unit nine
GI. Joe and Grand Theft Auto: Violence,
Power, and Propaganda
cultural
artifact:
grand
theft Auto (video game) & gi joe (world peace keepers battle
station) and forward
command post toy
(see
photos of the toys!)
CASE
STUDY:
grand theft auto (1st person shooter games)
reading
assignment:
in
class screening:
Video
and computer games represent a $6 billion a year industry. One
out of every ten households in American owns a Sony Playstation.
Children who own video game equipment play an average of ten hours
per week. And yet, despite capturing the attention of millions
of children worldwide, video games remain one of the least scrutinized
cultural industries.
Game
Over is the first educational documentary to address the fastest
growing segment of the media through engaging questions of gender,
race and violence. Game Over offers a refreshing dialogue about
the complex and controversial topic of video game violence, and
is designed to encourage high school and college students to think
critically about the video games they play.
at
the end of this unit you should be able to define these key terms:
-
propaganda
- Violence
- Power
additional
resources:
case
study guidelines for student presentations
external
links:
online
study guide for the killling screens (html)
online
study guide for the killing screens(print ready pdf)
online
study guide for game over
(html)
online
study guide for game over (print ready pdf)
links
on the forward command post toy
antiwar.com
common
dreams
Lion
& Lamb Organization on Children's Toy Reviews