Tuesday 11 February 2014

Digital Compositing



DIGITAL COMPOSITING!
This module is intended to further your compositing to a professional level of quality - as well as give you the opportunity to develop methods of Compositing in ways that are different to the content of other modules.
The focus will be on your compositing technique rather than the story or idea behind the video - a short, well executed extract from a fictional product advert will be far better than an unfinished attempt at a sci-fi epic.
You will create a short piece of professional compositing, 30 to 60 seconds for assessment. This video should demonstrate your ability to use a range of the techniques learned during the module, combining them together within an appropriate commercial scenario - such as an advertising, effects for short film or animation post production.
You will also be required to compile a ‘Technical Breakdown’ reel that ‘unpacks’ and illustrates the methods you have used to create the main effects in your video - showing the various stages of visual change the composite has undergone from source footage to final render. This might make use of a series of stills building up the effect on a particular frame of footage; or several passes of the same few seconds; or a split screen overlay.
This should also include a Production Diary * recording your approach to the brief, pre-
production planning, ideas development, technical experiment videos, images and
annotations as appropriate. *This needs to equate to 500 words in length and may be in Video Diary / BLOG or PDF format.
Your piece of compositing must be produced individually, however, it is encouraged that the recording of source footage for use within your composite is carried out in small production groups.

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Helpful Links:
Hollywoods History of Faking It | The Evolution of Greenscreen Compositing: http://www.youtube.com/watch?v=H8aoUXjSfsI

Welcome to After Effects: Episode 1: http://www.youtube.com/watch?v=YfMQp1OppOo
Welcome to After Effects: Episode 3: http://www.youtube.com/watch?v=AljCHGci9iI

Multi-layer Keying in After Effects Part 1 - Pulling a Basic Key: http://www.youtube.com/watch?v=U0x-G8oSue4
Multi-layer Keying in After Effects Part 2 - Dealing with Multiple Light Spill Issues: http://www.youtube.com/watch?v=CUH187KvaCQ

AE A-Z: Channel Combiner: http://www.youtube.com/watch?v=4TM-4jzWBHs

Chroma Key Studio Set Up HD: http://www.youtube.com/watch?v=GjvqsB2EAuc
Basic Lighting Techniques: http://www.youtube.com/watch?v=SKCkTXa8RuA

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*UPDATE: 18/03/14

Digital Compositing notes:
Right click - Timeline > Enable Time Remapping
(Keyframes are represented as a diamond symbol)
(3D Space represented as a 3D box)
(To Enlarge use - CMD(Ctrl) + Alt)

[ J+K - Move between keyframes
[ Rotate Tool - W
[ Anchor Point - Y

*Activating the Stop Watch icon activates a Keyframe
* Get free trail of After Effects CC on PC and do all of the tasks that have been missed and send and/or show all what have done

- Watch more tutorials on AE and update blog with work progress - Read Books if needed. brought or borrowed.

*Tracking - Layer view
*Effects - Keying - Keypoint Light (Green Screen)
* Digital Compositing needs some Green Screen footage

* Record work - because have to work on PC, find out how to record screen as working and save it to hard drive and/or Dropbox, then edit footage down - Possibly using skills just learnt - and send pr upload video somewhere, make sure to show or send it to tutor (Matt) for feedback - Better in person!

-> If can't use Motion Graphics idea think up another or seek a guideline or idea from Website
* Get After Effects fully to use for up and coming animations etc to replace iMovie.

*UPDATE: 25/03/14

*Background - Graveyard = Insert mist

Lynda.com - Tutorials about plugins
(Videocopilot.net)


*UPDATE: 01/04/14

*How to Cheat in After Effects - Book
>CreativeCow
* Use same idea - Vampire etc - use several techniques to show what I can learn on After Effects
Vampire/Ghoul face/ Zombie
Disintegrate
Burn
Use story as guideline

After Effects 

Inspiration
https://www.youtube.com/watch?v=u_VnHAy1Vdc


*UPDATE: 08/08/14

- Clearer Video = Composition Settings

*Drag sequence onto Film Strip icon for new composition with set FPS
*Image sequence - PNG sequence ticked

*Tracking - Week 9 folder on shared folder

Mocha AE - Find more tutorials

*UPDATE: 11/04/14

Idea for Green Screen:
* Look at camera and slowly smile
> Effects = Sharp teeth, Black eyes, Pale/different colour skin, Bumps under skin

*Open mouth at camera after a few seconds
> Effects = Demon face

DO BOTH!

* If all else fails borrow Uncle's camera over Easter Break - If can get in touch with him

*UPDATE: 19/04/14


*The quality might be poor but this was the first time I started to play with After Effects and create something

To get use to After Effects I did a composition and played around with things I had learnt in tutorials, creating something that wasn't the best but at least it was showing my progress and my creativity.

*UPDATE: 30/04/14

DONE!


Although I missed out on a lot of the tutorials related to this module at the beginning because of health issues, I caught up pretty quickly and learnt a lot of things to do with editing with After Effects, things I shall be using and improving in the future. I became very confident in using the program and the aid and feedback I had from my lecturer was brilliant, I was never left alone and stuck once I had the contact details of my lecturer and he kept atop of my emails and responded extremely quickly, which relaxed me immensely and helped me to keep a level head as well as learn different skills and tools to do with After Effects.
I hope to continue to improve and will definitely be using After Effects for up and coming animations for University as well as personal animations that I may create later on down the line. Knowing about editing and learning a new program is always great and I just know it will aid me in future, whether it's helping me creatively or helping me get paid work.

Tuesday 4 February 2014

Animation Debates


Professional Practice: ANIMATION DEBATES
This module is intended to explore the relationship between contemporary practice in the field of animation and Animation Studies, i.e. the historical, contextual and theoretical aspects of all types of animation. The main focus will be on a range of animation professionals and the ways in which their films can be seen as the products of certain cultural traditions. The module will consider the extent to which they have assimilated and synthesised various pieces of stylistic, theoretical, technological or practical information from these traditions in the production of animations.
This module runs as a weekly lecture and seminar. The lecture will introduce you to current theoretical debates within animation studies, while during the seminars you will have the opportunity to debate, write, review and reflect on the context of animation studies in greater detail and discuss the issues - forming your own point of view.

At the end of this module, you will produce a 3000 word case study based on a fully or partly animated film or game of your choice putting it into the context of a written and illustrated debate.

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Debates/Thoughts/Research:
Good animation/CGI does not mean a good film e.g. Avatar, Finding Nemo, Transformers, Gravity etc
I have watched many a film and animation where the only main, outstanding, memorable thing  about it is (for me at any rate) the animation/CGI itself. Not the story, not the characters, but the animation. I find this is occurring more and more in recent upcoming films and it's saddening and most frustrating to see. Animation shouldn't be there just as a ticket seller, just to make a film look fancy and modern, animation should be there to bring more depth and more character to the story that's being told, to express and show what cannot be shown normally. A lot of films can be seen to just show off the new and improved graphics and animation, and offer nothing else. 
Pros for good/realistic animation/CGI:
> Brings realism to fictional characters, worlds and scenes, and can make the audience connect to them and feel apart of what is going on.
> Visually stunning and breathtaking/awe-inspiring.
> More freedom



Animation Quality vs. Quantityhttp://jasonschleifer.com/2011/05/16/animation-quality-vs-quantity-the-great-debate/


Should 3D-animation replace live actors? http://www.debate.org/debates/Should-3D-animation-replace-alive-actors/1/
My opinion on this is a big, resounding no. Though you can do more with 3D animation and you can now get characters to look almost like real humans, I don't think it should replace real live people. Not at all. I'm an animator, I'm studying animation and I'm extremely interested in the work that goes into it, however I still like seeing real people on screen. Everything seems to be gradually falling back onto techology. People are mostly stuck to their iphones or the internet, we rely on technology too much now, I think, and so to take away live actors, live people, altogether would be stupid and unhealthy.


Traditional vs. Computer Animation http://lauratheanimator.wordpress.com/2011/10/28/traditional-vs-computer-animation-the-tired-old-debate/ & http://www.awn.com/animationworld/animated-scene-where-animation-headed
A debate and subject that is constantly circling is Traditional Animation vs. Computer Animation, as time has gone on and technology has grown, Computer Animation has grown right alongside. 

Many believe that traditional 2D animation is not being done anymore, or at least not as much as 3D animation is, but there are animations out there, full length films and otherwise, that are still being done in 2D, however there is a higher number of well-known animation films that are 3D. Personally, I adore traditional animation and would like to see it more, see more films being made showing the brilliance and artistic talent of those who still put pen and pencil to paper to bring something to life. 3D is just as artistic, of course, and 3D animation is where I wish to head, but that's mainly down to the fact that I haven't the skill for 2D animation, as much as I wish I did.

The article The Animated Scene: Where is Animation Headed? by Joseph Gilland in 2006, covers a lot of detail and information concerning the future of animation. As said in the blog I have read, one of the best arguments that covers both sides is: "It doesn't matter if a movie is traditional or CG, as long as the story is solid it will be successful and people will flock to it." This is true but it doesn't answer why most of the animated films, the successful and most gushed over, are 3D animation films. Perhaps half of the target audience wishes to see 3D animation instead of 2D? Perhaps it is slightly, somehow, more successful just because of the 3D element because of how well liked it is? I highly doubt cost matters as much anymore, as more and more films seem to be using the latest software to fill films with CG animation, be it an all out animated film or not. And in my opinion, all these 3D animations, all the films that are being created and shown, do not have a solid story, nor solid character, so this leads me to believe that they are merely 3D because the vast amount of the public wants it so, which is something that should not happen, animation films shouldn't be made in a certain style, ignoring everything else, just because people want to see 3D and CG. 

Now that I am studying animation I see films from a different stand point, more so if they are animated films, and I see more than what others might see if they went to see the same film and it upsets me when the film gets so much hype over the animation and the detail, yet the overall story is not up to par. Animation, in all mediums, is a joy to look at, but there should be more, there should be more than the outside, than the look of the film and animation to make it successful, the stories and charters should be believable, likeable, relatable and most of all, interesting, otherwise what is the point?

I still hope that Traditional animation comes back around and is not pushed out completely, there are many up-and-coming animators out there that still use traditional animation, and a lot more that do 2D on digital programs, and so I hope that this might path a way for a new bout of 2D animation.



Another thing that Joseph Gilland touches upon is that with traditional 2D animation that is done on paper with pencils, pens, watercolours etc, you are able to touch it, to view it, to see it stacked in the corner of a room or filed within a folder, the life and breathe of an animation there in reality to touch and hold, yet with 3D animation it is all digital, stored on electric devices and only able to be seen if you open the correct program, this brings with it a daunting prospect, will we be able to see all our work, all the animation years from now on a new and updated version of the program the animation is stored on?

"Will the 3D works of art being created currently, be brought to life only through the DVDs, or the mpeg and .mov files that we collect these days?" - Joseph Gilland

This is something that I, myself, have often thought about. Many might not be interested or not bothered about the fact that their work is digital, but there might be a certain part, if you look close enough, that wouldn't mind all your work to be laid out in front of you, able to touch and hold and turn it within your hands. It's true that nowadays any updated program is able to open documents from old programs, but that might not always be the case, and viruses and other such terrors are something that is a constant fear for 3D animators. Whereas 2D animators might loose their work behind the settee, or have it burnt or soaked in tea, or even accidentally thrown away,  the 3D animator, in my personally experience, has to deal with a lot more problems that are not always reversible and that can ultimately ruin everything. 



Joseph touches on another interesting point, "And its not the old farts like me who worked for two decades in the industry before the receptionist even got a computer, who are talking about it. It is the fresh young kids barely out of school who are speculating about Pixar possibly doing a 2D film. It is these young artists who are noticing that the box office success of 3D films lately, is beginning to wane with the saturation of the market and every Tom, Dick, and Harry studio under the sun racing to create another 3D embarrassment. It is todays youthful students of animation who, finding out that there is an old-school animator in their midst, ask me endless questions about what it was like to work on big 2D feature films. And they are hungry for a bit of that action. They are far more interested in what Sylvain Chomets next film is going to look like, than the storyline of DreamWorks next 3D debacle. And chances are, they spend a lot more time watching primarily 2D anime and television cartoons, than they do watching Chicken Little, Over the Hedge or The Wild." This quote seems to be quite true, as I also spend my time watching 2D cartoons from my youth (and sometimes new ones such as Adventure Time) and I truly believe that a big number of people, students and non-students alike, really do miss 2D animation and are eagerly interested in the workings of such.



The debate, the question, isn't which is better, because both mediums have their own unique look, skill and talent involved, but the questions are; where is everything headed? Why must we settle for one type of animation when there are others available? Will we be continually bombarded with lacklustre animation films in the medium favourited by the public who merely go for the looks and nothing else? 

Animation is story telling, story telling with visuals and sounds and brilliant skills, animation is set out to tell a story, to explain a character, to show the differences between worlds, to involve the audience and have them feel and moved by the plot and what is being said/done.



There isn't an actual answer to this debate and it will, without a doubt, continue on for years. Hopefully traditional animation will come back around and the CG animation that will continue to be shown will get better at telling a story rather than showing off. Traditional 2D animation should not be cast out and taken over and ignored, we should show it off more and use it while it's still there to be used.

Anime/Manga http://www.goodreads.com/topic/show/1236975-anime-manga-debates

Sub vs dub



This debate has been had for a while now and even I have happened to stumble upon and into it a couple of times. I am not a huge anime fan but I do enjoy and love and favourite quite a number of them, and so I have had this asked me a couple of times and the debates/discussions I have had with people (mostly very civil which is always a plus) on why they prefer dubs or subs for certain shows or just overall. Personally, I prefer subs, merely because I like to hear how it was meant to be heard, originally. The dialogue in dubs is mostly changed, for whatever reason, than the dialogue in subs, and though I cannot be sure which is the correct version of the script, as I cannot understand the foreign language, I always tend to prefer what is said and put in the subs. I also find that watching them in subs helps me to improve my multitasking and widen my perception of what is happening, and involves me a bit more in what is occurring on screen, as I have to pay proper attention to everything, to what is being said (the dialogue can be on screen for a very short amount of time) and what is happening in the foreground and the background and remembering what had happened before. I also pay special attention to the animation itself, my interest in the progress having increased from my animation studies. I have also noticed that a lot of subs have more content and are less edited and cut than dubs are.



Although I enjoy subs, the dubs are, of course, very well done and sometimes the voices for certain characters fit better when done in dubs and I often like to compare them. They are easier to watch as well, as I noted before, you don't have to sit there and read and watch at the same time, you can relax and pay more attention to what is going on as what is being said is understandable. 

Is Stop Motion a dying art?
http://suchafilmgeek.tumblr.com/post/11115397662/stop-motion-a-dying-art-worth-saving & http://www.latinospost.com/articles/2905/20120814/paranorman-stop-motion-animations-future.htm
Heck no!

Stop Motion is not a dying art and shall never be a dying art. Stop Motion may take a lot of time and money to produce, but the art and hard work behind it is immense and utterly awe-inspiring, it gives the whole production a personal and loving sort of feeling, as many times you can see the fingerprints of all the animators that have touched and moved the figures, showing the due care and attention that the animation and characters had. Nowadays CG animation is at the top, there is no getting away from that fact, people enjoy CG animation, however, the cluster of films that are not CG stand out even more because of this. 


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Feb 19th


ANIMATED VIOLENCE: ACCEPTABLE ENTERTAINMENT?






How did this make you feel?

At first I laughed, because the automatic reaction to cartoons getting hurt is to laugh. We all know that whenever a cartoon character is hit or hurt in any way, that they can survive and even pop back into a normal healthy state (unless we use The Dip). And so, over the years of watching cartoon characters get shot, stabbed, thrown, crushed, set alit, blown up and whatever else, we are desensitised to violence to 2D/cartoony figures. However when it turned into and turned out to be a real life boy, it shocked and disgusted me, I felt extremely guilty about laughing and also upset that someone would do such a thing to a child.


What ‘devices’ were used to make you feel that?

Sound effects = Many of the sounds when the boy was being hurt were classic cartoon noises and brought a sort of comedic effect with them that produced an amusing reaction to the violence, dampening it with comedy.

Soundtrack = This is another confusing deterrent that brings an odd sort of comedic value to it all, yet becomes distressing when the truth is revealed.
Laughter-track = It is added whenever the boy is hurt, (maybe) promoting the same reaction from the audience, tricking them into thinking everything is fine with what is going on, however, once you know the end and once you've seen the end, the laughter-track is a frightening and distressing thing to hear.
Visual effects/animation (cartoon boy) = The way the man interacted with the cartoon boy, and the boy with the surrounding area, was very well done and added a surreal realism to everything, which added to the shocking revelation at the end. The boy is also the only animated character in the entire ad. 



Who is the target audience?

Many might say it's directed at adults, to have them act on helping stop child abuse, but it also speaks out to the children themselves. Adding a cartoon theme and feel to it, would catch the attention of children. The target audience is anyone who will listen and help and whom need that help.



Was it an acceptable use of ‘cartoon’ violence?

Yes. It brings another prospective on what it is we can so casually shrug off when it comes to cartoon violence, even if it's based on real life abuse. As I said before, my first reaction was to laugh at what I saw. Overall it shows real life abuse in a way that's not as upsetting as it would be if it were all live action, I think it is a fantastic ad and it serves it's purpose brilliantly.

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ALT-J: BREEZEBLOCKS











How did this make you feel?
I felt intrigued, interested about the plot and eagerly watched the backwards play of the scene to better understand what had happened. My intrigue and curiosity didn't go either, even when the song and video ended I wanted to know more, I was a little disappointed it ended, to be honest.


What ‘devices’ were used to make you feel that?

I was made to feel curious because of how it began, my mind, my imagination came up with a dozen or so reasons as to way the woman was (dead) in the bath and why, and his relation to her, and my interest only deepened when the footage was reversed to how it started. The camera work was very well done and set up, it showed just the right angles at times. The acting and the camera work made me feel what I did.



Who is the target audience?

I suppose the target audience is young adult + because of the actors ages and what happened within the video. Young adults, such as I, would be interested in such things or could have gone through that type of violence for different reasons. It doesn't look like it's directed to children as there is nothing that a child would be interested in there.



Was it an acceptable use of violence?

There was hardly any shown violence, nothing that overly violent but for the death, and even then, it was shot in such a way that you didn't get to see the gory details of it. You merely saw the slowed outcome of violence and the build up of it. So yes, I think it was acceptable, an acceptable and interesting use of violence.



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In two groups you will research and discuss the topic – noting at least 10 bullet points, supporting the groups position of ‘FOR’ & ‘AGAINST’.




When researching, consider areas we discussed in Week 2 relating to this topic:

Notions of ‘audience responsibility’ 

Impact on public life 

Mental health concerns 

Influences of Gaming

Animation for children Etc.




Ask yourself questions:

Who is the intended audience? Note the techniques used - how do they differ from the other films? Are they innovative? How? Why? Question the historical context of the film you have chosen. What are the benefits of such screening events? Has there been any other literature written about the film? If so REFERENCE it!

In addition to this please also include a separate 50 word synopsis of the film.

ANIMATED VIOLENCE: ACCEPTABLE ENTERTAINMENT?

For
> Brings action to an otherwise dull and plain film
> Demonstrates and educates
> Entertains 


Against
> Desensitises people 
> Could be mentally scarring
> Could make people violent/bloodthirsty 







http://blogs.telegraph.co.uk/news/tomchiversscience/100269565/ann-maguire-murder-are-video-games-linked-to-killings/

http://edge.org/3rd_culture/pinker07/pinker07_index.html


http://yellodyno.com/Statistics/statistics_violence_as_ent.html

Rough draft

People have always been interested and intrigued in violence, it seems to attract almost everyone for a range of different reasons, mostly disgusted curiosity and a moral obligation to see it justified or stopped. All through our history we've been fascinated with violence and murder and all that implies, it has always been twisted and woven into our society. Hangings were common and a common sort of entertainment, as were illustrated comics of murders being committed printed in the newspapers. The nation follows stories of murder and violence, either fictional or not, with batten-breath. It wasn't merely the violence and cruelty that interested us but the underlining fascination to understand why, and the need to follow the proceedings and hope that justice prevailed. People wanted to have those responsible caught and dealt with, it showed we knew the difference between what we thought was good and what we thought was bad.
With violent entertainment now, we still hold some of the same thoughts on the matter, but have also come to view it as an amusement, and to even yearn for it in some cases, although this does not mean we are overall bloodthirsty. Films, cartoons and games can be filled with violence, but we know that it's all fake, we know the difference between what we see on the screen and what happens in real life, there is still a morbid sort of interest with real life cases of violence, but it is not trailed after, it is not wanted. It might be true that films, cartoons and games could have desensitised us somewhat, but it is only to make-believe violence, take anyone who enjoys gory horror films or violent video games into the real world of what they crave and they will not want nor like it, or that is what many would hope. We can enjoy violence in cartoons because we know it's not real, we can laugh and joke about it without feeling guilty or ashamed in doing so, animated violence is also a great way of putting a point across in a discreet and tame manner, like was shown in the NSPCC Cartoon by Frank Budgen & Russell Brooke. 
Game violence is sought after and enjoyed because you, the player, are in control of it all, you are in charge and even if you are killed, it's not real, it's fictional, sometimes happening to monsters or aliens rather than actual human beings. There is no proof, none at all, that violence from video games makes the players violent as well, those whom go out into the real world to reenact the violence are not sane people to begin with.

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Essay title: Does violence on screen create violence in others?

(Needs editing and adding to - this is a rough start of the beginning of my essay)

Violence has been a type of entertainment for a number of years, the attraction to it as entertainment varies immensely and in some ways offers something for nearly everyone. People have always been interested and intrigued in violence, it seems to attract almost everyone for a range of different reasons, some are drawn to violence for the thrill and excitement whilst others wish to see justice for the violence shown or carried out. All throughout history there has been fascination linked with violence and murder and all that implies, it has always been twisted and woven into society. For example, in Paris during the sixteenth-century, one of the most popular forms of entertainment at that time was cat-burning, where a cat was lifted within a sling up on stage and then slowly lowered into a fire. Hangings were common and a common sort of entertainment for many a year, approximately from 1622 - 2008, as were illustrated comics of murders being committed that were printed in the newspapers. The nation then and now follow stories of murder and violence, either fictional or not, with batten-breath. It is not merely the violence and cruelty that interests many but the underlining fascination to understand why, and the need to follow the proceedings and hope that justice prevails or a outcome is met. People often want to have those responsible caught and dealt with, it shows the knowledge that is gained, the difference between what was thought was good and what was thought was bad.

With violent entertainment presently, many still hold some of the same thoughts on the matter, but have also come to view it as an amusement, and to even yearn for it in some cases, although this does not mean the public are overall bloodthirsty. The attractions of violent entertainment are many and varied, appealing to men and women, young and old and there are a small amount of people that demand violent behaviour and imagery in their sources of entertainment, for a majority, the violence is a thing they enjoy to see, inflict and dish out. 
According to a blog that was written on 17th January 2008 titled "Humans crave violence just like sex" research on mice showed that the brain processed aggressive behaviour as it does rewards and that the mice tested sought out violence and fought for no other reason than for the reward feeling. The brain of a mouse is thought to be analogous to the human brain which might explain our fascination with violence and in fact humans seem to crave violence just like they do sex, food or drugs.

The most popular form of violent entertainment is centred around comedy and is found within cartoons that aim to show the hilarity and immortality of the cartoon characters on screen. Films, cartoons and games can be filled with violence, but it is common knowledge that it is all fake, people know the difference between what they see on the screen and what happens in real life, there is still a morbid sort of interest with real life cases of violence, but it is not trailed after, it is not wanted, not to the degree that made up violence is. It might be true that films, cartoons and games could have desensitised audiences somewhat, but it is only to make-believe violence, take anyone who enjoys gory and blood-thirsty horror films or violent video games and place them into the real world of what they crave and they will not want nor like it, or that is what many would hope. People can enjoy violence in cartoons because they know it is not real, they can laugh and joke about it without feeling guilty or ashamed in doing so, animated violence is also a great way of putting a point across in a discreet and tame manner, like was shown in the NSPCC Cartoon by Frank Budgen & Russell Brooke, they took a subject that was hard to talk about and show without causing distress, and made it somewhat watchable by all ages, getting their message across without showing the realistic violence, softening the impact with the cartoon animation but still holding the same strong opinions on the matter at hand. 

Game violence is sought after and enjoyed because you, the player, are in control of it all, are in charge and even if you are killed, it is not real, it is fictional, sometimes happening to monsters or aliens rather than actual human beings. There is no proof, none at all, that violence from video games makes the players violent as well, those whom go out into the real world to reenact the violence are not sane people to begin with. 
Although there has been countless articles and forums on violent video games, one humorous article and/or blog, that can be found on The Guardian website, aimed at being a joke article entitled "Claims that 'video games lead to violence' lead to violence" is written by a gamer himself and approaches the idea that the gamers are more angry with the media than when playing video games. Within the article, which seems to be aimed at the medias idiotic claims and responses as well as overprotective parents, a made-up psychological researcher at the Rapture Institute for headline-inspired science, Dr Mario Vance is quoted saying, "Recently, several media sources focused on Aaron Alexis (the Washington naval yard gunman) and his enthusiasm for Call of Duty as a cause for his brutal crimes. Because when wondering what could have made a naval reservist, someone trained by the military to engage in actions with the express intention of killing people, turn to violence, the obvious conclusion is 'video games', apparently.""A bias is one thing, but turning a brutal and deadly shooting into an excuse to attack a tenuously linked entertainment medium? That borders on pathological." He also went on to say, "The media's main concern appears to be that enthusiastic gamers can't differentiate between games and the real world, so violent games will result in violent behaviour. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble differentiating between a cartoonish fantasy world and reality."
Though this is mostly all for laughs, it shows a gamers reaction to the claims and how he responds, and even though many of what is written is faked, one thing is fact and that is "There has never been any satisfactory scientific evidence for the association between video games and violent behaviour." 


Recently, on the website PolicyMic. com, a article/blog was posted on February of this year entitled "Do Video Games make Teens more violent?" that highlights the news that can be found on BBC website says that "a new study from Canada's Brock University has found that playing violent video games for significant lengths of time can hold back the "moral maturity" of teenagers."


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Does violence on screen inspire violence in others?


Violence has been a type of entertainment for a number of years; the attraction to it as entertainment varies immensely and in some ways offers something for nearly everyone. People have always been interested and intrigued in violence, it seems to attract almost everyone for a range of different reasons; some are drawn to violence for the thrill and excitement whilst others wish to see justice for the violence shown or carried out. All throughout history there has been fascination linked with violence and murder and all that implies, it has always been twisted and woven into society. For example, in Paris during the sixteenth-century, one of the most popular forms of entertainment at that time was cat burning, where a cat was lifted within a sling up on stage and then slowly lowered into a fire. Gladiators fighting to the death, beheadings, witch burnings and hangings were common and a public sort of entertainment for many a year, as were illustrated comics of murders being committed that were printed in the newspapers. The nation then and now follow stories of murder and violence, either fictional or not, with baited-breath.


It is not merely the violence and cruelty that may interest many but the underlining fascination to understand why, and the need to follow the proceedings and hope that justice prevails or an outcome is met. People often want to have those responsible caught and dealt with, it shows that we grow as people, that knowledge is gained, that the difference between what was thought was good and what was thought was bad alters and shifts as the years roll on. Displays of violence may cause some distress in the audience but it is tremendously reduced when the bad character, when the murderer or the violent, homicidal character, gets their comeuppance. The public/audience often have very strong feelings when concerning protagonists and antagonists, then deciding in moral terms what fate they deserve.
There is not a person or persons that are not in some small way an audience and an eager consumer of violent imagery, we devour violent images, news, films, games, Television shows, talk about them and read about them, as the media and research behind this essay shows, we write scientific articles about and around violence to try and make sense of it all. For the younger generation, the fact that a certain topic, or some violent imagery or violence in general, can be labelled as taboo is reason enough for interest as this creates a rebellious thrill when they go against rules and regulations. The curiosity for the forbidden is then fulfilled and they may even bond with others by sharing their experiences, emotional or otherwise.

With violent entertainment presently, many still hold some of the same thoughts on the matter, but have also come to view it as an amusement, and to even yearn for it in some cases, although this does not mean the public are overall bloodthirsty. The attractions of violent entertainment are many and varied, appealing to men and women, young and old. Also there are small amounts of people that demand violent behaviour and imagery in their sources of entertainment, for a majority, the violence is a thing they enjoy to see, inflict and dish out in a fantasy or imagined ending, but does this mean those people are violent or prone to violence? Does it mean that somewhere within oneself there is an urge to see violence or be violent?

According to a blog, which was written on 17th January 2008, entitled "Humans crave violence just like sex" research on mice showed that the brain processed aggressive behaviour as it does rewards and that the mice tested sought out violence and fought for no other reason than for the reward feeling. The brain of a mouse is thought to be analogous to the human brain, which might explain our fascination with violence, and in fact humans seem to crave violence just like they do sex, food or drugs.

"Aggression occurs among virtually all vertebrates and is necessary to get and keep important resources such as mates, territory and food," said study team member Craig Kennedy, professor of special education and pediatrics at Vanderbilt University in Tennessee. "We have found that the reward pathway in the brain becomes engaged in response to an aggressive event and that dopamine is involved." (Bryner, J.)

This can go to some way in explaining why violence is sought after in entertainment and may go on to explain why some people are more prone to actual violence than others. Watching a murder or a violent scene is completely different than creating and being involved in one personally, but the need and want for it, if albeit subdued, may be within everyone from birth and can, in some small way, justify why people linger when there is a fight nearby, watch violent films, read about murders and killings, and overall seek out violent behaviour in some kind of macabre curiosity. Do violent games, films or cartoons lead and enhance this somewhat dormant or downcast intrigue in violence to actual, real life violence? This cannot truly be answered without further study and the results may be inconclusive as people are wired differently, some may be violent from the start and use different stages of violence for an outlet, whilst others merely enjoy the thought of it but not the actual action, there are also a range of to variables consider, how they were brought up, for example, and if violence is the norm to them from the beginning or not.

One of the most popular forms of violent entertainment is centred on comedy and can be found within cartoons that aim to show the hilarity and immortality of the cartoon characters on screen. Films, cartoons and games can be filled with violence, but it is common knowledge that it is all fake, people know the difference between what they see on the screen and what happens in real life; there is still a morbid sort of interest with real life cases of violence, but it is not trailed after as much, it is not wanted, not to the degree that made up violence is. It might be true that films, cartoons and games could have desensitised audiences somewhat, but it is only to make-believe violence, if the violent imagery does not convey clues to its unreality it loses its appeal. Take anyone who enjoys gory and blood-thirsty horror films or violent video games and place them into the real world of what they crave and they may not want nor like it, and may even shy away from it. The whole point of a film, a cartoon or a game is to take the audience into another world, into a fantasy, and let them enjoy what it has to offer, whether it is realistic or not. People know it is not real and therefore can sit back and appreciate the experiences and scenes that are being projected at them. In addition, the same can be said about the creative ways of telling a true story, as a lot of the said true stories are exaggerated, edited and transformed to fit a certain target audience or to achieve more interest from the public. One such example is that of a 1984 horror film A Nightmare on Elm Street by Wes Craven, as this was actually based on real events of people dying in their sleep but twisted and morphed to almost ridiculous proportions of the made up child killer Freddy Krueger.

A book, film, cartoon or video game are there to engross the public within an imaginary world which is probably one of the most attractive features of entertainment media, and for a short time, a person can become completely and utterly immersed in an activity. The bound into fictional worlds, whether through literature, animation, film, television, video games or sports, appeals to many on various levels, and this potential inheres in all forms of entertainment. This goes in some way in explaining the tolerance for the attraction of violent imagery. Experiencing things within groups or in the safety of their surroundings can also increase the pleasure of any type of violent material.

Therefore it can be that people like violence in cartoons because they know it is not real, they can laugh and joke about it without feeling guilty or ashamed in doing so. Animated violence is also a great way of putting a point across in a discreet and tame manner; this was shown in the NSPCC Cartoon by Frank Budgen & Russell Brooke. They took a subject that was hard to talk about and showed it without causing distress, and made it somewhat watchable by all ages, getting their message across without showing the realistic violence, softening the impact with the cartoon animation but still holding the same strong opinions on the matter at hand. 

Slapstick, which was used within the NSPCC cartoon, is just another popular form of violence that can be both light-hearted, which is shown in some cartoons, or it can be realistic and bloody, like that which is shown in films such as Jackass. From a very early age, tragedy and violence/pain equals comedy when combined with slapstick; it can be over the top and therefore seem less convincing and prone to humour as a response.

Game violence is another type of entertainment that is probably the most popular, and most talked about, as the game genre seems to be growing at a rapid rate. One of the reasons it is sought after and enjoyed could be because you, the player, are mostly in control of it all, are in charge of the characters and most of the surroundings, and even if you, the main character, are killed, it is not real, it is fictional, sometimes happening to monsters or aliens rather than actual human beings, and you are always offered another chance, whereas in real life, there are no other chances. There is no tangible proof, none at all, that violence from video games makes the players violent, and those who go out into the real world to re-enact the violence are not sane people to begin with and the games, music or films merely indulge their cravings. 

Although, saying that, there has been countless articles and forums on violent video games, one humorous article and/or blog, that can be found on The Guardian website, aimed at being a gag article entitled "Claims that 'video games lead to violence' lead to violence" is written by a “casual gamer” himself, as well as a doctor of neuroscience, Dean Burnett. He approaches the idea that the gamers are angrier with the media than when playing video games. Within the article, which seems to be aimed at the medias claims and responses as well as those of overprotective parents, a made-up psychological researcher at the Rapture Institute for headline-inspired science, Dr Mario Vance is quoted saying,

"Recently, several media sources focused on Aaron Alexis (the Washington naval yard gunman) and his enthusiasm for Call of Duty as a cause for his brutal crimes. Because when wondering what could have made a naval reservist, someone trained by the military to engage in actions with the express intention of killing people, turn to violence, the obvious conclusion is 'video games', apparently." (Burnett, D.)

"A bias is one thing, but turning a brutal and deadly shooting into an excuse to attack a tenuously linked entertainment medium? That borders on pathological." He also went on to say, "The media's main concern appears to be that enthusiastic gamers can't differentiate between games and the real world, so violent games will result in violent behaviour. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble differentiating between a cartoonish fantasy world and reality." (Burnett, D.)

Though this is mostly all for laughs, it shows a gamers reaction to the claims and how he responds and that he responds with humour, not violence. It also hints on several good point and it contains a very healthy debate in the comments section, showing a range of views from a range of people who are or could be gamers themselves. One such person, on September 20th, 2013, wrote one such comment explaining that it may be true that some people are affected by certain stimulus, but that this could be any kind of stimulus, not just video games. The man goes on to point out that claims that fall on blaming other sources have no correlation between a specific medium/title and someone who has bad mental problems.

Grand Theft Auto 4 sold over 3.6 million copies on the first day of availability, and this number continued to rise. Does that mean there were millions of violent people that did millions of killings and violence as a result? Unless you count the fake violence in the game itself, the answer to that is a resounding no, because virtually everyone who played, and still continues to play, the game knows that it is just a game. There will always be those who have a mental or emotional issue or disorder that are triggered into violence, but the trigger can arise from anything and at anytime.  Although many of what is written on the article in the blog is purely one man’s fictitious opinion, one thing stands out above all else and that is,

"There has never been any satisfactory scientific evidence for the association between video games and violent behaviour." (Burnett, D.)

Concentrating further on Grand Theft Auto, The Grand Theft Auto series of games are one of many violent oriented games that are the most popular, and within their fifth instalment a depiction of torture was shown and played out, allowing the player to choose how to better torture the victim to gather the relevant information needed for the mission at hand. This sparked a lot of controversy with many complaining about the violence shown, but was this scene over stepping some line? Would and could this scene affect the players in such a way that they themselves find torture a game and an amusement? A certain infamous scene/mission in the video game Call of Duty: Modern Warfare 2 entitled “No Russian” which has a first person view of a part of the level that merely consists of you and three others gunning down hundreds of innocent people in an airport, has also been brought back into light because of this. Scenes and missions like these can create an overall sense of shock as it engages the player in a different way to what can be perceived to 'normal' video game violence. Following the many years of gaming, a lot of people had become somewhat desensitised to the usual run 'n' gun gameplay that we are all familiar with, but scenes like the one in Call of Duty, and some ways the one in Grand Theft Auto also, stick out because they take that same kind of violence to what can be called insane levels specifically to illicit that response. Even so, the violence is still overall unrealistic and over the top, and in some cases, like the one with Grand Theft Auto especially, the violence is sometimes over trodden with the backstory and the point of the torture rather than the torture itself.

Recently, on the website PolicyMic. com, an article/blog was posted on February of this year entitled, "Do Video Games make Teens more violent?" that highlights the news that can be found on BBC website that says that ,

"a new study from Canada's Brock University has found that playing violent video games for significant lengths of time can hold back the "moral maturity" of teenagers." (McKay, T.)

According to the researchers more than three hours of video game play per day may hinder the development of empathy in teenagers. One hundred students ranging from 13-14 years old were said to be tested and the research apparently found that those who played less were unaffected, however, the three hour a day mark was where a perceptible delay in learning “empathy, trust, and concern for others” emerged.

"Spending too much time within the virtual world of violence may prevent [gamers] from getting involved in different positive social experiences in real life, and in developing a positive sense of what is right and wrong." (McKay, T.)

Conversely, the version of the study that was published on the Brock University website went on to say that there was no actual durable correlation between the time spent playing violent games and the attitude toward real violence, but what exactly does this show and mean? Do video games make people, teenagers especially, more violent? The answer is resoundingly inconclusive. However, three hours of game play per day is probably too much for a 13-14 year old to waste playing video games, violent or not, and it could indeed indicate factors such as poor social development because of the lack of actual human contact, but there is no proof of this as of yet.

Another such blog, on The Telegraph website written by Tom Chivers, the assistant comment editor on that site, wrote about if games cause violence and used the recent and horrendous murder of Anne Maguire as a point at which to start on because it turned out that the 15 year old killer played the video game Dark Souls. Chivers went on to say that people are “keen to link violent games to real-life violence,” (Chivers, T) remarking that for years the media and the public have been eager to link killings or unstable people with violent music, films or games, however the link between game violence and real violence is highly disputed. Although there have been studies that might have shown a momentary rise in aggression after playing violent video games, it has not been shown yet that this translates into tangible violent behaviour. Chivers went on to note that though video games are getting more popular during the decades, actual violent conduct has evidently been decreasing and according to the “Crime figures” on The Telegraph site, those who have needed hospital treatment for violent related occasions

has halved, from 0.8 per 100 people to 0.4 per 100 people, in the last 11 years.”  (Chivers, T) (Shute, J)

This does not rule out a link, nothing does, but nothing suggests that there is one either, and if there were to be, it must be quite weak as there is certainly no outstanding proof connected. A great number of people play violent videos games; for instance, in the year 2012 there was up to 550 murders in England and Wales, according to Chivers, and in the exact same year in the United Kingdom, Call of Duty: Black Ops sold about 2.6 million copies. If the game alone were the only direct origin of murders, then the probability of any Call of Duty player of being a murderer would “be 0.02 per cent.” Chivers later wrote,

The suggestion that violent video games are behind Britain's murder problem is entirely ridiculous.” (Chivers, T)

In conclusion, violence is all around us, we see it, hear about it, watch it, and play it, but this does not mean that being in contact with such violent entertainment makes the person or persons violent. Though there is no actual proof of violent games making those playing it violent themselves, it is true that such games should be held back from those too young to understand it, it is also bad form to play games with no human contact as this could affect those that play in a dangerous and unhealthy way. There are many mixed beliefs, opinions and results when concerning violence in entertainment and it creating violence in others, but the overall theme is that it is all entirely unfounded; there has not been a point, which has been made out of complete fact, nothing has been or is proven. A great deal of people watch violent films, play violent games, read violent stories, play ‘violent’ music, it is unhealthy and naïve to suggest that these perfectly normal habits are in some way risk indicators for violence or murder.

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