Question
You are advised to write between 350 and 500 words on the following topic:
‘In ancient Rome, people enjoyed watching gladiators fight to the death. Two thousand years later what we enjoy watching hasn’t really changed.’ Using examples of modern entertainment you are familiar with (e.g. television, playstation and computer games, video, sport) discuss this statement.
Model Essay
The statement “In ancient Rome, people enjoyed watching gladiators fight to the death. Two thousand years later what we enjoy watching hasn’t really changed,” suggests that modern entertainment still caters to humanity’s fascination with violence and competition. Indeed, while the forms of entertainment have evolved with technology, the core elements of conflict, competition, and adrenaline-fueled excitement remain prevalent in today’s media.
One of the most direct modern parallels to the gladiatorial games is violent video games. Titles like “Call of Duty,” “Mortal Kombat,” and “Grand Theft Auto” immerse players in worlds where they engage in virtual combat, often involving graphic violence. These games are incredibly popular, drawing millions of players worldwide. The appeal lies in the adrenaline rush, the thrill of competition, and the sense of accomplishment that comes from overcoming virtual adversaries. While no real harm comes to the players or their virtual foes, the fascination with simulated violence mirrors the ancient Roman appetite for watching gladiatorial combat.
Professional wrestling, such as WWE, and combat sports like MMA (Mixed Martial Arts) and boxing, also reflect this enduring fascination. These sports combine elements of physical prowess, drama, and conflict, much like the gladiator fights of ancient Rome. The athletes in these sports often become larger-than-life figures, much like the gladiators of old, and their matches draw large, enthusiastic crowds. The spectacle of physical competition and the stories of rivalry and triumph captivate audiences, suggesting that the desire to witness physical struggle is deeply ingrained in human nature.
Action movies and TV shows are another genre that taps into the same primal interests. Films like “John Wick,” “Die Hard,” and TV series such as “Game of Thrones” feature intense, often violent conflict as central elements of their narratives. The protagonists in these stories frequently find themselves in life-or-death situations, and the high stakes and visceral action scenes are key attractions for viewers. These forms of entertainment, while fictional, provide a safe outlet for the audience’s interest in conflict and heroism.
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Even reality TV and competitive shows reflect the gladiatorial spirit in a more metaphorical sense. Programs like “Survivor,” “The Amazing Race,” and “American Ninja Warrior” pit contestants against each other in challenging and often physically demanding tasks. The drama of competition, the psychological stress, and the celebration of the victors resonate with the same themes of struggle and triumph found in ancient gladiator games. While not violent, these shows still cater to the audience’s love for competition and human endurance.
While it is clear that modern entertainment often echoes the competitive and conflict-driven nature of ancient spectacles, it is also important to note the ethical considerations. Unlike gladiatorial games, modern forms of entertainment do not involve real harm to participants (with the exception of injuries in contact sports). Additionally, there is a growing awareness and critique of gratuitous violence in media, and many creators strive to balance thrilling content with responsible storytelling.
In conclusion, while the methods and technologies of entertainment have changed dramatically over two thousand years, the core human interests in conflict, competition, and the thrill of the struggle remain. Whether through violent video games, action movies, combat sports, or competitive reality shows, modern entertainment continues to cater to these primal desires. However, the ethical framework within which these entertainments are produced and consumed has evolved, reflecting a greater societal concern for the well-being of participants and the impact on audiences.
Word Count: 562