Tuesday, December 31, 2019

Based on True Events A Glance into the Nonfiction Novel Genre

â€Å"The best nonfiction recognizes the impossibility of perfect representation, the dream of the 1:1 ratio,† (Sharlett). What Jeff Sharlet means in this quote is that facts cannot be perfectly represented, regardless of any type of imagery or descriptions, so a good nonfiction work uses only what is needed to get the message across. Beginning in the 20th century, many nonfiction writers would even look towards fiction for the resources to describe what was considered impossible to describe (Taylor). One way writers have been able to do this is through nonfiction novels. A nonfiction novel is a narrative, of book-length, that unfolds actual events and actual people written in the style of a novel (â€Å"Nonfiction Novel†). This style of a novel implies that the book being spoken of can be looked at as art as well as fact (Sharlett). In the mid 1960’s, a nonfiction novel journey began, beginning with the narrative journalistic qualities of Truman Capote, continui ng with the story telling of such authors as Norman Mailer, and then continues to stay constant throughout present day literature with works like Katherine Boo’s display of immersion journalism. Truman Capote is said to have invented this new genre in 1966 with, what some call his finest work, the book In Cold Blood (â€Å"Truman Capote†). In Cold Blood details the 1959 murders of Herbert Clutter, his wife, and two of their children (Wikipedia). Even before the murderers were captured, Capote decided to travel to Kansas and writeShow MoreRelatedInterpretation of the Text13649 Words   |  55 PagesLiterary genres To interpret a literary work, one needs to know something about its genre. The distinctions between genres of literary works are flexible and loosely defined, often with subgroups. The most general genres in literature are (in a chronological order): epic, tragedy, comedy, novel, short story, and creative nonfiction. They can all be in the genres of prose or poetry, which shows best how loosely genres are defined. This correlation is shown in Fig. 1.1. Additionally, a genre such asRead MoreChinese Cinderella3586 Words   |  15 Pagesovershadow all other ac hievements? †¢ Why is it so difficult to move beyond childhood hurts? The pain felt by Adeline is acute and permeates almost every scene in the book. The story is, at times, a catalogue of one unhappy incident after another. Some events that display her anguish are particularly violent, cruel and senseless, as in the episode when her duck, PLT, is killed by the dog (p.94 onwards). Others show the power of cruel words to truly destroy the child’s own sense of self worth. Adeline isRead MoreEssay on Silent Spring - Rachel Carson30092 Words   |  121 Pageswas to become an important late twentieth-century genre, science as literature. On the New York Times bestseller list for eighty-six weeks, this volume earned Carson enough royalties to enable her to retire from government work and focus on the projects that most interested her. After completing the third and final volume of her biography of the sea, The Edge of the Sea, and a handful of smaller projects, Carson was pro mpted by a series of events to write the book that would make her one of the

Monday, December 23, 2019

Comparing O Connor s A Good Man Is Hard - 911 Words

Dissecting O’Connor’s â€Å"A Good Man is Hard to Find† Flannery O’Connor’s short story, â€Å"A Good Man is Hard to Find†, centers around a vacationing family of six. When the father of the household attempts to take the family to Florida, their trip is derailed by the grandmother’s desire to visit her childhood home. The grandmother leads the father down a back road in a heavily wooded area and at one point a wrong turn is taken and the family ends up crashing into an isolated ditch. After attempting to signal for help, the family is murdered by a wandering group of escaped convicts. The three most important elements that the author uses in this story are the elements of setting, characterization, and style. Throughout the story, O’Connor makes the setting abundantly clear to the audience. Firstly, the time period is established as soon as the family departs for their destination. The audience is easily able to tell when in history this story is taking place because the children of the family a re quoted using racial slurs that a person would never hear in this day and age. â€Å"‘Oh look at the cute little pickaninny!’ she said and pointed to a Negro child standing in the door of a shack.† When June is quoted at this point in the story, it is apparent to the audience where and when this story is taking place. O’Connor is very good with being descriptive as this author always makes known to the audience what state the family is in throughout the story. When painting aShow MoreRelated Analysis of A Good Man is Hard to Find by Flannery OConnor Essay1236 Words   |  5 PagesAnalysis of A Good Man is Hard to Find by Flannery OConnor In Flannery OConnors A Good Man is Hard To Find, one is struck by the unexpected violence at the end of the story. However, if you re-read the story a second time, you will see definite signs that foreshadow the grotesque ending. The story begins with the typical nuclear family being challenged by the grandmother who doesnt want to take the vacation to Florida. She has read about a crazed killer by the name of the MisfitRead More Comparing Characters in OConnors A Good Man is Hard to Find and Revelation841 Words   |  4 PagesComparing Characters in OConnors A Good Man is Hard to Find and Revelation The grandmother and The Misfit of Flannery OConnors A Good Man is Hard to Find are backward, opposite images of each other. However, the grandmother does have similarities with the character, Ruby Turpin in OConnors short story, Revelation. The grandmother is portrayed as being a selfish self-involved woman who wants her way, a person with little memory, just a basic old woman living with her only son. TheRead MoreSummary Of Things That Rises Must Converge By Flannery O Conner2247 Words   |  9 Pagesand â€Å"A Good Man is Hard to Find† using characterization, setting, and irony to show the racial and egotistic ways of the 1950s and 60s in the South. The theme of race is awoken through the violent self-realization moments main characters experience. Comparing these two pieces of work through characters, setting, and ironic subtleties shows how both can be related to one another. O’Conner has a tendency to feature characters in her stories that are very similar. The grandmother in â€Å"A Good Man is HardRead MoreEverything That Rises Must Converge By Flannery O Connor1583 Words   |  7 PagesIn Flannery O’ Connor’s, â€Å"Everything That Rises Must Converge†, Julian’s resentment towards his mother becomes the cause of his own self-revelation. In a selfish attempt to teach his racist mother a lesson in morality, Julian does not sit with her on an integrated bus because It is his fantasy that she will be forced to sit next to an African American person. His wish comes true when an African American woman and her son get on the bus and take a seat next to each of them. However, contrary toRead MoreBlack Lesbian And Gay Families7002 Words   |  29 Pages The struggle for marriage equality in the United States began in the 1970’s. It became more prominent in 1993 when the Hawaiian Supreme court declared that state’s prohibition against marriage between people of the same sex to be unconstitutional (Weiss, 2013). In response to this, there was significant public outcry and opponents of marriage equality asserted that marriage could only be defined as a union between a man and a woman. This resulted in prohibitive legislation that was enacted in 1996Read MoreStephen P. Robbins Timothy A. Judge (2011) Organizational Behaviour 15th Edition New Jersey: Prentice Hall393164 Words   |  1573 Pagesand permission should be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission(s) to use material from this work, please submit a written request to Pearson Educat ion, Inc., Permissions Department, One Lake Street, Upper Saddle River, New Jersey 07458, or you may fax your request to 201-236-3290. Many of the designations by manufacturersRead MoreHemp Cultivation in China42289 Words   |  170 PagesProvince, Peoples Republic of China. Journal of the International Hemp Association 2(2): 57, 60-65. This paper summarizes the history of hemp (Cannabis sativa L.) cultivation and traditional use in the Tai an District of Shandong Province in the People s Republic of China, and investigates the cultivation and processing techniques currently being employed to produce hemp ribbon and hemp seed. Recent production levels and market conditions are reviewed. Comparisons with Hungarian hemp cultivation andRead MoreHsc General Math Textbook with Answers153542 Words   |  615 Pagesfile ‘licence.txt’ on the Student CD-ROM that is packed with this book. . Introduction vii Ackno ledgements Acknowledgements Chapter 1 1.1 1.2 1.3 1.4 1.5 viii iii 1 Credit and borrowing Flat-rate loans 1 Home loan repayments 8 Comparing loans Comparing loans 13 Credit cards 17 Reducing balance loans 22 Chapter summary t 29 Multiple choice questions ultiple-choice questions 30 Short-answer questions 31 Further applications of area and volume Area of circles, annuluses and sectors Area ofRead MoreOcd - Symptoms, Causes, Treatment131367 Words   |  526 Pagesby trained interviewers using a structured clinical interview (Brown, Di Nardo, Lehman, Campbell, 2001). Table 1.1 presents a summary of the DSM-IV-TR diagnostic criteria (APA, 2000). According to DSM-IV, a person must have either obsession(s) or compulsion(s) in order to have a diagnosis of OCD, and the vast majority of diagnosable individuals experience both types of symptoms (Foa Kozak, 1995). To qualify as an obsession, the thought, image, or impulse A Diagnostic Enigma TABLE 1.1. SummaryRead MoreProject Mgmt296381 Words   |  1186 Pageslove and encouragement—my parents (Samuel and Charlotte), my wife (Mary), my sons and their wives (Kevin and Dawn, Robert and Sally) and their children (Ryan, Carly, Connor and Lauren). C.F.G. â€Å"We must not cease from exploration and the end of all exploring will be to arrive where we begin and to know the place for the first time.† T. S. Eliot To Ann whose love and support has brought out the best in me. And, to our girls Mary, Rachel, and Tor-Tor for the joy and pride they give me. Finally, to

Saturday, December 14, 2019

Term Paper on Computer Games Free Essays

string(275) " Since they do not get enough bodily exercise, children who spend the majority of their time playing Computer Games are likely to suffer from video-induced seizures, obesity and skeletal, muscular and postural disorders like tendinitis, carpal tunnel syndrome, among others\." Intelligence and Dexterity are beneficial gift that God has endowed us. Hence, Man has the ability to tinker with nature. It is factual and concluded. We will write a custom essay sample on Term Paper on Computer Games or any similar topic only for you Order Now We have the greatest opportunity to manipulate things like: The Development of Medicine; Swift Transportation; Rapid Communications and the Aggrandizement of Technology. One of this is COMPUTER GAMES. Computer Games is one of the vital issues in our society to be focused on. Why? Because they say that Computer Games are one of the vices that the teenagers are been addicted, attached with. They could spend all day just to play various online or downloaded games. Seemingly, it is there cravings for them to be satisfied. Just like there days wouldn’t complete if not played just even one game. According to Surveys, Computer Games has indeed a great effect on everybody. Because, we can visualize myriad teenagers seated in front of computer set playing, enjoying, and cussing with each other. YES, CUSSING. When been fond of it, teenagers are gradually adapting the nature of a maniac player. Now, they know how to use vulgar words to express their feelings, a volcano that would about to erupt. Another thing is that, we can no longer more to see youth who plays basketball, volleyball and the rest of the Sports Games that can really helped a lot in our health and physical attributes. That’s why they also added that Computer Games is gradually defeating sports. This is why the Government should take its action to give remedy to this epidemic issue concerns our youth of today. Today, parents still worry about the effects of violent computer games and of course it also remains a popular topic for the media. However, with a growing number of children and teens spending excessive time playing computer games, perhaps parents should be more worried about teenagers addicted to computer games than the effects of violent Computer Games. An examination of the literature reveals that those who study video game addiction sometimes disagree on the proportion of children and teenagers addicted to computer games. However, the majority of studies suggest that approximately 5 to 10% of youth who play computer games become addicted. Compared to other psychological difficulties (such as depression and anxiety), teenage computer game addiction is obviously a relatively new problem faced by families. As such, parents may lack accurate and/or helpful information on the signs of computer game addiction, the risk factors for video game addiction, and strategies for helping teenagers addicted to computer games after the problem develops. BACKGROUND The debate on whether Computer Games have social effects and cause violence among the players, especially children, can be traced back to 1976 when a video game entitled Death Race was released on the market. The main aim of the game was to run over screaming gremlins using a car which would then turn into tombstones. The pace of the game was pedestrian and the gremlins resembled human figures. There was a public outcry over this video game and eventually its production ceased. There were other violent Computer Games that were produced later in 1993, such as Night Trap and Mortal Combat, that were followed by public outcry. In the same year, a board was established in the United States to look into Computer Games and rate them according to their content (Siwek, 2007). The board is known as the entertainment software rating board (ESRB). The other video game that attracted media attention was Rapelay, produced in 2006 (Siwek, 2007). The video game required players to rape and stalk a woman and her two girls. Such Computer Games are said to cause behavioral change among children. There are several incidents that are linked to Computer Games, such as the massacre at Columbine High School that claimed 13 lives. Laws have been enacted to ban or control the sale of Computer Games. For example, on the 27th of June 2007, the Supreme Court of the United States overturned the law in California that banned the sale of Computer Games to minors (Siwek, 2007). The court ruled that the law violated the freedom of speech even though the state has an obligation to protect kids from harm. Another aspect that should be noted regarding Computer Games is that boys spend more time playing than girls. Not many girls are interested in playing Computer Games, hence they are not affected as much as boys of a similar age (Anderson Bushman, 2001). The Drawbacks of Children Playing Computer Games Most of the negative effects as a result of playing Computer Games among children can be blamed on the violent scenes contained in these games. When a child spends an extended amount of time playing such Computer Games, they becomes socially isolated. This means that a child does not have enough time to interact with other members of society (Anderson Bushman, 2001). The child who spends many hours a day playing Computer Games will have no time to meet and make new friends. They may in turn become more depressed and lonelier in their homes. Children will also spend little time on other activities such as sports, reading, and doing homework. The child becomes socially inactive since they do not get involved in social activities. Some Computer Games teach children wrong values (Gunter, 1998). Most of the children who spend much of their time playing Computer Games are likely to perform poorly in school. A solid number of Computer Games are addictive. Rather than studying or completing homework, a child spends time playing Computer Games. As a result, poor performance will be seen at schools. Computer Games reduce a child’s imaginative thinking as well. This means that a child who ends up spending most of their time playing Computer Games does not get a chance to think creatively or independently. Imaginative thinking is crucial in developing a child’s creativity. By fostering isolation, Computer Games may also affect a child’s health. Since they do not get enough bodily exercise, children who spend the majority of their time playing Computer Games are likely to suffer from video-induced seizures, obesity and skeletal, muscular and postural disorders like tendinitis, carpal tunnel syndrome, among others. You read "Term Paper on Computer Games" in category "Free Term paper samples" Computer Games promote children to associate happiness and pleasure with the capability to cause pain to others. They develop the feeling that in order to be happy, one has to make other people suffer. Children who play Computer Games tend to develop selfish behavior (Anderson Bushman, 2001). Computer Games teach the player to be dependent and since the child is left alone while playing the game, they can develop selfish behavior. A certain study that was done at the Minneapolis-based national institute for media indicated that kids can get addicted to Computer Games and exhibit social phobias. The interactive quality of Computer Games is quite different from passively viewing movies or television. The games allow players to be active participants in the script. The players who are able to benefit from acts of violence are then able to proceed to the next level (Sherry, 2001). As a negative result of playing Computer Games, violence in children has shown an increase. â€Å"Anderson and Dill found that males who were high in aggression and irritability, showed the strongest association between video game play and aggressive behavior (Lillian Bensely Juliet Van Eenwyk, 2001)†. There are many incidents of violent behavior among children who play violent Computer Games worldwide (Gunter, 1998). One of the high-profile incidents is the Columbine High School massacre that was caused by 17 year-old Dylan Klebold, and 18 year-old Harris Eric. The massacre happened on the 20th of April, 1999, at Columbine High School, located in Jefferson County. 12 pupils and a teacher were killed by two pupils. It was later revealed that the two shooters in the massacre were frequent players of weapon-based combat games. It was also noted that the two shooters used to play Wolfeinstein 3D and Doom, games which are violent. After the incident, many newspaper articles claimed that the key cause of that incident was violent Computer Games. Another incident occurred in April, 2000 when Jose Rabadan, a sixteen year-old Spaniard, killed his parents and his sister using a katana sword, claiming that he was Squall Leonhart, the main character in the video game titled ‘Final Fantasy V111,’ on a mission to avenge. This was a consequence of playing the game too much and fantasizing about what he saw in the video game (Williams, Marko, 2005). In 1997, there was the case of a thirteen year-old Wilson Noah, who was killed by his friend using a kitchen knife. The mother of the deceased claimed that Noah was stabbed because of the obsession his friend had with the video game known as Mortal Combat. She alleged that the child who killed Noah was obsessed with the game, and thought he was one of the characters in the game named ‘Cyrax’. In the game, Cyrax is using a finishing move whereby he grabs the opponent and stabs him in the chest. It was alleged that this was the move that motivated the killing of that child. There are many other incidents that were caused by the effects of playing Computer Games. A report that was compiled by the FBI in the year 2006 showed that the playing of Computer Games among children was one of the behavioral traits linked to school shootings. The report outlined several factors behind school shootings of which playing violent Computer Games was the most obvious (Anderson Bushman, 2001). According to Gentile and Anderson, playing Computer Games increases the aggressive behavior of the player, since the acts of violence are continually repeated during the game (Gentile, Anderson, 2003). â€Å"Although heightened physiological arousal (e. g. , heart rate, blood pressure, skin conductance) can be beneficial in certain situations, physiological arousal produced by violent media (or by other sources), can be linked to an increase in aggressive behavior, especially when that arousal can be erroneously attributed to another provoking event, rather than to the violent media. Repetition of an act has been considered an effective teaching method, reinforcing learners patterns (Barlett, Harris, Bruey, 2007). † The games encourage the players to role play or identify with their favorite character (Gentile Anderson, 2003). The increase in physical bullying in many schools can also be linked to the popularity of Computer Games that contain violent content. A study done in 2008, indicated that about 60% or more of middle school boys ended up striking or beating somebody after playing at least one mature-rated video game. The research also showed that about 39% of boys who never played violent Computer Games were not involved in any form of violence. When playing Computer Games, players are rewarded for simulating violence. This enhances the learning of violent behavior among the children who find pleasure in violent Computer Games. When violence is rewarded while playing Computer Games, players tend to develop aggressive behavior. As noted earlier, Computer Games desensitize players to real-life violence. The exposure to Computer Games causes a reduction in P300 amplitudes that are contained in the brain. The child will later experience aggressive behavior and desensitization to violence (Bartholow, Bushman Sestir, 2006). After children experience violence while playing Computer Games, they are likely to develop a fear of becoming victims of violent acts. According to the report compiled by six leading national medical associations in 2000, children do not trust their fellow children and hence will develop violent, self-protective measures. The exposure to cruel Computer Games also leads to reduced empathy among the players. From a survey conducted by Jeanne Funk in 2004, Computer Games are the only media linked or associated with low empathy. Empathy is described as the capacity or ability to understand other people’s feelings. The level of empathy plays a noteworthy role in evaluating a person’s morals. Empathy also controls aggressive behavior among individuals, especially children (Bartholow, Bushman Sestir, 2006). After lacking empathy as a consequence of violent Computer Games, these children are likely to be violent. Repetition of actions when one is playing a video game affects the subconscious mind, hence a behavioral script is developed. A sound example of a behavioral script is that developed by drivers. It urges the driver to first get into a car, fasten their safety belt and then start the car. Similarly, Computer Games induce a child to develop a behavioral script that urges them to respond violently to a certain situation (Gunter, 1998). Playing Computer Games teaches children that violence is an acceptable way of solving their conflicts. Those who play Computer Games, especially games with violent content, do not develop the belief that using non-violence means can solve a problem. They tend to be less forgiving when compared to those children who play non-violent Computer Games (Sherry, 2001). Children tend to confuse real-world violence with video game violence. After fantasizing about the violence in Computer Games, children are likely to fight in schools and in the streets. New Computer Games allow a lot of physical interaction with the players. Some Computer Games train players on how to be a killer. For example, in 1996, the Marine Corps in the United States authorized the release of Doom 11, which was a violent video game. The game was previously used to train marine soldiers. Such games can train children to be high-profile killers. Most Computer Games have portrayed a negative attitude towards women. Violence against women is likely to increase in a child who plays brutal Computer Games (Gunter, 1998). Counter Arguments In any life situation and with any sort of problem, there are those who disagree with the majority. Likewise, there are researchers who present various counter arguments to support the idea that Computer Games can be beneficial for children. The first counter argument against the side effects of Computer Games is the fact that children are not isolated as they have online gaming communities. Children who are unable to associate with others do not feel isolated since they are left to play Computer Games. For example, a child who is not physically fit to play with others can turn to Computer Games during their free time to reduce boredom. It has been noted that violent juvenile crimes have been decreasing in the recent years, yet the popularity of Computer Games has been increasing. For the period 1995 to 2008, the rate of arrest of juvenile murderers decreased by 71. 9%, while the overall arrest cases concerning juvenile violence decreased by 49%. In the same period, the sale of cruel Computer Games increased by almost 4 times compared to the years before. From these statistics, one can conclude that there is no direct correlation between violent juvenile crimes and Computer Games. There has been no scientifically proven link between violent behavior among children and Computer Games. Most of the surveys carried out on Computer Games are affected by design flows. The surveys are done within a short duration of time and do not follow kids for any considerable period of time. After a short observation, conclusions are then drawn. The other counter argument against Computer Games is that children learn real life-skills when playing Computer Games. Players of brutal Computer Games are able to learn how to regulate their emotions when playing (Anderson, Gentile, Buckley, 2007). The level of control developed while playing Computer Games in terms of directing actions and pace are prudent ways of regulating the emotional state of children. The perception of being in control of actions minimizes emotional and stressful responses to events. Aggressive and angry feelings can be relieved by playing Computer Games. When a child plays Computer Games, it is one of the best ways of relieving aggression and depression. Many children play Computer Games to relieve anger while others play Computer Games to relax their bodies. Children are given healthy and safe opportunities to virtually explore the rules and consequences of violent behavior when they play Computer Games (Bartholow, Bushman Sestir, 2006). After playing Computer Games, especially ones that contain violence, children are able to develop ways of escaping violence. The form of violence can be affected by Computer Games, but does not necessarily lead to the occurrence of violence. Through the challenges faced while playing some Computer Games, children are able to learn how to avoid violence, or how to escape from violence. Those who hold the view that Computer Games do not have negative effects on children indicate that Computer Games do not lead a child to violence, but instead, violent children are the ones who are interested in Computer Games (Anderson, Gentile Buckley, 2007). Conclusion The argument about whether Computer Games have negative or positive effects on children is broad, and depends on one’s philosophical views. â€Å"Most of the research projects that have been conducted on the authentic effects of media brutality on behavior of children have included small, often unrepresentative samples and unique examples of media violence (Dietz, 1998)†. This paper has compiled some of the negative effects of Computer Games among children. Some of the negative effects include children feeling isolated from society, becoming more violent and aggressive, as well as lacking communicative skills. When playing Computer Games, children spend extended periods of time by themselves and do not have much interaction with other children, except for the virtual ones. As a result, children who play Computer Games do not develop effective communication skills with others, since hours, if not all their spare time is spent on Computer Games. There has also been a rise in violence among children who play Computer Games, the Columbine High School massacre being one such example. Injuries and fighting at home and outdoors have risen because of children playing brutal Computer Games (Anderson, Gentile, Buckley, 2007). Some researchers however argue that Computer Games can and do have positive effects on children. They point out that children are not isolated, as they develop online gaming communities. Children are also able to learn real-life skills while playing Computer Games, as well as, learn how to escape violence. However, what both sides agree upon is that parents should guide their children on the outcomes of playing Computer Games. Personally, I think that Computer Games can be allowed when selected with caution and are not played frequently. As long as virtual reality does not replace a child’s real-life communication, Computer Games can become a great option for a child’s leisure. 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Friday, December 6, 2019

Film Marketing In Australia Essay Example For Students

Film Marketing In Australia Essay It seems Australias film success is not determined by its quality but by its box office returns. The national identity of Australia has become nothing but a market strategy. The future of the Australian film industry seems doubtful, as it cannot command the crowds necessary to sustain high enough box office dollars, or market films sufficiently to attract local audiences. Sustaining a productive innovative film industry seems dependent on the complex process of acquiring film funding, and the prospect of future funding bodies. Distributors and Exhibitors seem to add to the difficulties of getting local audiences to see Australian films as the major players seem to control who sees what, when and where. Independent distributors are constantly confronted by tough competition from these major distributors and exhibitors who lean toward the American more lucrative product. The glamorous packaging and blockbuster build up is attractive to local audiences and many Australian films, despite receiving award nominations from the A.F.I., do not achieve the acclaim they deserve from their own local audiences. The cultural American domination is reflected in the high box office returns on American product in cinemas everywhere. Australian filmmakers think that marketing and selling of a picture is a dirty exercise and that someone else should do it. Researching target markets and market testing are foreign and not preferred by Australian filmmakers yet this may be necessary in order to achieve cinema attendance. Some actors in Australia make it clear from the beginning that they dont do publicity, however some actors say there isnt enough publicity for actors involved in film. This site looks at publicity as a potentially cost effective option for the low budget Australian filmmaker and how publicity is handled in the American film industry. This site explores the successful marketing of Dating the Enemy and how sometimes the competition is just too great, when a film like Kiss or Kill opens on the same night as Men in Black. The prospect of marketing Australian film overseas before bringing films to local screens may attract Australian audiences, as they do not support local film culture easily. However, growing recognition of the Australian film industry in America seems to have spurred interested parties to search for Australian specialist films to fill a niche market in the U.S.