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Portrayal of teens in media
Media representation of teens
Media influences on sexuality
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Effects of the Romance in the Media on Adolescent Students One does not need to look far to realize that romance is everywhere in the media. Movies, television shows, and novels almost always have some sort of love story involved. This may seem like nothing more than a harmless fact until one considers the potential health of young adults. Parents and teachers no doubt have trouble finding material to show their children or students that does not involve a love story, but do they have any real reason to worry? Is the constant bombardment of romance having any detrimental effect on adolescences? It is not hard to automatically think “yes.” After all it is widely believed that violence in television and video games have contributed to juvenile …show more content…
Bun describes her demographic by saying that “…the majority of the participants in this survey did not spend much time reading romance novels…Nonetheless, all Ideal Characteristics Scores were high in general showing that participants did have high expectations and ideals for their relationships,” (Bun, 50). Since this observation was made before the study was conducted, and it was clearly stated earlier that this group did not read a lot of romance, it is difficult to tell if these high expectations have anything to do with portrayal of love stories in the media. Furthermore, high expectations are not necessarily a bad thing as they can keep one from entering into an unhappy and possibly even abusive relationship. They become harmful, however, when one’s expectations become impossible to match. Where does one draw this line however? It’s all very …show more content…
Perhaps not. In Clare Bare’s “Raunch or Romance” Bare looks at several studies and statistics that try to prove that romance in several media outlets are harmful and comes up with some interesting, but inconclusive results. Bare admits that there is a lot of research to state that romance in the media is bad, “Yet the research to support a view that the impact of the media on sexual health is negative is inconclusive; often derived from quantitative approaches that have been argued to be inappropriate and inadequate, and that have largely been discredited within the disciplines of media and cultural studies,”
Hollywood is constantly bombarding society with romances that aren’t traditional in the slightest. Movies like Can’t Hardly Wait and Not Another Teen Movie show just this when the nerdy student falls in love with the popular kid and they live happily ever after. The idea that opposites attract to each other has been portrayed in films and books for ages. Rebels and goody two-shoes, nerds and popular kids, and 20-year-old playboy bunnies and Hugh Hefner are just a few examples that can be attracted to one another.
Noted Pop-Culture comedian Aziz Ansari, with the assistance of New York University Sociologist Eric Klinenberg, attempts to make sense of the current dating environment in his new book Modern Romance. By employing elements of humor, historical reference, and contemporary sociological techniques, the authors present both the advantages and disadvantages of the search for love and happiness in the new millennium. This paradox is exemplified by the question of whether or not we are better off now, with more choices in our lives, than we were seventy five years ago. Because living focus groups were employed to gather data, the range of the book dates from post-World War II to the present and its members from the “Greatest Generation” to Millennials. .
The individual desire to seek out a heterosexual romantic relationship is strongly shaped and reinforced by the dominance of heteronormative representation in mass media, which thus removes most personal agency from individuals who desire romance. Idealised notions of heterosexual romance are instilled as both descriptive and injunctive norms through their overwhelming portrayals in mass media, which then conditions individuals to internalise such notions as “socially approved and…popular” (Cialdini 2003, 105). Mass media thus serves as a pervasive social force with a wide reach that is capable of dictating acceptable and popular iterations of heterosexual love in society.
Many People have put their attention directly on the influence violent video games have on the bad behavior of children. People believe videogames intensify aggression in children, while others say it can be a safe getaway for a child to express his aggression. Many opinions on this issue are stated still today, and they remain divided amongst the people who claim videogames to be a cause of aggression and those who claim otherwise. A child’s behavior can not be determined by violent video games, but instead is caused by a variety of environmental and domestic factors. It is easy to blame video games on violence, instead of looking at factors such as economic status, familial issues, and exposure to other entities such as television and media. This paper will bring forward the opinions of those who believe in no relationship between violent video games and bad behavior with one counter argument expressing the opinion of those who believe there is a relationship.
The negative influence television has begun to have on children is unreal. Americans seem to ask themselves what brings on such things as the Columbine shootings, eleven-year-olds murdering toddlers, and an increase in teen rapes. Then, these same people allow their children and teenagers to watch movies like Saw, Texas Chainsaw Massacre, and Frailty. Irving Kristol is part of the American Enterprise Institute and in 1994 wrote an essay pointing out proof of these influences on teens and children. He used a report done in the United Kingdom on what they called "video nasties" (Kristol) and gave evidence of negative behavior in children who had watched such vulgar and violent shows. He again...
“The Columbine shooters played violent video games; that has to be a factor in their decision to brutally murder their classmates!” Society is quick to point fingers and approach unknown situations with a causal mentality that often results in a false accusation of an innocent bystander. With the advent of the video game era, psychologists have debated their effect on the minds of their youthful audience. Throughout the multitude of studies and the perpetual debate, society still lacks an absolute answer. With this knowledge, when it comes to video games and their impact on the minds of children, researchers must consult a wide variety of subjects with an open mind about the potential outcomes. I conducted my research by examining my personal experience, analyzing studies refuting both sides of the argument, trying to view the American fascination with violence through an outside perspective, and reviewing the thought processes that lead the members of the Entertainment Software Rating Board (ESRB) in order to gain a full perspective of the issue. What correlation exists, if any, between violent video games and the violent tendencies that children exhibit after exposure to said media? Throughout my research, I have discovered that a trend does exist, but it manifests after the child has encountered puberty because of the heightened levels of testosterone that accompany this phase of development, and the trend relies heavily on other factors in a violent disposition. The age factor generally fails to exist in the violent tendencies argument; this is intriguing in that the majority of violent videogames are targeted toward an older audience. In order to truly understand the violent tendencies of mankind, we must first analyze these ...
Somers, C. L., & Tynan, J. J. (2006). CONSUMPTION OF SEXUAL DIALOGUE AND CONTENT ON TELEVISION AND ADOLESCENT SEXUAL OUTCOMES: MULTIETHNIC FINDINGS. Adolescence, 41(161), 15-38. Retrieved from Http://search.proquest.com/docview/195945519?accountid=46992
According to ABC, 97% of adolescents play games and the majority of them are violent. With all the sexual violence games out there-modern warfare-, they are affecting young children's minds. Which leads to future complications in their adult life. For example, they can have an anger problem or they gain a fascination to guns and that leads to school shooting because of the anger issue.
Journal of Youth and Adolescence, 2014. Olson, C.K., Kutner, L.A., & Warner, D.E. The role of violent video game content in adolescent development: Boys’ perspectives. Journal of Adolescent Research, January 2008, pp. 55-75.
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.
Today, romance is one of the most popular genres to watch on television. Unlike most, romance is a genre where the plot revolves around the love between two main characters as they experience the highs and lows of love. “Common themes that revolve around romantic movies are kissing, love at first sight, tragic love, destructive love, and sentimental love” (Taylor). These themes appear in many historical films and the pattern still continues in modern films as well. Watching romantic movies has a giant negative influence on the viewer's analysis of what love and relationships should really be like. These films give the wrong impression of reality when it comes to dating, marriage, having children, and even how to manage a relationship in the first place. Even though romantic movies are commonly watched, there are many effects on personal real-life relationships after watching these types of films.
The influence of mass media has changed the behavior of sections of society. Brown (2002) assert that the increase use of media has increasingly led youths to adopt overtly sexual behaviour. He writes;
Television violence is also a cause of both violent and aggressive behavior in teenage boys. According to the evidence in a study done by Turner, Hesse, and Peterson-Lewis, it was concluded that watching television violence had a long-term increase in aggression in boys (Hough 1). In addition to this study, Dr. William A. Belson evaluated fifteen hundred boys, aged thirteen to sixteen years, and he determined that boys with heavy television exposure are more likely to commit violent acts than other boys (Langone 51). In Belson’s study, he discovered that the effect of each violent act on television was collective, and over time, Belson discovered that the boys engaged in many aggressive acts, including painting graffiti, breaking windows, aggressive play, swearing, and threatening other boys with violence (Kinnear 26).
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...
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