How you go from this:
beaucoup ammo said:
"Media entertainment is big business: popular culture products are now the United States' biggest export....
In 2001, people around the world spent US$14 billion going to the movies. The U.S. domestic box office alone hit US$9 billion—a 75 per cent increase from 1991—and there are huge revenues from home video/DVD sales, rentals and spin-off merchandise. But even these profits are dwarfed by music, the largest global media sector. In 2000, sales reached US$37 billion, with music consumption high among young audiences everywhere. Video games are not far behind: global sales for 2002 were anticipated to be US$31 billion.
An Expanding Foreign Market
Already, almost 80% of movies sold overseas come from the U.S. movie industry. Increasingly, U.S. firms are buying up screens and production entities around the world.
(Source: Danny Schechter, Media Channel, 2000)
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American media corporations earn at least half of their profits from foreign sales. And global markets are growing fast as standards of living are rising around the world. Sales of TVs, stereos, VCRs and satellite dishes are increasing, and in the last decade or two, new and expanding markets have emerged in countries that have abandoned state control of media and distribution.
Today, U.S. films are shown in more than 150 countries worldwide, and the U.S. film industry provides most of the pre-recorded videos and DVDs sold throughout the world. American television programs are broadcast in over 125 international markets, and MTV can be seen in more foreign households than American ones.
This international success has a tremendous impact not just on the recipient countries, but also on the cultural environment of the U.S. To some extent, the tail is wagging the dog: more and more, the demands and tastes of foreign markets?are influencing what popular products get made in the U.S.
And what is the demand for?
Action Sells: Film and Television
Nowhere is this influence more evident than in the film industry. In the U.S. and Canada, movies rated "G" (General) and "PG" (Parental Guidance) consistently bring in more revenues than R-rated films. Yet the number of G and PG films has dropped in recent years, and the number of restricted films has risen. Two-thirds of Hollywood films in 2001 were rated "R."
Film producers are unequivocal about why this is so: the foreign market likes action films.
In a crowded marketplace, where everyone is trying to be heard and where there's an amazing number of choices, the loudest, coarsest, most shocking voice does tend to be the one that at least grabs your attention for a moment.
(Source: John Seabrook, Nobrow: The Culture of Marketing, The Marketing of Culture, 2001)
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Action travels well. Action movies don't require complex plots or characters. They rely on fights, killings, special effects and explosions to hold their audiences. And, unlike comedy or drama—which depend on good stories, sharp humour, and credible characters, all of which are often culture-specific—action films require little in the way of good writing and acting. They're simple, and they're universally understood. To top it off, the largely non-verbal nature of the kind of films that journalist Sharon Waxman refers to as "short-on-dialogue, high-on-testosterone" makes their dubbing or translation relatively inexpensive."
To this:
Content Is Violent And Directly Impacts A Young Person's Actions And Perceptions.
..is beyond me.
You have shown that the majority of most market segments enjoy "action movies", music and video games (including adults
and children), but you have not shown that
"violent content directly impacts a young person's actions and perceptions" above all else.
It's easy to term action movies as violent and state that children are drawn to them and it makes them violent, however, let's not take the easy way out.
There are a few anomalies, but generally
all major-market movies of the action genre depict heroic situations of individuals struggling against some form of evil and using action as a tool. They show self-sacrifice, bravery, selflessness, intelligence, courage to accept and face tough choices...very few movies (and video games) are violent without reason. Movies and video games do not glorify violence any more than Shakespeare does, or the story of King Arthur, or history lessons do.
As for music, you are only looking at a small genre when compared to the overall music industry. Metal/Rock/alternative and such do not depict violence, I don’t think country does, techno doesn’t, most Hip-hop doesn't either, it's a small niche of gangster rap that does it, and when compared to the overall music market, it's pretty small.
IN short, so-called violent TV, Music and video Games is propaganda terminology, as by the standards that folks use to define “violent media” today would include every single piece of literature I read in Classic English Literature 101 in college. It’s complete nonsense.
Furthermore, if these forms a media were to blame, would we not see more violence amongst those that partake in such media? I grew up on Rambo and Doom, I've never shot anyone in anger, nor have I wanted to. Of course, my parents took charge of raising me and making sure that humankind's most basic instincts that were found within me were formed into the mold that society sets the standard on.
These instincts are there from the beginning. Our natural instinct, as animals, is to fight when we are mad, like every other animal in the great big jungle of life. When we are aroused, we copulate. When we want or need something, we take it, if something gets in the way of our wants or needs, we fight. Concepts such as laws, rules, social norms and societal values are alien to unaware children and all of the animal kingdom. We are not born social creatures in the sense that society is defined to us and by us as a species in this age, we have to be taught and matured into it…when that education is not done and that maturation does not complete, humans maintain or revert into the primitive aspects of our species.