Lolita Research Paper

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Movies and Games Promoting sex and violence:
Today, we are observing the awful tragic results of erroneous thinking. Youth are killing their friends and others who get in their way, laughing and bragging about their activities. Number of teen pregnancies and sex assaults are increasing. Mass media are an increasing accessible way for promoting sex and violence. Press reports repeatedly document the direct link between violence on the screen and human behavior. Sexual talks and displays are increasing frequently. A teenager who watched extremely violent videos killed a classmate with a machete, while wearing a mask just like a character in movie (Boston Globe, Dec. 19 1988). When most of the teenager are asked where they have learned the most …show more content…

He finds a room to rent in the house of a women, middle-aged widow. He is immediately obsessed with her 14 year old daughter, Lolita. The women falls for professor, and he marries her to stay close to Lolita. When his new wife finds his diary containing his confession of love for Lolita, she commits suicide. Professor takes Lolita out of summer camp saying that her mother is sick and they need to return home. They go to a long and somewhat tense road trip, where professor eventually seduces, gets physical with her and reveals the truth about her mother. Lolita, who had been enjoying his attention until this point, realizes the grave nature of her situation. She is forced to cohabit with him. But a mysterious stranger pokes in the professor’s affair, threatening to expose their illegal relationship to the world. Lolita falls in love with another guy and tries to escape from the hand of professor. Then the professor in fear kills the stranger who blackmailed him so that he could fulfil his lust. Lolita escapes from him and run away and grows the child by professor and never …show more content…

For example, one laboratory study assigned children and college students randomly to play either a children's video game that involved shooting cartoon-like characters or a nonviolent children’s video game.”(Bookshelf) Later, all participants completed a standard laboratory task that measures physical aggression. Those who had played the violent children's game displayed a 40 percent higher aggression rate than those who had played a nonviolent

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