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Impact of violent video games on society
Correlation of mental illness and violence
How mass media influence socialisation
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Recommended: Impact of violent video games on society
It is often said that if a child sees someone do something they will repeat that action. So if that is true, would a child who sees violence through media think it is reasonable to do the same in real life? For many it is not a surprise that research has found that media violence can lead to societal violence among adolescents. From the violent video games to the movies where it seems okay to use violence, the youth today is continually being exposed to these things. Our nation needs to look at issues like this closer to try and reduce or even stop shootings and violence due to the things adolescents view through media. Throughout the years, adolescents have had constant access to the Internet, television, and video games to do whatever they …show more content…
A person could have a problem associated with violence well before they started playing video games and if that is the case, they need to know the difference between what is not real in the games to handling situations in reality. Whether the shooter is young or old, male or female, it is severe mental illness, not their exposure to media that is triggering them to go out on a rage (Ferguson, 2013). Opponents believe that the children with depression and an abusive family account for actual violent incidents, while the exposure to media violence has only a minor effect on them (Cheney-Rice, 2013). Those who do not believe in these issues think that just because they have played a video game and are not a killer there must be no correlation between the two (Bushman, 2013). But the opponents have been trumped with their views about media violence, with those who believe it does increase violence among …show more content…
Younger aged children are said to be more likely to imitate what they see on violent programs. If they see a ‘good guy’ is using violence to solve a problem, they will usually think it must be all right to do the same thing. Television programs will sometimes present violence as an appropriate form of conflict resolution (Cheney-Rice, 2013). Also having adolescents watch too much television can come with a price. A study from New Zealand reveled that excessive television watching is associated with an increased risk of criminal convictions and anti-social behavior. Long-term exposure is said to have much more disturbing outcomes than those of short-term exposure, which is unusual for it to occur (Emmons, 2013). Children who watch a lot of television are more likely to think that the world is a mean and dangerous place. They will tend to act differently after they have been watching violent shows on television. For instance, if a child sees a actor on the show shooting a gun, they may go around pretending they are shooting people because they think it is alright since someone else did it (American Psychological Association, 1999). All these aggressive acts from media violence can lead to a major lack of communication. Having these thoughts in their heads can consume their thinking and make it hard for them to even want to talk to classmates, friends or family, or even
Dylan Klebold, Eric Harris, Adam Lanza, Steven Phillip Kazmierczak, and Seung-Hui Cho all have a few things in common, they are all school shooters that have killed and injured a combined total of 149 human beings and are or were believed to be avid violent video game players, who also committed suicide immediately after carrying out their attacks. To the public, school shooters seem to share a direct connection to playing violent video games and that playing them leads to violent behavior. Violent videogames have become a highlight in the media and national debate for this very reason but, there is no scientific evidence to support the existence of a causative connection between participants of violent videogames manifesting violent behaviors. The media provides biased information that misleads citizens into believing that said link is well established and accepted. I argue that parents should make responsible and well informed decisions in regards to their child’s videogame activities in spite of the lack of scientific research.
The article “Do Video Games Kill” written by Karen Sternheimer addresses the widespread question; are video games the cause for “young killers”? (220) Sternheimer believes concern for the influence of video games may have on youth is spiraling out of control. She puts most of the blame for this out of control concern on the media. She also writes some about the politicians and the Juvenile Justice System. Sternheimer suggests that there are other factors to blame for violent behavior: poverty, the neighborhood, unemployment, family violence, divorced parents and mental illness (218). While it may be that juvenile crimes have declined, and personal backgrounds effect actions, it cannot be proven that video game violence has no to little effect on
When families sit down to watch television, they expect to watch family type of shows. Family type shows meaning rated PG or PG13, sitcoms and movies that do not include weapons, killing, foul language, and non-socially accepted actions. When children killing, they start to believe that it is accepted. Do children think that killing and hurting others and themselves have little meaning to the real life, children can become traumatized. Most killers or violators of the law blame their behavior on the media, and the way that television portrays violators. Longitudinal studies tracking viewing habits and behavior patterns of a single individual found that 8-year-old boys, who viewed the most violent programs growing up, were the most likely to engage in aggressive and delinquent behavior by age 18 and serious criminal behavior by age 30 (Eron, 1). Most types of violence that occur today links to what people see on television, act out in video games or cyberspace games, or hear in music. Media adds to the violence that exists today and in the past few decades. It will continue in the future if it is not recognized as a possible threat to our society. When kids go to a movie, watch television, play video games or even surf the web, they become part of what they see and hear. Soaking violence in their heads long enough becomes a part of the way they think, acts, and live. The line between pretend and reality gets blurred.
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
The shooting at Columbine High School in Littleton, Colorado killing thirteen students and teachers shocked the world. “They were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage – or at least fueled their urges” (Carey 1). The shooters of this incident learned their deadly skills from video games. Seventy percent of children ages eight to eighteen have access to violent video games at their home. “Boys who play Teen or Mature-rated games for a minimum of 40 minutes a day may witness over 180 incidents of aggression per day, or 5,400 incidents per month”(Smith, S.L., Lachlan, K.A., & Tamborini, R). Children that play violent video games at such a young age and experiencing such violent actions will start to increase in aggressive thoughts, feelings, and aggressive behavior.
Mass media is a major influence that causes violence in youth culture. According to Hoffman, studies show that children experience an incredible number of violent acts per hour of watching television (Hoffman 11). The advancement in technology such as video games and televisions have aimed children to watch shows with numerous violent scenes. In making this comment, one can infer that violence is becoming a common and unexceptional act for which one can learn that violence is an accepted act in our society (12). Personally, I agree with Hoffman. I visited a websit...
Violence presented in the media has been questioned by many for years if there is a strong correlation that produces more violent members of society.According to Kaplan, 2 teenage boys who murdered 12 schoolmates and a teacher and injured 21 others at Columbine High School in Colorado before killing themselves, lived in a pathological environment. Their lives centered around violent video games. This could been avoided if the children didn't have such easy access to violence. Therefore, a step in the right the path would be limiting youths exposure to violence.
Many Americans feel that the viewing of violence in the media reinforces negative behavior in society, especially among children and young adults. "Three thousand studies have been done since 1955 on the link between television and violence; 2,980 of them found a correlation between the two. We hear little about that because we get most of our news from television" (Peterson). With this much research one must acknowledge that there is a problem in America involving sex and violence in the media. We cannot blame all societal problems on the media and its portrayal of these issues, but we can become educated, ourselves, in order to better facilitate the healthy lives of our children.
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who demonstate aggression and violent behavior. (Ferguson, 2014)
There is no doubt that the media can spin a story into a shocking and scary account produced solely with the intent to sell. This information, force-fed to the public, can cause fear and hatred to develop within our country and result in gun violence and bloodshed. One reason for the amount of youth violence in America is the violent content in many video games. The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media-based mediums and have become increasingly popular since the 1980’s.
One of the first steps to changing our gun culture is to take gun violence out of the media. Kids are exposed to violence in television, video games and movies everyday. Dr Norman B Anderson of the American Psychological Association says there was a link between Adam Lanza’s (the gunman of the Sandy Hook shooting) violent video game obsession and his killing spree that cost far too many innocent lives. A study done at Brock University showed children and teens who played violent video games over a long period of time showed increased development of aggressive behaviors. This goes without saying that there must be a decrease of violence in the media. The kids watching violence on television are the future of society. They cannot all be aggressive, violent people who believe that shooting civilians is okay or stealing cars is something to take lightly. We must change this by
Summary #1 Television violence, and media violence in general, has been a controversial topic for several years. The argument is whether young children are brainwashed into committing violent real-world crimes because of violent and pugnacious behavior exposed in mass media. In his article “No Real Evidence for TV Violence Causing Real Violence”, Jonathan Freedman, a professor of psychology at the University of Toronto and author of “Media Violence and Its Effect on Aggression: Assessing the Scientific Evidence”, discusses how television violence, claimed by the Federal Communications Commission (FCC), does not cause real-world aggression among adolescents. The FCC determined to restrict violent television programming to late night hours only because their “scientific research” proves of increasing aggression among young viewers (Freedman Par. 2).
Does violence on television have a negative effect on children and teenagers? The violence shown on television has a surprisingly negative effect. Television violence causes children and teenagers to become less caring, to lose their inhibitions, to become less sensitive, and also may cause violent and aggressive behavior.
With the explosion of technology today, access to the media is at your fingertips, anytime, anywhere, and almost 24/7. Video games, movies, cartoons, daily news, websites, music videos, and even in commercials, violence is everywhere, and it becomes harder and harder to avoid. Violence in the media has been increasing and reaching dangerous proportions. According to Report of the Media Violence Commission, the effects are remarkably consistent regardless of type of medium, age, gender, or where the person lives in the world (336). Many studies and researches reveal the empirical evidence that links violence in movies and television shows to aggressive behavior in children, teenagers, and adults. Increasing aggressive behavior, desensitization to violence, and fear are three types of negative effects contributed to by violence in movies and television shows. The article, “The Influence of Media Violence on Youth” emphasizes that violent television shows, films, and music reveal unequivocal evidence that media violence increases the likelihood aggressive and violent behavior in both immediately, and in the long term (Anderson, Craig A., 81). Violence now has gone into the mainstream. The Hunger Games, one of the top grossing films in 2013 replete with blood, gore and violence. The Walking Dead was once voted highest-rated entertainment program on TV with horrific violent scenes, killing from stabbing into the heads, bloody corpses, and disturbing, haunting images shown in most of the scenes. CBS’ Criminal Minds is television show with series of scary scenarios showing the violent murders of psychopath people. Worst of all, Silence of the Lambs deals with a psychopath who ...
The first effect of mass media on teenagers is violence. Aggressive behavior is the first example of violence in the media. Aldridge argues that, teens who watch violent movies may behave in an aggressive way towards others for example bullying and fighting in school. This is important because there are high risks of teenage developing into aggressive behavior that may last into adulthood if they are not being supervised on what they see on TV (2010). Fearful of the world may also occur for those who watch violence television programs. According to children and television violence, teens that are being over exposed to violent on television may worry about becoming a target of violence. The relevance of this idea is that teenagers will more likely grow up thinking that the world is a scary place and that something bad will happen to them (2008). Imitative behavior is another major effect of seeing violence in the media. According to Weldon, two teens from Johnstown, Colorado, killed a 7 year old girl by beating her to death. The teens claimed that they were imitating moves from a video game called “Mortal Combat.” This is an example case which shows that violence in the video game may lead to an imitating behavior (2007).