Regulation Case Studies - Tuesday 19th Jan 2021

 Three case studies of media products where regulation based on age or content has been brought to the attention of wider news media: 

  • https://www.radiotimes.com/movies/2020-12-24/soul-age-rating-pixar/ 
    • Summary - December 24th, 2020 - why BBFC rated Disney Pixar's new movie Soul a PG. Infrequent mild bad language, mild fantasy threats, characters in a realm controlling life and death, deals with heavy and deep topics but lightheartedly with comic value. The citizen upholds the social norms of morals such as mourning death and celebrating life and the consumer could watch if they have access to Disney+ 
  • https://www.independent.co.uk/life-style/gadgets-and-tech/news/online-games-gambling-loot-boxes-legislation-regulation-test-a9600371.html
    • Summary - July 3rd, 2020 - discussing how video games such as Overwatch and Apex is promoting to children through using and opening loot boxes in the game can lead to gambling in real life, people believe the age rating should be 18+, citizens are concerned about the children and consumers playing the games, globalisation shows how anyone anywhere in the world can access and be influenced by these online games 
  • https://www.bbc.com/future/article/20180104-is-social-media-bad-for-you-the-evidence-and-the-unknowns
    • Summary - January 5th, 2018 - what science suggests how Facebook, Twitter, or Instagram affects your mental well-being, 40% of the world (3 billion people) use online social media and have two hours every day sharing, liking, commenting, or posting, this breaks down to half a million tweets and snaps shared a minute, 1,800 surveyed to have more stress while using social media on a daily basis, social media gives people the freedom of expression and space to debate and converse e.g public sphere, the citizens would be worried about the mental health while the consumers are probably too addicted to it to want to stop using it daily, 

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