The essay “Violent Media is Good for Kids” by Gerard Jones was published in 2000 by Mother Jones Magazine. The author has several works both in nonfiction and fiction that mostly revolve around comic books. In Jones’ essay, he examines the benefits of introducing violent media into the lives of our youth. Jones’ claims that violent media has helped to inspire people and kids to overcome everyday evil in the world. In paragraph fifteen, Jones states that he “thinks it has helped inspire some people to real life violence” and “can help far more if we learn to use it well”.
In the article, Violent Media is Good for Kids, the author makes the point of violent media help kids to express their feelings. He offers an example of his son who was afraid of climbing a tree due to fear. To help his son with his fear he read him the Tarzan comics. He also tell a story about a mid-age girl, who he worked with before. She had multiple family problems and listened to rap to explore her feeling.
Families and parents across the United States of America fear that their child will ultimately grow up to be a violent and merciless teenager or adult. Therefore, leading parents to become helicopter parent or take away anything that remotely relates to violence, gore, or guns. However, according to Gerard Jones, Comic book writer and author, parent should embrace controlled violence, and expose it to their child. Exposing violence to a child will ultimately help them in the near future, causing them to express who they are and learn what they want to be. Through Mr. Jones’ logical reasoning and past experiences, his sympathetic and empowering stories, and his extended research with Melanie Moore Ph.D., Gerard Jones is able to argue why its
In the article of Gerard Jones, “Violent Media is Good for Kids” he tries to convince the audience, especially parents, that violent media is good for kids. He explains that violent media can be very beneficial to kids instead of harming them. Gerard Jones uses many literary devices to persuade the audience. He uses his own childhood experiences; he shares how he was, able to overcome his challenges or as Jones states in his article overcome “passivity and loneliness”. He also uses his son to continue to persuade the audience.
The audience, consisting of children's movie enthusiasts, are persuaded by Stefan Babich to accept the fact that females lack importance in family-friendly films. Stefan Babich, throughout his article, “The Fall of the Female Protagonist in Kids’ Movies”, recognizes and proves through strong supporting evidence combined with pathos and logos, that women do receive less recognition and positivity than their male counterparts. Purposefully, the article criticizes the motives of companies and producers, which reinforce negative representations of women. In Culture: A Reader for Writers, the article, “The Fall of the Female Protagonist in Kids’ Movies”, written by Stefan Babich, argues female protagonists in children’s movies faced a tragic
Today, it is normal for modern technology to show many forms of violence. These acts of violence may influence children and teens to be more aggressive in everyday life. For example, I babysit a pair of twin boys. Their names are Devin and Gavin. Devin and Gavin like to play video games.
Disney’s Subliminal Messages and Stereotypes When the majority of young adults and teenagers in today’s age look back at their childhood it is almost guaranteed that Disney made an appearance. Whether it was a princess fancy dress party, listening to the fairy tale songs, or building their own castle, it all started from watching the infamous and classic films. But what many don’t realize is how Disney may have influenced the way we look, think and act. Indirectly, it has taught its young viewers concepts innocent children should not be exposed to: ideas of sex, drugs, racism and gender inequality. The later raises the main focus of this essay; how have subliminal messaging and stereotypes in traditional Disney princess films affected gender
Analysis of Gerard Jones’ “Violent Media is Good for Kids” In the article called “Violent Media is Good for Kids,” by Gerard Jones, a renowned comic- book author, is arguing that violent media can be helpful for children, rather than be overly harmful. Parents aren’t taking the time to really look at how helpful violent content could possibly be for their child. Yet, violence can help children learn how to reach for their own inner power that they may have never been able to find before. Furthermore, children as they grow up may even go towards violence that presents justice, rather than the negative types of violence.
In order to investigate the effects of the progressive mindset of the 21st century, two contemporary animated films, with a total of 52 characters, were chosen to be analysed using the factors that constitute character portrayal. Every character that produced at least one full sentence was included in the analysis. Because the present work is an extension of the work reported earlier by Lippi-Green (1997), only fully animated, full-length features, were critically examined. Under those circumstances, an accurate replication of Lippi-Green’s (1997) methodology was conducted for the purposes of this
As you know, violent media means TV show or game have violent acts in it. Nowadays, lots of children are recognized for having bad influence by violent media. Children may be more fearful of the world around them, or they more likely to behave in aggressive or harmful ways toward others (“Violent Media and Aggressive Behavior in Children”). Violence media has appeared in a long time, and it has a great impact on children.
Media violence has become a controversial topic in the world today. Owing to the rising technology, children are beginning to show increasing violent behaviors. The debates on the effects of media ranging from screen media, video games, and books have a long history. Due to this, there is a speculation over what is the leading cause of the increasing violence in children. Some people argue that there is a relationship between media violence and real-life violence.
Besides considering some benefits, some people believe that this telecommunication medium creates many problems to the kids. To attract the audiences, many movies and series have a tendency to contain more uncensored violent scenes. Numerous children spend too much time on watching television each day, and their parents cannot control what kind of TV shows or videos that their sons or daughters are watching. Research reveals that exposure to violent media can result in aggressive attitudes and violent behavior in some children (Dr. Gail Gross). This paper, with the aim of providing parents an overview
Thesis Requirement for English 27 NB Title: Media and Violent Behavior Thesis Statement: Media violence encourages real violence I. Overview of Violence in the Media Definition of Violence When we hear the word violence what comes into our mind? For me I always associate violence from movies with fight scenes that show a lot of blood and gore. Although my definition is closely related to the general definition of violence, it’s a bit too specific.
Since younger age, we are introduced to the very first kind of entertainment called ‘cartoon’. It is presented both as comic books and television shows. As a child, people tend to prefer an animated cartoon or animation. Animation cartoon in various types is widespread and famous all around the world as it does not only entertain people, but many of cartoons and animation cartoons give readers and audiences good moral for the living. It can be said that this kind of entertainment is a good source of communication because it is mostly reflected from real situation of people.
Some researches admit that violent games may cause adolescents to become tremendous. Studies showed that video games increase psychological awakening, it could also increase aggressive behavior, emotions and thoughts and finally let teenagers lose the sense of helping others. All these effects will be carried by aggressive young people. It’s true that video games are violent, but aggressive adolescents are more likely to be more attracted to it. Some games reward players for doing violent actions, so this will affect them negatively, letting them think that violence is normal.