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I found this article very interesting and relevant to me as a future educator. It brings to light the importance of media education and awareness, since it plays such a large role in our society. It states in the article that many young children watch about 14 hours a day of television in a week, that is a huge amount of exposure for such an impressionable age group.
The significant impact that the media has on us is probably why so many people in our class are doing presentations on topics related to the media. One group discussed reality television; I think that most of the shows that fit into this genre just may have the ability to lower the I.Q of a viewer, but that's just my opinion. If children are such large doses of media exposure it concerns me that this is what's being made available to them.
The authors go on to describe the large amounts of marketing that targets children. Their T.V shows are used as advertisements and schools display company logos in exchange for money and materials. I've always had an idea that children's T.V shows double as marketing tools. One step into my niece's bedroom tells me that Disney must make a fortune on merchandise and toys. My niece watches a cartoon, and then when she is in a store she is surrounded by products that have the images of her favorite cartoons on them. She has a Disney Princess bed set, purse, poster, dress, backpack... the list goes on.
According to the article, video games are another lucrative form of media with sales reaching 10 billion dollars in 2004. I talk to many students at my job as a sub-T.A. Many of the students that talk about these video games are quite often young boy...
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...ge of many of these vulnerabilities.
When I was in high school in the late 90's, chat rooms were gaining mainstream popularity. People could talk to each other people from different countries and pretend to be anyone they wanted. This raised concerns about young people being taken advantage of, agreeing to meet strangers and online bullying. I think virtual worlds take those concerns to another level. Avatars might seem appealing to youth because all of their insecurities could be erased by creating an avatar more to their liking.
Virtual worlds open up potential for crime and other ethical issues. I wished this article discussed some of the potential problems in more detail. With all the problems that could arise I hope that the people profiting from these worlds also take responsibility for the creation and enforcement of rules relevant to the virtual world.
“Consuming Kids” is a documentary produced by Media Education Foundation in 2008, on how corporations are taking over our childhood. Kids are becoming targets to the marketplace. Major advertisement corporations are using their marketing on children in a harmful way. Some of these harmful ways include medical issues, the influence on body image, and lack of desire to play outside. This matters, because of our future youth. Advertisements are a domino effect on society.
The land of the free, brave and consumerism is what the United States has become today. The marketing industry is exploiting children through advertisement, which is ridiculously unfair to children. We are around advertisement and marketing where ever we go; at times, we don't even notice that we are being targeted to spend our money. As a matter of fact, we live to buy; we need and want things constantly, and it will never stop. The film, Consuming Kids , written by Adriana Barbaro and directed by Jeremy Earp, highlights children as this powerful demographic, with billions of dollars in buying power, but the lack of understanding of marketers’ aggressive strategies. Children are easily influenced and taken advantage of, which is why commercialization of children needs to stop. Commercialization to children leads to problems that parents do not even know are happening such as social, future, and rewired childhood problems. Government regulations need to put a stop to corporations that live, breathe and sell the idea of consumerism to children and instead show that genuine relationships and values are what are important.
Eric schlosser, a writer for Atlantic Monthly, addresses in his article, “Kid Kustomer”, the various marketing strategies used on children to American parents after the success of ads for the young. Schlosser exemplifies how companies market their products to children in order to convince parents to recognize the fact that the advertisements produced by companies turn children into customers. He employs parallel syntax, figurative language, and a objective tone to accomplish his goal.
In “Television Harms Children”, Ann Vorisek White claims that the intellectual and cognitive development of children who frequently watch television is threatened. To support this claim, she points to the findings that “the more television children watch, the weaker their language skills and imaginations” (White, 2006). Before the brain fully matures around age 12, it is in the stage of rapid development. The American Academy of Pediatrics (AAP) “recommends that children under the age of two not watch TV or videos, and that older children watch only one to two hours per day of nonviolent, educational TV” (White, 2006). A study from the AAP (as cited in White, 2006) found that the average American child watches four hours of television every day. Considering "expression and reasoning are not automatic" abilities, young children who routinely watch television eventually become "passive and nonverbal" to stimuli in their environment (White, 2006). Since the normality of curiosity and imaginations of young children are the foundation of how they learn, remaining passive for extended periods of time affects their intellectual and moral development.
There are many different opinions backing and opposing regulations of the web. People argue that because it can be freely accessed by anyone, there is a high possibility that their children will be exposed too explicit websites, for example pop up websites containing pornography. This threats their innocence and damages their views on the world around them. Other issues parents have is with cyber bulling, as 43% of kids have been bullied online at one point in their lives. Online, people have the ability to write anonymously, encouraging them to be more explicit in their opinions, as they feel there will be no repercussions. This makes the internet an unhealthy medium, as these views can show prejudice and insult others. 'Stranger danger' is another dilemma, especially when there are children exploring the internet, and revealing too much information to the wrong people, because of false pretence. In 2006, 14% of adolescence posted their names, addresses, numbers or schools.
This essay will attempt to prove, that statements made regarding the inappropriateness of video games are untrue. The advantage of playing video games can be proven in their ability to enhance learning, hand-eye coordination, and this in turn can enable children and teenagers to do better in school. Violent video games can help overcome anxiety by providing entertainment without leaving the house, taking everyday stresses out on the characters in the game instead of real life, takes the adolescent’s minds off worries and stress of the outside world, and encourages children to stay out of trouble. Video games c...
Television has become a big part in children’s day-to-day lives especially in the 20th century. Children in this century rely on television to keep them entertained and educated instead of entertaining and educating themselves by participating in activities, which will teach them a lot more in life then the actual television. There is no doubt that children are most easily influenced by television because of the different content that they watch as well as the amount of time consumed watching TV. The television does have an emotional and intellectual development on children but this all depends on the content that they’re watching and the way that they absorb the information that the show is trying to send out. Different programs will portray
Brady, Robert. "Violent Virtual Video Games and Hostile Thoughts." Journal of Broadcasting & Electronic Media (2004). EBSCO. DePaul Library. 7 Mar. 2008.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
“There are twelve billion dollars spent annually on ads directed at children” (Dittmann, 2004). These advertisements target young, impressionable minds, capture the attention of the child and imprint an ideal or message. While watching advertisements, a child develops a like or dislike for an activity or product. The strength of the desire is proportional to exposure. Desire creates action and action creates sales. I observed this principle with a sibling, my younger brother Eron. When a General Electric commercial came on television he, would turn and be mystified by the music and dancing of the actors. Around the age of eight, he expressed a very strong opinion that General Electric products are superior to other products. At this stage in his development, he did not have the cognitive ability to think abstractly to weigh all of the aspects associated with what makes a product of quality.
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames
Now a days children watch more television programs where they become the target for some advertisements. The use of computers and electronic devices also influence children when advertisements appear while they play their favorite games on those electronics. Advertisements are the merchant’s media to sell a product to the public. Almost everyone in the United States watches a lot of advertisements while they are watching their favorite television program every day. Most of this viewers are children, therefore children become the main target because they are easier to influence.
Families nowadays leave their children without any observation or even thinking about what they are doing while using the internet connections for a long time. Children nowadays grow in a world exposed to media use. It was found that children aged 8 to 18 years had an average media usage time of 7 hours and 38 minutes daily. The average adolescent spends one-third of every day with some form of electronic media. This increased exposure to the media has deep effects on the development and functioning of children and teenagers today. It has been found that media have a negative effect on the physical, mentally, psychological and social development of
Both mediums of mass entertainment, movies and video games, can severely impact the audience that is engaged in them. Video games require much more involvement of the player because the player of the game controls the avatars every move. Many games such as Call of Duty, Assassins Creed, or Grand Theft Auto involve extreme violence, in which the player is killing other players to achieve objectives or points. From a narrative role, videogames offer many different options in terms of gameplay and the overall outcome at the end of the game. According to Darren Franich, “Videogames have become more “filmlike,” with more realistic characters and complex plotting,” (Franich, 2011). Video games affect the younger generation immensely, which is important to recognize because the younger generations are the ones causing the most problems within society. There are kids as young a ten years old playing violent video games for excessive hours, daily. According to a recen...
Teenagers are the most common group of society who can get artificial by the internet. As a matter of fact, internet addiction is a common habit for teenagers which will affects their future, also can have an effect on their social behavior and their education. Teenagers are spending more time on internet with watching movies, gaming, chatting, etc. rather than doing their home work or study for their tests. In addition, another issue that has made the internet dangerous for teenagers to search is the pornography websites or adult fantasy role-play chat rooms that have been created. These sites have made teenagers addict individuals who are engaged in viewing, downloading, and trading online pornography or involved in adult fantasy role-play chat rooms.