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Effects of television violence on children
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Recommended: Effects of television violence on children
"Shots fired! Shots fired!" is what was heard through the Philadelphia police scanners on the morning of February 11, 2004. Many officers raced to the scene of T.M. Pierce Elementary in North Philadelphia. It was too late, one dead and another wounded. Yes, ten year old Faheem Thomas-Childs dead and the crossing guard wounded in the arm. It was 7:30 am when gunfire exploded through the school yard as parents/guardians took their children to school on what was supposed to be another beautiful school day. This scene and others like it are becoming more often in the US. What do many people see when they look at American society? Does it look satisfying? Or does seeing violence and other dehumanizing acts question what type of society we live in? Violence in mainstream media is the cause of many violent acts and crimes across the Untied States. Ten-year-old Faheem Thomas-Childs wasn't murdered by a gun, but by someone who used a gun as the instrument for his criminal act. This little boy was not only killed by a teenager who was trying to attack another teenager but also by the media whose main goal is to use the Second Amendment to the best of their ability.
A main factor in violence in the media is through video games. Many game companies make their game as "real" as possible. Teenagers no longer want two dimensional games; they want games that depict adult situations. Such as to pick up hookers (Grand Theft Auto: Vice City), gain access to a government information by killing guards (Metal Gear Solid), invade an innocent village with tanks (Command and Conquer: Red Alert) or kill your best friend with a chainsaw (Doom). The media is more concerned with selling a product than what a product actually does. When pre-teens and teens buy these games or shall I say when the parents buy these games for the children they are well aware of what the games are about and what type of violence are shown in the game. The games that show extreme violence also have parental ratings so the parent knows what the possibilities are when these games are purchased. I know these parents do not want their child to do any violent acts so what is the purpose of buying these games. The purpose is to keep peace and be considered a good parent.
...r easily purchase them without serious consideration for their youths wellbeing and evaluate for themselves if any videogames including violent ones, are beneficial for their children. Take for example “the case of the eight-year-old boy in Slaughter, Louisiana, who over the summer picked up a gun and killed his elderly caregiver after playing Grand Theft Auto IV”. At first glance it seems like the videogame might be the catalyst here, but upon closer inspection we can see that the big issue here is that there was the eight year old child had both unmonitored access to violent media that is intended for ages 17 and up, and unmonitored access to a loaded weapon. Adequate parenting in spite of the lack of supported scientific research being applied to this situation would have more than likely resulted in the survival of the elderly caregiver of the young boy.
addition the average American child will witness over 200,000 acts of violence on television including 16,000 murders before the age of 18 (DuRant, 445). Polls show that three-quarters of the public find television entertainment too violent. When asked to select measures that would reduce violent crime “a lot”, Americans chose restrictions on television violence more often than gun control. Media shows too much violence that is corrupting the minds children, future leaders of our society. In a study of population data for various countries sh...
Family environment and the press are two major influences resulting in the recent tragic school shootings. As much as society continues to focus the killing rampages on factors such as television and music, what children are exposed to in reality contributes to the violence. The most recent school shooting in Michigan involved a six-year-old first grader who killed a classmate with a .22 caliber pistol. The news coverage had vanished after two or three days, and I was left wondering what had happened. Considering the fact that the media wore the Columbine incident out, I wanted to know why they did not pay more attention to this school shooting. As evidence did arrive, it was discovered that the child lived in a household where cocaine, heroin, and many other illegal drugs were commonplace. Also in this “home” guns were easily accessible to the child. Children growing up in this type of environment certainly are likely to be held accountable for future violence. Even though I am against the news media presenting too much school violence, Americans should have been deeply disturbed by this shooting because of the child’s young age. The Michigan shooting should have enlightened Americans to the dilemma we face in this country. Two weeks after the Columbine High School shooting, information on the mass murder was still being broadcast on television. The press was feeding young viewers ideas on how to kill their classmates. News was reported how the teenage murderers acquired information regarding building bombs, obtaining guns, smuggling guns into the school, and proceeding to kill their classmates. A mentally unstable teenager could simply watch these news reports and write a book entitled, “How to Slay Your Classmates”. This onslaught was ridiculous and the news coverage should not have been permitted to continue for countless weeks. Society has determined three reasons on which to blame the shootings. First, the nation blamed it on television’s violent programs. Following that, Americans gave the music recording companies the evil eye as well as attacking the gun manufacturers. All of these reasons involve material objects that are unable to think for themselves. Televisions and CD players do not control themselves, people control them. Finally, boundaries controlling the television programs children view should be set by the parents. The same explanation applies to firearms. How can it be a gun’s fault that a person killed another human being?
America's Moral Decline One of the most pressing problems facing America today is our moral crisis. This problem is one that is related to many other social dilemmas. It has a correlation to our rising crime rate, drug usage, and a trend towards sexual irresponsibility. It is imminent for Americans to find a cure for this moral disease, lest we are bound for chaos. In order to solve this problem, we must first, as with any problem, determine the cause.
According to John Davidson's essay Menace to Society, "three-quarters of Americans surveyed [are] convinced that movies, television and music spur young people to violence." While public opinion is strong, the results of research are divided on the effects of media violence on the youth in this country. Davidson wrote that most experts agree that some correlation between media violence and actual violent acts exists, yet the results are contradictory and researchers quibble about how the effects are to be measured (271). Moreover, Davidson is not convinced that the media is the sole problem of violence, or even a primary problem. He points out that other factors, such as "poverty, the easy accessibility of guns, domestic abuse, [and] social instability" may have a greater impact on a child becoming violent than the influence of the media (277). Even though other forces may be stronger, media violence does have some adverse effects on the members of society. If senseless violence on television and in movies had no effect, it would not be such a hotly debated topic. What type of effects and whom they affect are the most argued aspects of the discussion.
The debate about violence in media, such as video games, has been going on for years now, however, there is no definite answer on what to do about it. Should adolescents be able to differentiate between video game fantasy violence and real life? Is it partially the parents’ fault for not controlling their access to these games? Perhaps there is more to it than just the scientific side of things. Adolescents should be able to differentiate violence in video games from real life and be able to recognize patterns in gender role and age. In turn, adults should be held responsible for what the adolescents play by controlling access to this media in the first place.
Ever since the creation of video games, people have been entertained without the need to go out to the movies or some other outdoor activity. However, people never realized that video games could influence children emotionally. Apart from the discussion that video games, or other activities that have to do with television, can ruin people’s vision, violent video games can influence children to develop aggressive behaviors. There have been situations worldwide, like the Columbine High School shooters, where video games were to blame. Some laws were even passed to lower situations similar to the Columbine High School Massacre. For example, California passed a law in 2005 that would have required violent video games to include an "18" label and criminalized the sale of these games to minors. Video games can influence children in the US to develop violent behavior.
Violence has been around for quite a long time. Fights and wars are the interest of today’s society of entertainment. People are more likely to see a movie, where protagonists kill bad guys, over a romantic movie, where a typical girl finds her “knight in shining armor.” This also applies to how teens feel when playing games. Teens have a sweet tooth for violent games, such as Call of Duty: Black Ops, Kill zone, Infamous, and other violent rated games. These games are like vocabulary words in a teens’ language. A recent discussion has been brought up from the Industry of Coombes Class (ICC). A worker has noticed a few news reports stating that games have influenced shooting sprees or murders in the community. Not only that but also parents are being persuaded to ban their children from playing games. The question is “Are games really influencing teens’ bad behaviors?” Well, violent games have been said to be the cause of teens’ violent acts, but this is not true. Many times this has been proven wrong by scientists and psychologists.
The authors of the article “Violent Video Games Affecting our Children,” offer a solution to this issue (Vessey and Lee 2000). Addressing parents, they suggest that they monitor the type of video games children play and how much time they spend playing (2000). As long as the parents assume responsibility on this matter, choosing which games are appropriate for their children, they decrease the chances of their children overexposing themselves to the graphic images from video games intended for older audiences
One of the most vigorous debates focuses on the current status of the United States hegemony and whether or not it is in decline. This begs the question, if the United States is indeed declining in status, will it still be an influential player or not? I argue that the United States is losing its prominent position as the hegemonic leader of the world, but will still remain an influential player in global politics in the following decades to come. Its decline is an imminent result of their domestic issues, the violation of international laws and economic deficit, which have posed a grave and serious challenge for the United States. On the other hand, I propose that the United States will remain a dominant force due to its innovation, cultural influences around the world, and military prowess. In their articles, “How Americans Can Survive the rise of the Rest”, by Fareed Zakaria and “America and Europe in the Asian Century”, by Kishore Mahbubani, provides two distinctive and thought provoking arguments from a declinist perspective. However, both articles are susceptible to criticism and will be further examined in order to understand the United States prominent role.
If children are not taught that there are consequences in real life that there are not in video games or television, they might want to duplicate the actions they are shown. “An eight year old Louisiana boy intentionally shot and killed his elderly caregiver after playing a violent videogame, authorities say” (Russel, 2013, p.1). Video games are violent, children play video games, therefore children are violent. It takes an authority to teach the child what is wrong and right. “Violent video games are an ideal environment in which to learn violence” (Eakes, 2014). Giving the child a certain time to play is also a problem caused by the parent. Kids play games with guns and explosions and this attracts their attention. Children now a days believe video games and electronics are their life. As Emmons (2013) noted “Julian turned everything into a pretend gun and started running around the house like a pint-size Han Solo taking down Storm Troopers” (p.1). Violent media caused Julian to make a pretend gun and shoot his targets. This type of media can influence him to want a real gun and shoot real people as I mentioned earlier with the eight year old Louisiana boy. Violent media has such a great impact on children that some people might not see. if they see a movie and the main character steals something, then the child would want to also get an item that they might not have. Children that do not have what others do
The world we live in today is far from perfect. Hearing about murder and violence is something we have all become, accustom to but does that make it right? Absolutely not. Media has influenced an affected a key value of human beings and that value is integrity. The value of integrity is severely lacking and society needs to reestablish the ability to look beyond race, gender, and sexuality. I have seen on multiple occasions’ individuals jumping to conclusions or judging someone simply off the way they look or dress. This has been an issue I have witnessed throughout my high school career and in my everyday routine; media is a large contribution and something needs to be done.
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.
“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.
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