Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Effects of media on child development
Impact of media on children
Impact of media on children
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Effects of media on child development
Age-based rating system is where any media shown in public or internet is rated based on a certain group of age. In each country, they have their own board of classification for movies, television shows or video games. Even though age rating may help a person to choose on what movies are suitable for them, but not all use the age rating given wisely. For example, two students who were a fanatic of a video game called “Doom” killed 12 fellow students and a teacher in 1999. Age rating should not be subjected to media content because it does not meet the parents’ expectation, it only focuses on the amount of violence and it attracts the children from what they are shield from. The major problem for age-based rating is it does not meet the parents’ …show more content…
The children are more curious to the age rating just because they were restricted from watching the movies. As for content based rating, it simply describes the content, not recommendation for people. Based on the research conducted by Cantor (et al) with children from age 5-15 which they received a booklet resembled a TV guide. The children were more interested in PG-13 or R-rated movies and they were suddenly not interested when the movie is rated G. They also found that the younger children who were heavy viewers of television were also showing a lot of interest when they found out the television show was rated restrictive. Cantor et al also made another research to show fairness and they found that the content indicators do not influence the children’s interest in watching the movie. In contrast, majority of the parents used the TV system rating and more than half believed that it is useful for video games, Mr. Jurgen Freund , Modulum chief executive said that, by rating the video games with a mature content was seen to be promoting the video game rather than stopping the underage from buying. In general, age rating does influence the children on any media content. In contrast, majority of the parents used the TV system rating and more than half believed that it is
The article draws attention to the limitations of age-equivalent (AE) scores in reporting the result of norm-referenced tests. Using a group study and the Peabody Picture Vocabulary test-III (PPVT-III), Emily Maloney and Linda Larrivee have built a strong argument against the use of AE scores. They provide ample information about the limitations of AE scores, as well as results that speech-language pathologists should not continue to use age-equivalence scores in reporting results of norm-referenced testing.
A young mother has decided to take her children to see the latest blockbuster to grace the silver screen. Her two children, both boys, are aged 9 and 11. She is aware that the film they are going to see, the critically acclaimed Batman movie, The Dark Knight Rises, is rated PG-13 but sees no problem with her kids seeing it. The rating states that “some material may be inappropriate for children under 13” and that “parents [should be] strongly cautioned” (Ratings Posters). But what could be so inappropriate in a Batman film that would require her parental guidance? For the following two and a half hours, images of dead bodies, grisly gun violence, and murder as well as implied sex, numerous profanities ranging from damn to a partially enunciated use of fuck, themes of terrorism and a world absent of law and order are shown to the gleaming, action hungry eyes of pre-teens. The mother leaves in utter disbelief that she had just witnessed numerous neck-snappings, head shots, and brutal beatings alongside her children. Movies these days are not what they used to be. Even the modern superhero film can be filled with graphic violence, ear splitting profanity, an abundant amount of sexual material, increasingly dark themes, and still be given a PG-13 rating. As a result of the excessive tolerance exhibited by the Motion Picture Association of America (MPAA), films are being allowed to contain more explicit material than ever before and younger generations are being exposed to mature subject matter outside of their understanding.
Although Valenti and the Rating System's advocates claim that parents should have the final choice in what their children view, the system may, in practice, obstruct that purpose for parents who decide that their children should see some films. For films with the controversial NC-17 rating, the theatre is prevented from letting young John Small and his under-aged ilk from seeing a film despite his parents' permission. In fact, had John actually been accompanied by his parents, the theatre would have had every right -- some would even say responsibility -- to refuse his admission. The printing of the NC-17 rating often does not read -- as would be reasonable -- "Intended for Adults Only" but rather the more rigid "Not to be Attended by Children Under Seventeen.
The MPAA rating system is outdated. The recent advances in technology allow children to see movies regardless of the rating. The rating system worked well for the early years, but recently “kids slip into the movies they want to see. . . . They also see them at home on widely available DVDs, on cable, and via popular streaming services like Netflix and Amazon” (Ebert 2). Even when kids go to the theater to see movies they can “theater hop” or buy a ticket to a low rated movie and slip into the R rated film of their choice. DVDs and the Internet both provide ways for kids to watch movies that contain objectionable material. Websites that offer the o...
In today’s world of multimedia it has become extremely hard to avoid the introduction of adult themes to younger children, who lack the maturity to process and question the information. Young people are bombarded continually with unsuitable and undesirable concepts that give false images of acceptable behavior. Music, movies, television, internet and video games are accredited with the moral deterioration of present day youth. Great strides have been made to establish rating guidelines, parental controls and warning labels that assist adults in making informed choices on what their children should or should not be able to access but they are not perfect.
The first reason video games are an issue is that many video games made today possess content that many people would consider to be obscene. The term obscene covers violence, profanity, and sexual images (obviously). Such videogames are usually branded with the M (mature audiences only) rating on the front of the videogame cover. This means that only players seventeen or older should be playing such games. However, many children around the ages of twelve and under are acquiring these video games as gifts or are purchasing the games themselves. Therefore, it can be assumed that the parents are purchasing M-rated games for their children, and that stores are willingly selling these young children M-rated games. As Paul Keegan says, parents are not following these ratings and stores are not enforcing them, thus allowing young children to view content that is considered obscene (6). Thus, if parents understand and follow the various video game rating labels, and if stores enforce the videogame rating system, then young children will not be as easily able to view mature material.
Just like movies and TV shows, video games have the same rating system based on age.
Violent video games are becoming more popular among children and adolescents of all ages since its debut approximately 30 years ago. This growing popularity is generating an increasing concern that these sometimes very graphic videos and life like characters can have a negative influence on the younger generation. Although never proven, there has been speculation that some of the high school shootings across the country were committed by students who were habitual players of violent video games. Due to these concerns, a non-profit, self-regulatory organization was established in 1994 by the Entertainment Software Rating Board (ESRB) to appropriately rate all video games from EC (early childhood), E (everyone), E10+ (everyone 10 and over), T (teen), M (mature), and AO (adults only). While assessing the efficacy of violent video game ratings, it is unknown how effective these ratings are for the intended audience (Becker-Olsen & Norberg, 2010).
There are a total of four ratings that they show at most cinemas: G, PG, PG-13, and R. One would think that with so many different types of movies, there would be more ratings. Movies today have a very complex storyline and don’t want to give away any of the movie in the commercial. If there were more ratings you can tell what kind of movie it is and what is shown in the movie. For Example, the movie A.I. (directed by Stephen Speilberg) would be D_L-SC. This is because the movie is a drama, has language and has sexual content. If you saw that in a commercial rather than PG-13, you would have a better idea on if you wanted to see this movie or not.
Video games are a rapidly growing industry. There are nearly two games sold for every household in America each year (Anders 271). The vast majority of these are sold to adults, but there is no national law that prohibits minors from buying violent video games. A few states have legislation pending that will prevent this, but the fact is that minors do have access to violent video games. There is a voluntary rating system implemented by the ESRB, where games are rated based on their content. The games that are rated Mature are not supposed to be sold to anyone under seventeen and Adults Only titles, but “some retailers do not impose such limitations” (Anders 271). The bottom line is that minors do have access to these violent games.
“As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed, and the lines between T (Teen) and M (Mature) rated games has gotten closer together. Violent games are becoming the normal and accepted of all games, and are being demanded by the gaming industry more heavily. Parents have always shied away from these games for their children, regardless of age. However, kids are getting these games whether they are the correct age (17+) or not. Young kids, less than ten years of age are playing horribly violent games and parents are fearing the repercussions. But video games are not to be blamed for child violence. Violence in video games does not cause children to become violent people later on in life.
Parental consent should be a major factor in determining if a teen should be allowed to watch rated R movies. “We all know what's right for our children” (A.O. Scott). Parents have lived with their children for most of the children's life and they understand how they act(their behavior) and based off of their behavior, they can decide what movies the child can and can’t watch. It is not wrongdoing for the parent to be deciding on your behalf. We actually can’t guarantee what the child is saying to the is true as “Children, more than critics, are receptive to anything that doesn’t bore them” (A.O. Scott).
They use ratings such as E (Everyone), T (Teen), and M (Mature) to help consumers know what games are age appropriate. They also use content descriptors such as Intense Violence, Strong Language, and Drug Reference to point out some possible areas of concern (ESRB Ratings Guide and Definitions). The ESRB was formed in response to many violent games such as Doom, Mortal Kombat, and Wolfenstein 3-D (Update: Video Games and Violence). Of th...
Restricted or R-rated movies, are an omnipresent source of entertainment for adolescent and adults. Restricted movies are a source of entertainment and art as on par with Parental Guidance-13 (PG-13) and General (G-rated films). Teens exposed to content in R-rated movies create exposure to increase maturity. Young adolescents under the age of seventeen should be permitted to watch R-rated movies for the understanding that it is a form of entertainment and art. The legal age to be permitted to view Restricted films should be lowered to younger adolescents.
Young people especially the teenagers are sensitive and receptive to learning new things. The media provides more than they can handle. Access to different programs, shows, and movies affect the manner that the teenagers behave. Today, it is unfortunate to say that the media is becoming more sexual and violent than the older days, resulting in similar behaviors among the teens (Craig, & Baucum, 2001). By watching programs intended for the adults, teenagers are drifting even further. They start behaving like adults without the prerequisites of becoming one. This means that they have contents that do not match with their ages. And then terrible things begin – increased college dropouts, teenage pregnancies, and increased cases of suicides. Some teenagers who had bright future ahead of them will