From school shootings to the most prolific serial killers, there is no doubt violence is a national issue. While many theories exist on why people kill, commit a crime, and hurt others, many have turned their focus to the media. After all, studies show that all types of media directly influence the actions of their audience, especially children, and adolescents; it is logical to assume that violence in the media is causing a rise in violence. A plethora of factors come together when someone commits a violent act including genetics, upbringing, and the environment. Analyzing how the media fuels the fire of someone already at a predisposition to distress is crucial to solving this issue. There is no doubt that the media can do more harm than …show more content…
One survey discovered that fifty percent of teens played video games the day before taking the survey, and frequent exposure to such violent games cause an increase in aggressiveness, a decrease in empathy, and a loss of moral values (American Psychological Association 2). Especially right now, with popularity surrounding first person shooter games such as Fortnite and Call of Duty, adolescents spend a chunk of their time influenced by violence. In order to win, most games will require killing at some point; those who are competitive will finesse their killing skills on screen. It may not be intentional, but these players are also finessing their killing skills off screen, too. Commiting continual acts of violence has an effect on players: “Exposure to violent video games was significantly related to higher levels of aggressive behavior” (Rosenblum 2). Aggression is often necessary to win in sports or in video games. There is undoubtedly a correlation between violent entertainment and violent behavior; these games teach aggression and how to have few weaknesses. With a lack of empathy comes a rise in aggression and less children knowing how to resolve fights appropriately. With technology ever advancing, virtual reality video games will increase in popularity allowing players to literally watch as they kill someone (1). Virtual reality games immerse players …show more content…
The world of rap and hip-hop is full of gun references and threats of violence (Nordlinger 1). Music has a more influence on adolescents that most think. Once children begin turning into adolescents, they develop their own taste in music. Minors are extremely impressionable; something as innocent as music can have influence. When rappers threaten to kill police, there is uproar, but once they threaten to kill fellow rappers, there is disregard (1). Children are taught to respect their elders; uproar at threats to authority reaffirm this. Still, children need to be taught to show kindness to their peers. They need to know that violence is not acceptable, like entertainment and music makes it out to be. In one study, participants listened to violent music, then added hot sauce to water for another person to drink: “Those who were exposed to heavy metal music with violent lyrics added more hot sauce to the cup of water than members of control groups” (“Violence in Video Games” 2). Perhaps the violent lyrics put the subjects in an aggressive move. They most likely did not realize they were adding more hot sauce than they would have before listening. This proves that even one song has an affect on its
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Even though TV is quite violent today. We cannot blame youth violence on the media. One’s neighborhood is one of the most significant environments that influences kids. This is because kids learn how to live in this world by who and what is around them. If there is a lot of violence in the area.
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.
There are other ways that violence can be broadcast. Entertainment such as video games, music, videos, graphic novels and movies, all have an impact on the increasing violence in our generation. Video games can be played by everyone, especially adolescent from the age of 12-17. They can “play video games- on a computer, on consoles such as the Wii, PlayStation and Xbox, or on portable devices such as Gameboys, smartphones and tablets (APA).” Also from video games, music, videos, graphic novel and movies also contain sexual contents, alcoholism or drug addiction, guns, domestic violence, and etc.
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.
Violence is easily seen in today's culture through criminal actions in the media. Surprisingly, "on average, American youth view more than 1,000 murders, rapes, and assaults each year" (Rockefeller 2). This shocking fact demonstrates just how prevalent violence is in the young minds of Americans. As a result of these viewings, young adults are sure to have psychological effects. Studies have proven that "children who view media violence are more likely to have increased feelings of hostility, decreased emotional response to the portrayal of violence and injury that lead to violent behavior through imitation" (Tompkins 1).
Jim Morison once said, “Whoever controls the media controls the mind.” Mainstream media is divided into three corporations which owns 1,500 newspapers, 1,100 magazines, 900, radio stations, and 2,400 publishers (Social symmetry.org). News corporations have been able to control our minds through the use of the media. Whether we like it or not the fact remains that media has the power to shape our beliefs and how people see things in the world if not locally on a global scale. With that knowledge it’s a shame how we don't stop to think and reflect on how we are all a bunch of sheep being herded by these corporations.
In certain games such as Saints Row, there are certain missions that the player has to complete that determine whether they are a hero or a villain. There are more opportunities to become evil rather than stay good which further proves the theory that media violence is a risk factor for increasing emotional arousal, aggressive behavior and violent thoughts. Besides videogames, television is a major source of informal observational learning. Children and teens are routinely exposed to murders, beating, and sexual assaults – just by turning on the television set. (Huesmann et al., 2003; Potter,
These children are encouraged to be violent resulting in that type of mindset in which they will be more likely to be violent in their everyday life, rather than how they were normally before they began playing these aggressive video games. Their minds slowly begin to change making them a more violent person, and also causing them to have more aggression in life. Studies show “students who had played a violent virtual reality game had a higher heart rate, reported more dizziness and nausea, and exhibited more aggressive thoughts in a posttest than those who had played a nonviolent game”(Cesarone qtd. in Dai &
There are many studies on media violence and its social effects. Most of the studies have indicated that children who are exposed to media violence are more likely to exhibit violent and aggressive behaviors. As the child observes the violence, he/she is motivated by the fact that the show is enjoyable without realizing the violent behaviors. As a result, they copy and identify the behavior, and this has detrimental effects on their social life. According to Boxer et al., the content of the media has a direct impact on its audiences (420).
William Belson (1980) found the link between violence and television after doing a research with 1565 teenage boys in London. They were interviewed about their watching habits over ten years. The study revealed that a child saw someone being shot or killed on television is likely to be less caring, and sensitive towards other people. The more violent television programs these teenagers watched, the higher rate of aggression they would be affected (Adian
Research shows that at least 83% of children in the US aged between 8-12 years are involved in video gaming once a month. This elevated number of video gaming has had its fair share of effects on its consumers. For instance, video games have positively influenced children to work together in completing various tasks, and often improve a child’s thinking capacity, especially through solving puzzles (Anderson et al, 2007). However, the contentious issue has been the effects of violent games on children, which are often negative to their well-being. In short, violent video games increase the aggressiveness of a child, and may eventually cause mental ill health.
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.
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.
There are games that literally replicate and give people the ability to score points for doing the very same thing that these students are doing inside schools, where you get extra points for finishing someone off who’s lying there begins for their life.” ( 6) There are several ideas that say young people benefit from these violent video games “Surprisingly, playing video games can help our physical, mental, and emotional health.” It helps them to improve hand eye coordination and thinking ability. These benefits are not worth the risk of being influenced by violent video games. (7) All in all the research and officials say that violent video games affect how children, teenagers and young adults act.
A recent content analysis by the research organization Children Now shows that a majority of video games include violence and about half of the violent incidents would result in serious injuries or death in the "real" world. Claim1 Research involving British primary schoolchildren found that the length of time young people spend playing games, rather than their content, could have an effect on their behavior or school performance. But it concluded that fears that generations of young people are growing up with their development impaired by exposure to violent video games are no more likely to be borne out than previous “moral panics” over television and other media. Playing one-player games is not always negative if you do it moderately.