Accordingly, I don't think marketing can change our desires and behaviour. Sure, it can change what we buy through brand-perception, but the desire to buy must already be there (e.g. we want shiny rare objects -> we buy diamonds (due to marketing)).
Accordingly, I don't think marketing can change our desires and behaviour. Sure, it can change what we buy through brand-perception, but the desire to buy must already be there (e.g. we want shiny rare objects -> we buy diamonds (due to marketing)).
2) Speaking of pr0n, I note the monkey see monkey do epic failure WRT violence stats, and notice that despite better pr0n availability that ever in the history of the species, monkey see monkey do birthrates are not going up.
3) However, taking into account your point and #2, people do not copy activities very well, but they do copy appearances. Mere observation tells anyone interested that "scary looking black guns" are a ridiculously popular fad right now compared to a nice hardwood finished stock. Its exactly the same firearm but just wanna be scary looking, sort of. Also it is supposedly a well known fact that womens, uh, bodily hair shaving habits WRT hair below the neck, or however you want to phrase it, have in recent decades been nearly universally oriented to match hairless pr0n images. Pr0n images have to be hairless otherwise guys are staring at a wool rug or whatever, and now women in general want to try to match that. I don't think either example has important social ramifications other than being somewhat profitable for certain mfgrs and retailers which is in direct opposition to your claim that marketing is ineffective. Go ahead, try and find me jpeg of a woolly mammoth of a woman carrying a classic traditional wooden stocked hunting shotgun to prove me wrong. Bet you can come up with 100x the number of counterexample pixs.
Accordingly, I don't think marketing can change our desires and behaviour.
But first person shooters and the marketing thereof were never intended to make people more violent. They are designed to make people like and play more first person shooters. Even the crazies who claim games do make people violent, mostly don't claim that making people violent are their intended purpose.
[1]http://blog.sid3windr.be/wp-content/uploads/2007/04/crimegam...
[1] http://www.wired.com/wiredscience/2011/05/ads-implant-false-...
What's interesting about this is that marketers are now stealing stories from consumers and selling them right back, either by monitoring our behavior (both on- and off-line) or direct solicitation. "Tweet your favorite Dunkin' Donuts memory with #DunkinMemories!" There are even promotions that encourage consumers to write and produce their own commercials for a product -- there was one a while back where the winning ad was shown during the Super Bowl.
Personally I think opulence of violence in media makes us number when confronted with images or stories of real violence then we would be otherwise.
http://en.wikipedia.org/wiki/List_of_school_shootings_in_the...
Note that the list of the US shootings, where Doom was released, has its own page, and far outstrips the number of school shootings in the rest of the world.
You can also see a graph of this at http://i56.tinypic.com/29uo8wg.jpg
Roses are red, Violets are blue. They don't think it be like it is, But it do.
If there is an effect of sorts, it's probably lost among the various other factors.