelter that shows women becoming pregnant and seen as weak and feeble even at times hysterical. So it went from the players to industries fault.

The international Gaming Association evaluated that there is %76 of males within the workforce. Speculation has been made that many women that find their way into the workforce towards the gaming industry bail out due to abuse and ill-mannered behaviour. This has been evaluated from both staff and higher up contact due to the study that was made back in 2014 that showed %39 of female developers left their jobs for, ‘better quality of life.’

Within the book, ‘Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives’ it analyses that, “under representation of women in the video gaming industry stalls the potential for innovation and creativity.” (pg. 148) This further targeting the fact that a lack of women within the gaming industry plus its large demographic being majorly female does show the lack of diversity.

Michael Gallagher, the head of the entertainment software association took it upon himself to work out a better way to bump up the numbers. He released a variety of female gamer programs that involve both social and workforce related programs at local colleges of up to 180 institutions with a %31 enrolment progress.

“On this subject, I’m so encouraged about the growth trajectory and the positive trajectory of this industry when it comes to diversity,” Gallagher said.

Though the industry falls in some areas of its field it does flourish online through social media and individual production online. An example of this being a famous YouTuber by the name of ‘ihasCupquakes.’  She has had various progress online through her YouTube channels promoting games, figures and other geeky desires but her fan base ranges over four million subscribers with over 1.8 billion views. When playing games she does Let’s plays, walkthroughs and commentaries however her main focus is to show fun and love towards all games.

Reference

Huffington Post Australia. 2016. The Awful Truth Behind Sexual Harassment Of Women Gamers. [ONLINE] Available at: http://www.huffingtonpost.com.au/entry/gtfo-sexism-in-gaming_n_6804106. [Accessed 13 August 2016].

ABC News. 2016. Girls have always been game, now the industry needs to catch up – ABC News (Australian Broadcasting Corporation). [ONLINE] Available at: http://www.abc.net.au/news/2016-02-05/bendixsen-girls-have-always-been-game/7142890. [Accessed 12 August 2016].

The Daily Dot. 2016. Adult women are now the largest demographic in gaming | The Daily Dot. [ONLINE] Available at: http://www.dailydot.com/parsec/adult-women-largest-gaming-demographic/. [Accessed 12 August 2016].

Google Books. 2016. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and … – Google Books. [ONLINE] Available at: https://books.google.com.au/books?id=nt15DAAAQBAJ&pg=PA148&dq=inequality+towards+girls+in+gaming&hl=en&sa=X&ved=0ahUKEwj2gMvCgsPOAhVFjZQKHTokDmgQ6AEIHTAA#v=onepage&q=inequality%20towards%20girls%20in%20gaming&f=false. [Accessed 13 August 2016].

GamesIndustry.biz. 2016. Percentage of women devs “not good enough” – ESA CEO | GamesIndustry.biz. [ONLINE] Available at: http://www.gamesindustry.biz/articles/2016-02-18-percentage-of-women-devs-not-good-enough-esa-ceo. [Accessed 12 August 2016].

GameSpot. 2016. Percentage of Female Developers Has More Than Doubled Since 2009 – GameSpot. [ONLINE] Available at: http://www.gamespot.com/articles/percentage-of-female-developers-has-more-than-doubled-since-2009/1100-6420680/. [Accessed 13 August 2016].

Breitbart. 2016. Portrayal of Pregnant Women in ‘Fallout Shelter’ Attacked by Feminist Cultural Critic – Breitbart. [ONLINE] Available at: http://www.breitbart.com/big-hollywood/2015/07/02/portrayal-of-pregnant-women-in-fallout-shelter-attacked-by-feminist-cultural-critic/. [Accessed 13 August 2016].

Mediakix – Influencer Marketing Agency + Platform for Brands. 2016. The 10 Top Female Gamers On YouTube . [ONLINE] Available at: http://mediakix.com/2016/03/top-female-gamers-on-youtube/#gs.cGi6s2E. [Accessed 14 August 2016].

The identity we lead online compared to offline

 

The identity we show in real life can be quite different when placed into a completely different world. When one identity is shifted between the line of real or fake it makes people question why they choose an online life over the real one. The photos shown and the descriptions are to outline the impact of online and offline identities.

Source: Amira Gay, February 13th 2015,  “Your Online Identity,” CAS 283 Spring ’15 Sec 005, Blog, viewed 1st June 2016

Online

The idea of Identity online is made up of many things and further areas to explore into. To many it seems like a vicious cycle that is far worse than the reality. To lead an online identity one must have access to a device that is connected to the internet in some way, then it must find a platform that must create your own account of yourself. Rob Cover states within his book of Digital Identities: Creating and Communicating the Online Self to talk about the different effects identity has within the online world. ‘The “real life”  versus “virtual self” dichotomy and, effectively, the reification of a “real” identity out of which the “virtual self” could be voluntarily created.’ (pg 10 – 11, Rob Cover)

Source: Jon Bailey, December 17th 2014,”A Moblie World is an Offline World (And What this Means for Your Apps),” Appcelerator Blog, viewed 1st June 2016 

Offline

Many Individuals choose to go offline due to the fact that they either to not trust online, do not accept it or even cannot comprehend the health facts that entail what may happen to them if they have it. Many academics state that by not choosing an online social life can lead to problems with communication with others but can also place stress and mental health issues upon one that may be facing isolation symptoms. While others believe it is an addiction and obsession to be connected to a device for long periods of time.

Source: Creative California, August 14th 2015, “Strength your brand identity in Social Media,”Blog, Online Marketing, viewed 2nd June 2016

Social Network

Ones identity online is represented depending upon the platform and network it is placed in. This correlates to how much the individual wants to reveal about their life through the use of information, pictures, videos and/or their opinions upon things. Two clear examples are Facebook and Instagram, Facebook being a place to reveal private information while Instagram places it in the format of pictures instead of information. Rob Cover classifies this as showing ‘identity expression.’ (pg 16, Rob Cover)

The action of performing an identity expression is spilt into two actions, one being finding friends and accepting them while the other is regulating your friends list while interacting with them online. ‘Both are performative acts of identification articulated through frameworks of relationality and belonging.’ (pg 16, Rob Cover)

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Source: Author: Summit Salon Center, 12th October 2015, “Should I hire an outside marketing company to take care of my social media?”Estetica Magazine, viewed 2nd June 2016

Outside of Social Media

Social Media platforms were only made during the beginning of the 2000s, before then people actually rang others or went over their houses to see how they were going. With the use of technologies and the way in which society has taken social media it seems that you need to be on it in order to communicate with anyone. Ann Smarty states this to her blog that, ‘I hate being out in public and seeing people on their phones.’

The disadvantage of clinging to your phone, scrolling through newsfeeds and simply liking things for the sake of it seems to be all too common that normal talking face to face has become extinct. Ann Smarty identifies it all too well as ‘you get the feeling of being social without having to go out and socialize.’

Source:John Lineberger, 2nd September 2011,”Securing Gamer Identities,” Blog, Gemalto: security to be free, viewed 2nd June 2016

Gamers Identity

The idea of a person who plays a lot of games is classified within society as a gamer. The game that the gamer plays gives the capability to immerse themselves into it. (pg 117, Rob Cover) The connection between the gaming world and their identity is that it connects to the idea of Cyberspace and losing yourself to become another online. Rob Cover defines this notion as the real/virtual and real/digital divide. (pg 117, Rob Cover) This is backed up by his statement, ‘this notion of immersion is characterized by becoming (other), or by becoming that which the user has created as an articulation on-screen.’ (pg 117, Rob Cover)

The examples of games that have proven this notion are based off of first person shooter games that have a sole character that you can customise, create their background and even further alter their personalities.

Source: Daniel Ostrower, Daniel Ostrower Page, Wired: Innovation Insights, Blog, viewed 2nd June 2016

Reality vs Digital

The gaming world is just the same as that of social media where you need to own it or have it to be involved. This statement relates to games and consoles however some choose to go beyond the game and into reality with taking on the full form of the character. Within a journal article made by Nicolle Lamerichs she idealises that the way of cosplaying your characters out to conventions or parties is to show the growth within the dress up culture. She shows this by the oldest cosplay convention that dates back to the 1960s to 70s when Star Trek and Star Wars became quite famous and fans wanted to be them.

The explanation Nicolle Lamerichs places on cosplaying is, ‘to an outsider, fan costumes might suggest that fans want to look like, or momentarily be, the fictional characters they identify with.’

Source: No date, Habbo Hotel, Game, Sulake, viewed 1st June 2016

Virtual Reality

Within Cyberspace people are often seen as lifeless bodies when communicating through online social networks, games and other platforms. The idea of a body-less identity online has been seen as a separate reality developed just for ‘virtual reality.’ (pg 110, Rob Cover) When people have ‘adopted’ other behaviours to construct a different world to embark in this being found in chatrooms and games. (pg 110, Rob Cover) This also may include the life of a troll online that believes the barriers of the internet’s walls protects and gives them full capability to do what they want without boundaries or circumstances to follow.

Examples of such views can be seen from famous animated chat rooms such as Habbo Hotel while trolls can be viewed upon more social networking websites as YouTube or Facebook. However their identities are either shadowed or disguised most of the time by giving a different name, photo or description.

Source: Doug Bonderud, December 23rd 2013, “Internet Addiction Disorder: When Online is All the Time,” Bandwidth Place, viewed 2nd June 2016

Addiction

The internet is still classified as something new with it came out just before the 2000s. This can also be said for the devices that come with it being new every year to keep up with the software and updates to improve it continuously. The need to have one and be on it is always placed on an individual’s mind as you see many with them such as Smartphones or Laptops. Though addiction has now been classified for individuals that constantly stay on their devices over a period of time.

The effects have been cased as a need to be online for a period of time to satisfy their needs. The desire to be online to search and scroll through the internet is always on their mind however this is the addiction growing within them that can affect their moods, family life and relationships. If you know of someone who faces these problems please click the link down below to find help.

Source: HRM ONLINE Author unknown, February 23rd 2013,”Diversity breeds good business,”Human Resources Media, viewed 2nd June 2016

Diversity

While online is a completely different field to outside, the diversity of the people you interact with is quite larger. Rob Cover identifies the wrongful viewed opinion of online, ‘that all persons participate and are represented equally.’ (pg112, Rob Cover) The social setting of online have the capability for more discrimination to unfold over race, gender, religion, and personal disabilities. (pg 112, Rob Cover) The internet has become a place to release opinions and views upon their thoughts of things that happen whether that be truthful or not.

The value of one’s body is questioned when Rob Cover evaluates that due to their participation online within digital interaction and engagement that filters through to their self-esteem. (pg 113, Rob Cover) This is related to the view of a Troll seen online. They manipulate their virtual reality world into their own place to show their opinion on things that might not be true or unrealistic.

Source:  No date or Author,”Don’t fall victim to online vehicle fraud,”L&L Automotive,viewed 1st June 2016

Fear of Victimization

While being an online user of various accounts you are always attacked or victimized in some way or form depending upon the matter at hand. This can include such methods of bullying, harassment, and blaming. This connects to offline quite well because the fact of shaming people online can take two turns, whether they are attacked outside of the online resource or ignored entirely.

An example of this was a study of college students that were victimized and harassed online. They judged that the students believed that the society within offline would be just like that if outside, which Rob Cover identified the common mistake in his book about people’s opinions of the net.  The students would release private information without thinking of consequences if someone used it irresponsibly. The Study concluded that online and offline interaction within this area made people judge and ridicule the victims over pictures or relationships.

Reflection

The idea I had from the beginning was to compare two things to one another that I was interested in. This being online and offline identities in which I went into more depth to show the effects it places on society, the person, and how it has grown within cultures. I wanted to compare all the information to see the pros and cons of both sides to understand it more myself.

The idea came from both weeks two and three, Looking at ourselves and looking at others. What we lead online is not always seen offline which I found interesting to talk about. We now live in a world centred on technology and the internet that seems to at times take over our lives. I wanted to place this opinion that there are pros and cons to both sides. This made me think when looking at photos because I believe looking at a photo will make you think about things more. I wanted to use my own photos but due to timing that I did not have I had to go for online sources.

I felt very comfortable about doing this area because I am a gamer and I am also a person that owns a lot of devices around my home that made me question the idea one has online compared to offline. I am a person that always turns on their phone first before saying, ‘good morning,’ to my boyfriend when I wake up. However what made me question the offline part was that one of my friends did not use social media that often or found it really weird to use. I found this an interesting thing because when I grew up within the time that the first computer came out everything I picked up on was easy while it seemed the older generations had to question.

When I began with the online side it made me all too familiar with the terms and ways to adapt to the internet. I felt my source was really good because it looked into all the different areas to identify one’s self within the online world not just through social media. This was my first problem that identity online through many articles seemed to solely connect to social media networks rather than other forms. I found my best advantage to fix this problem was to look into other areas rather than just social media.

The major problem I faced though was that sources for my offline side to compare from online seemed very slim as I could not find a full source that had all the information packed into it. So I had to search through various articles and sources that seemed to fit the picture to contrast the online side. The other bad news was that there weren’t that many sources to back up the offline side which proved my ideas a bit seemed in which I fixed by looking into objects more closely.

Reference

Author: Rob Cover, 16th October 2015, The University of Western Australia, ‘Digital Identities: Creating and Communicating the Online Self,’ Ebook- Science Direct, viewed 2nd May 2016 http://www.sciencedirect.com.ezproxy.uow.edu.au/science/article/pii/B9780124200838000134

Unity Point Health Illinois Institute of Addiction recovery, web page, viewed 1st June 2016
http://www.addictionrecov.org/Addictions/index.aspx?AID=43

Alexis Kennedy and Melanie A. Taylor, 2010, Volume 7 No.1, Paper, “Online Harassment and Victimization of College Students,” viewed 1st June 2016
http://www.cjcj.org/uploads/cjcj/documents/online_harassment.pdf

Ann Smarty, date published cannot find, “Social media and society the good, the bad and the ugly,” Seochat.com, blog, viewed 30th May 2016
http://www.seochat.com/c/a/social/social-media-and-society-the-good-the-bad-and-the-ugly/

Nicolle Lamerichs, 2011, “Stranger than fiction: Fan identity in cosplay,” vol 7 No.7. Transformative works and cultures, journal article, viewed 1st June 2016
http://journal.transformativeworks.org/index.php/twc/article/view/246/230

Shall we push towards Recreational laws for Weed?

This is an interview with Cory Lagan on his opinions upon the speculation of how Marijuana is seen within Australia and the impact the laws have placed upon them. The next question is, should Marijuana be legalised recreationally?

Please refer to the transcript 

EN: Eloise Neto (Reporter)
CL: Cory Lagan (Interviewee)

EN: Hello my name is Eloise and I am joined with Cory to talk about Marijuana and the laws within Australia. What do you believe its affect has on society medically and recreationally?

CL: Well… Marijuanas affect on society medically is that it has a lot of positive benefits and that it is used to help patients with all sorts of problems.  Recreationally its used by people just to relax and have a good time. Just the same sort of thing as Alcohol.

EN: How can you compare that to Alcohol and Tobacco?

CL: Well Marijuana compared to Alcohol and Tobacco, Marijuana is much safer to use then either. There has been zero cases of overdose from Marijuana and studies have shown that you would have to consume a pound in 15 minutes to risk overdose.

EN: However with the increase in the amount of people using it, A survey showed that about 14.8% of Australian secondary school students between 12-17 had used marijuana before. Do you fear an increase in the number of teens using it?

CL: Well making it legal medically isn’t going to affect the recreational use of it because it will be controlled only for patients. But if made legal recreationally it will be easier for adults to try it but at least it will be a lot safer as you will know that it is not going to be laced with anything and the average person won’t have to engage in criminal behaviour to consume it

 

EN: There was a law just passed in February of this year about agreeing to medical use of Marijuana. Are you for or against that?

CL: I am for it one hundred percent. It was only made legal federally in Australia and its been made so that you are able to get a medical licenses to either grow it or to purchase it. So for now it is just up to each individual state in Australia to decide whether or not the want medical cannabis.

EN: They are actually talking about laws to pass it for recreational use. What do you think of that?

CL: It is just a plant that is grown in the ground. It is not something that is chemically made. It is just natural. The actual drug itself unlike drugs such as Alcohol theat while they Affect your brain they kill off the brain cells because Alcohol gets broken up by your liver into toxins that kill your brain cells. All the chemical THC does is it binds to the endocannabinoid receptors in your brain. Which every single living thing has, and what the endocannabinoid system actually does is help regulate stress and your moods.

EN: This has been a talk on Marijuana with Cory Lagan and Eloise Neto. Thank you very much.

Reference:
Drug Info, 1st September 2015, Australian Drug Foundation, viewed 15/03/2016
http://www.druginfo.adf.org.au

Disabled World, 4/11/2015,Medical Marijuana: legalities and health condition uses,viewed 15/03/2016
http://www.disabled-world.com/medical/pharmaceutical/marijuana/

NCPIC, August 2015, Cannabis and Young People, viewed 17/03/2016
https://ncpic.org.au/professionals/publications/factsheets/cannabis-and-young-people/

S. Thomsen, Medical Marijuana is now Legal in Australia, 14 February 2016, Business Insiders, viewed 15/03/2016
http://www.businessinsider.com.au/medical-marijuana-is-now-legal-in-australia-2016-2

HEMP Party, Updated 2016 unknown date, Help end Marijuana Prohibition (Hemp) Party, viewed 17/03/2016
https://australianhempparty.com/

A Lonely Fishtank

Over the years many captivating and extraordinary documentaries have been released that have shown the struggles and desperation of how the human race treats its food.  These films have been brought out to make a connection, a change or even the fact of just bringing back knowledge to the plate. Though people do not realise the extent and dramatic experiences people surface from the butcher houses that it brings them to question why they eat meat or how they treat animals entirely. Such films are Historical life of the Chicken, Food, Inc. Forks over knives plus many more.

A documentary that was released back in 2013, known as Blackfish drove the protesters to a whole new level to bring down Sea Worlds programs of Orca breeding completely by this year. (The Orcas that are currently at Sea Worlds now will be left there until they pass for safety reasons) The reason why Blackfish brought so much success was because of the whole hearted story it brought about the young Orca called Tilikum which was an emotionally unstable and dangerous Orca. (To watch the film it is currently on Netflix)

The Orca brings forth human qualities that keeps the audience more connected towards the story besides many piles of information stacked upon themselves. It was so moving and full on that I even cried during the end of it because we are the human race that should not take something out of its home and played into another for entertainment.  I believe within the evidence, the cases that were made pushed people to stop going and within the article this year it showed an impact to their stocks and shows.

An interesting connection between the documentaries of Blackfish compared to others is the way it was presented, it had its research and evidence to provide it. An example being the fact of the Trainers and how some needed to train other Orcas differently for them to do a trick such as staving them. Along with the fact that some trainers were not sure what they were doing or even the knowledge of looking up the Orca they were training. I found a key towards this and people within their occupation as a lot of people either do not have the knowledge or understanding of how to kill an animal humanly.

This is evident in an article I saw a few years back called, ‘a Bloody Business’ by the four corners when the cows were treated cruel and the workers were charged for their disturbing acts. (Be warned not for the light hearted if you watch the clip)

The sad part now is that the Orca, Tilikum from the Blackfish film is dying due to all the actions and shows plus becoming the main breeding Orca is just terrible plus that have pushed him, 35 years old and very large into a small tank. Due to his sickness that have pushed him to not even move. It is inhuman and horrifying to see this. I believe everyone should question and think about the animals that are on this earth because they were here first. I am not saying to turn vegan or vegetarian because I know a lot of them and that is why I began watching a lot of these documentaries but no just watch what you eat and how these animals are treated.

Reference:
Mark Lewis, 22, January 2001, ‘The National History of the Chicken,’ IMDB, Viewed 1st April 2016
http://www.imdb.com/title/tt0257954/

Food Inc, Viewed 1st April 2016
http://www.takepart.com/foodinc

Forks over Knives, Viewed 30th March 2016
http://www.forksoverknives.com/

Netflix, viewed 29th March 2016
https://www.netflix.com/browse

Blackfish, Dogwoof, Viewed 30th March 2016
http://www.blackfishmovie.com/

Ameena Schelling, 1st April 2016, The Dodo, SeaWorld Breeding Ban Reason, viewed 1st April 2016 https://www.thedodo.com/seaworld-breeding-ban-reason-1702760044.html

Sarah Ferguson, 30th May 2011, Four Corners, ‘A bloody business,’ viewed 29th March 2016
http://www.abc.net.au/4corners/special_eds/20110530/cattle/

‘Tilikum: SeaWorld says killer whale featured in Blackfish documentary ‘deteriorating,’ 10th March 2016, News ABC, viewed 29th March 2016
http://www.abc.net.au/news/2016-03-09/killer-whale-that-drowned-us-trainer-badly-ill/7234932

Think before you Judge

After BCM310 this week I began to think about all the shows I have encountered over the years that hit the topic of suffering and poverty porn completely. If we could relate the topic of suffering within the world in photos I believe we can also have a similar line towards seeing the suffering of others through videos. This is not just including reality shows such as Jackass and MXC (which bring humour and disgust to the screen) but videos that you would come across from historical events such as 9/11 (Falling People) and even natural events such as Tsunamis. (Boxing Day)

Please be careful this is graphic.

With more people being intrigued by all the events around the world at the moment their first thing they want to do is either record or take a photo of the event. We as the pawns seem to find this information so easily with social media that we all seem to chuck it around without really thinking about the consequences of this piece. Whether it be heart breaking or painful to watch people seem to want to keep sharing it, trolling and commenting with sometimes pushing it further.

E.g. The reality show ‘Struggle Street’ began making the view that MT Druitt seemed to all look the same as the show itself built on drugs and poverty. It created an uprise of voices to question the view of how the media had shown the show to begin with but they did it within the way they wanted to get more views. Making people judge and question the people and stability of that community. A video I had found within the many showed that Ashley’s family was given food from the team during the show. Video Below.

Yet we forget to think about the old times of how amusement was made. In the roman times people were thrown into the arena to sort out their problems with the one still standing being the winner.  Even though in this circumstance most were murders and thieves yet a lot were slaves. These murderous games caught the crowd’s attention even though they weren’t chucked in themselves.

‘You may object that the victims committed robbery or were murderers. So what? Even if they deserved to suffer, what’s your compulsion to watch their sufferings? ‘Kill him’, they shout, ‘Beat him, burn him’. Why is he too timid to fight? Why is he so frightened to kill? Why so reluctant to die? They have to whip him to make him accept his wounds.’ Source

We need to question ourselves when watching or viewing something or even sharing it for that matter. Such questions should be raised as, should I be watching this? Should I be sharing this? What is behind the image or video? Should I be judging this? People need to take a step away from a video or image because it can depict the time, event or place however not all is seen to believe. Look deeper first.

Reference:
2016, ‘The boxing day tsunami facts and figures’, BCOM (Bolton Council of Mosques), viewed 12 March 2016
http://www.thebcom.org/ourwork/reliefwork/96-the-boxing-day-tsunami-facts-and-figures.html?showall=1

Keith Hopkins, ‘Murderous Games: Gladiatorial Contests in Ancient Rome,’ Volume 33 issue 6, History Today, Viewed 13 March 2016
http://www.historytoday.com/keith-hopkins/murderous-games-gladiatorial-contests-ancient-rome

Matt Young,12 September 2013, ‘The story behind the most powerful image of 9/11: the Falling Man,’ News, Viewed 13 March 2016
http://www.news.com.au/world/the-story-behind-the-most-powerful-image-of-911-the-falling-man/story-fndir2ev-1226717247792