◊  PERSONAL  |  SENSITIVE CONTENT

The loss of innocence 
comes with a 
couple 
of 
clicks 








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SNSITIVE 
CONTENT





PRETEXT

In an era characterized by an incessant flow of information, our minds grapple with the challenge of retaining it all, adapting by growing desensitized. This process of desensitization commences during early years, where innocence is characterized by purity, shielded from the world's hidden corruption. Yet, the alarming ease with which we can be exposed to corruption is undeniable. The loss of innocence is no longer gradual; it merely takes a few clicks. The first click leads us 123movies.comthe second to downloads, and the third exposes us to harmful viruses and mature content, including explicit material like porn. Corruption is just three clicks away, requiring nothing more.


Traditionally, we held the belief that children should embody the innocence appropriate for their age. However, due to the internet's excessive exposure, they now navigate websites featuring explicit content such as porn and engage in violent shooting games. This raises profound questions about the potential long-term psychological impact. Censorship has lost its significance for those who have already seen it all – from graphic violence to explicit imagery. To find any form of stimulation, we find ourselves seeking even more intense experiences. Our threshold for stimulation has undoubtedly evolved beyond what was considered normal before the internet.


This situation serves as a nostalgic experiment for individuals of our generation who encountered such content at a young age. Curiously, we often fail to recognize the profound influence it had on us, especially during our formative years. Even with parental controls in place, safely navigating the internet remains a daunting task. Parents may remain oblivious to their children's online activities. Did your parents know you were playing Fun Run at the age of 9? Mine certainly didn't. What initially appears exciting in our digitally driven era can swiftly transform into an overwhelming experience.


Engaging in online gaming is a popular pastime enjoyed by individuals of various age groups. Nevertheless, it is worth noting that some children are introduced to digital media as early as 2 years old, and many start playing video games as young as 5 years old. During these formative years, when they are constantly absorbing new information and seeking stimulation, today's technology has made it alarmingly simple to expose them to potentially harmful influences. In the United States, approximately 90% of children partake in video gaming, and a significant majority of these games feature mature content, often characterized by violence. Within just a few clicks, they can transition from an innocuous game to one rife with brutal violence. With a single click, they can immerse themselves in the perspective of a shooter, a murderer, a witness to crime, or even scenarios of sexual assault—all while struggling to differentiate right from wrong. Despite the convenience and accessibility that technology provides, we often overlook its impact on specific age groups. Repeated exposure to violent video games has been shown to increase aggression by fostering aggressive thought patterns and longer-term suppression of empathy.






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DELIVERABLES

The physical deliverables comprised a cardboard computer, a keyboard, and a folder filled with content related to violence and pornography. The computer was constructed to accommodate an iPad as the “computer screen” and was then coated with silver spray paint to achieve a vintage, outdated, yet nostalgic aesthetic. We aimed for a simple and clean look, as we knew our video would introduce enough chaotic elements. The keyboard was crafted from styrofoam, which was also spray-painted and intentionally designed to appear “imperfect,” emulating how a child might create toys from cardboard. As for the folder content, we printed items such as detention slips and math worksheets, along with altered pornographic images, by adding words and drawings that resembled what a child might sketch after being influenced by violence and pornography.


SET UP
The setup played a remarkably vital role in our project. Although the video we crafted effectively conveyed the unsettling and uncomfortable tone we desired, we recognized that the appropriate setting was essential for its impact. The specific words we emphasized included privacy, guilt, seclusion, secrecy, and shame. Our presentation was arranged in a confined dead-end corridor, where the audience faced a solid wall. The space was compact, crowded, and intimate, and the viewer found themselves uncomfortably close to the screen, against their will. Deliberately, we selected a desk with a chair firmly attached to it, ensuring that the viewer couldn’t shift or move away from the intense scenes displayed. The short distance allowed the flashing video to cast an eerie glow on their face. Additionally, we adorned the desk with inappropriate images of girls, trash, and items like keychains and stuffed animals, further underscoring the presence of youth and “innocence” in this room. Our objective was to accentuate the contrasting realms — the graphic world inside the screen and the external environment.

There was sense of secrecy and shame in watching something that seemed forbidden. One of our viewers recalled trying to shift around, covering the screen from us.

From far away, it was an ominous space that resembled a child’s room. There were stuffed animals and a computer with little trinkets and trash scattered all around. However, the experience soon turned even more disturbing as you drew closer. There were pornographic images taped up as well as a monitor that flickered and glitched with an 18+ warning sign. The green folder that sat atop on the computer was filled with papers that needed to be signed. We included these to indicate the influence things had on a child. There were indications of gun violence, how to acquire guns, their next victims, pornographic content, teachers’ notes telling them to see the after class, etc.






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CONCLUSION

What surprised us the most was the fact that we, ourselves, had become desensitized to this explicit content. We spent hours listening to violent shooting games with gunshots echoing through our earbuds and more hours listening to audios of women having orgasms and screaming. In the beginning stages as we collected content, we also were surprised and bewildered by the shocking audios and videos. However, at the end of the project, we had completely become dull to them. Only when we shared and presented our final project to our classmates, we finally understood the impact. People stood shocked and horrified.