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Juvenile Justice Essay
Everyday in the United States millions of juveniles watch and play violent video games and movies. Both juveniles and adults are susceptible to the media. Thus, I believe that violent content does affect juvenile crime, but there are also other factors that can lead to juveniles committing crime.
In the article Under The Gun, the NRA vice president stated that, “TV and video game industries portray life as a joke and murder as a way of life (Under The Gun article).” Because of this both the parents and state are responsible for protecting our juveniles from being influenced to violent content. For example, the state should create new laws preventing certain ages from watching or purchasing violent content, similar to what we have today with the age limit for smoking and drinking. In the article Under The Gun, it states that, “Videogames today serve a majority audience of young males. Young men want to be empowered (Under The Gun article).” However, that certain power can only go so far. Thus creating laws can help prevent that. Furthermore, parents need to do more. They need to
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let their child know when they’ve crossed the line for watching or playing violent content. If parents think that their child is too young or not mature enough, they shouldn’t let them watch or play that certain content. Juveniles should also be responsible for what they do. They should follow all video game and movie ratings as today nobody follows any of these ratings Although violent video games and movies encourage crime, there are also other factors that can lead to juveniles committing crime.
Peer pressure from friends can lead a certain juvenile to commit the same crime like their friends. For example, if part of a group of friends start committing robbery and theft, the other half may possibly start doing the same thing together causing a chain reaction. Another example, would be if a child had abusive parents. Having abusive parents can significantly change a child’s mindset and how they act around others. Furthermore, during one of the group student presentations about school and juvenile violence, they stated that ⅔ of school shooters throughout the years were bullied. By providing counseling programs and other help for those bullied can prevent those from committing school shootings or other deadly
crimes. On the other hand, many would disagree with the facts pointed out and say that violent video games and movies do not encourage juveniles to commit crimes. Since the Sandy Hook Elementary School massacre in Connecticut, the box office has been flooded every month with new popular movies that features some type of violence in their movie. Some examples include, The Hobbit and Zero Dark Thirty, all containing violence throughout their movie. Although both the movie and television industry want to be part of the solution to gun violence, they state that it will be hard for the industry to make any changes to their products as long as the audience maintains their interest for violence in movies and shows. In addition, some would say that both movie and television industries have the right to both do and show what they want. With this said, violent video games and movies do encourage juveniles to commit crimes. However, if we create laws preventing certain ages from viewing and playing violent content and make parents more responsible for what they let their child do we can possibly lower juvenile crime rates.
...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.
Some psychologists theorize that violence is a learned behavior. Children learn by imitation. If this statement holds true, then are we not responsible to mandate the regulation of violent video games accessible to our children? The level of exposure and alarming growth rate of violent behavior being portrayed as an acceptable form of entertainment for children need to end. Children are a blank canvas; what parents, peers and society paint on them will help determine how they will live their lives. Parents need to step up to bat and accept responsibility for the decisions made within their parental control regarding the allowance of detrimental influences in their children's lives because we are entrusted with their welfare.
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
Gina Marchetti, in her essay "Action-Adventure as Ideology," argues that action- adventure films implicitly convey complex cultural messages regarding American values and the "white American status quo." She continues to say that all action-adventure movies have the same basic structure, including plot, theme, characterization, and iconography. As ideology, this film genre tacitly expresses social norms, values, and morals of its time. Marchetti's essay, written in 1989, applies to films such as Raiders of the Lost Ark and Rambo: First Blood II. However, action-adventure films today seem to be straying farther away from her generalizations about structure, reflecting new and different cultural norms in America. This changing ideology is depicted best in Oliver Stone's Natural Born Killers (1994), which defies nearly every concept Marchetti proposes about action-adventure films; and it sets the stage for a whole new viewpoint of action in the '90's.
In order to solve the problem of violence in schools, we must first find out who the problem is. Being that not every teenager is prone to participate in such violent acts as what happened at Columbine, there must be specific environment imposed on a particular biology to turn a teenager into an Eric Harris or a Dylan Klebold. These are not normal, healthy teenagers, and they don’t just become killers overnight. They become killers because they are already deeply disturbed individuals who can be sent over the edge by all sorts of innocuous influences. Violent teens often have specific characteristics that put them at high risk for committing these crimes. These high risked students may display some of the following traits. First, violent students often indicate their intentions before acting violently through drawings or writings. (Juhnke et. Al., 1999) They also make threats of violence towards others. Next, students prone to violent behavior tend to have a history of violence or aggression. (Juhnke et. Al., 1999) This may include other students, boyfriends/girlfriends, and animals. Violent students often have hypersensitivity toward criticism. (Juhnke et. Al., 1999) These students report perceptions of being teased, harassed or being picked on by those they were violent toward. This tormenting can also cause a student to isolate him or herself and withdrawal from friends and family, which is another sign that something is wrong. Another fairly obvious characteristic includes those children who are inappropriately given accress to firearms. (Juhnke et. Al., 1999) When students are given a gun, it gives them a sense of power. Some choose to take advantage of that power, as we have seen in numerous high school shoot...
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.
As we hear about shooting sprees at local high schools, people immediately begin to lay blame for the event on the video gaming industry. Critics then use these events to raise their voices against the violence that is portrayed in many of the popular video games. Critics proceed to try to ban the sale of these video games without having any real proof of their accusations. Video games do not contribute to youth violence because there is an excellent rating system in place, the simulated violence provides an outlet for aggression, and the research that critics use is flawed.
Some people believe that violent video games aren't harmful to young boys and girls. In a recent study, "Researchers find that people serving time for violent crimes typically consume less media than the average person in the general population"(Jenkins). That means that they consume less video games as well. However, even though they consume less media right before their crimes, they may have played many violent video games when they were younger. In another study, Christopher Ferguson said "We found that depressed mood and association with delinquent peers were the strongest and most consistent risk factors for youth violence across outcome measures"(Ferguson). This shows that violent video games aren't as bad as depression and delinquent peers at creating violent. Although that may be true directly, some delinquent behavior is caused by violent video games. So even if they didn't play video games, then the delinquent peers probably did, so they were still affected by violent video games. Although some people believe violent video games to be fine for children, those kind of games aren't because they can cause aggressive behavior.
In a research analysis of Media and Violence, studies show that “Although the typical effect size for exposure to violent media is relatively small ... this ‘small effect’ translates into significant consequences for society as a whole” (“Media and Violence: An Analysis of Current Research”, 2015). This states violent behaviors can come from the smallest variables, or clips from videos, which is why it is important for parents to control what their kids see, read, and watch, and limit the amount of violence exposure.
Violence in video games was never a hot topic until April 20th, 1999. After the Columbine High School shooting rocked the nation with its unbelievable random brutality, a shocked nation searched for answers. There must have been some reason for Eric Harris and Dylan Klebold’s bloody rampage. The nation needed a scapegoat for this horrible event, something to take the blame. A lot of the blame landed on the media, the music industry, and violent video games. The debate over how video games influence kids still continues. There are many opinions on how harmful or harmless video games really are. Recently, many legislators seem to have decided that video games are, in fact, very harmful to kids. Legislation is currently being created to restrict and censor violent video games. Traditionally, parents have been the ones responsible and in control of what their children were exposed to on the computer. Now legislators want to govern what kids are exposed to rather than trust this job to the parents. This is a departure from how other forms of media are governed. Kids are legally allowed to buy any kind of music regardless of parental advisories and to view any kind of violence on TV. It is the parents’ job to determine if their kids are allowed to listen to that music or watch that TV. It should remain the same way with video games. It is unethical to take these choices out of the parents’ hands. It is the parents’ responsibility and right to raise their children how they see fit. However, the industry also has an important role to play. The music industry puts parental advisories on music content parents may find inappropriate and parents are informed of channel content when they sign up for cable. Likewise, the game industry needs to improve upon their methods of informing parents of the content in their games. Parents should be responsible for regulating the types of games their kids are exposed to, however, the video game industry has a responsibility to accurately and honestly communicate the level of violence depicted in their games.
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)
"Monkey see, Monkey do." Everyone has heard this phrase sometime in his or her life. This phrase is simple, yet very applicable to today's debate. When a child sees someone or something doing something. They will of course follow suit and imitate the action being performed. Children do not know any better. Therefore they are innocent and deserve to be respected. It is for these following reasons that we argue for the censorship of harmful materials that could influence a child or children into violent acts, expressions, and other dangerous actions. Through television, video games, and movies, children and teens view countless acts of violence, brutality, and terror as part of entertainment. They become conditioned to associating violence with entertainment. First-person shooter video games develop our children's skills in operating weapons. The games reward marksmanship, and further reinforce the association of killing with entertainment. In the past, the heroes of movie and television shows were usually people who strictly followed the law. Now, heroes are often people who take the law into their own hands, who see an injustice or evil and seek to rectify it personally, sometimes brutally, regardless of the consequences. Such portrayals signal, to a child, society's approval of that behavior.
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.
is because how their teachers show them. With all of the role models how does
Throughout society today, crime exists in many different forms and is currently on the rise, many individuals becoming more and more deviant and participating in criminal activity today’s society have questions on why people do crime and what makes them commit the criminal activity that they do. Within today’s modern day society many criminals are impacted to do crime based on multiple reasons, such as family issues, neighborhood influence, and/ or with the influence of media. This research study will examine the influence of media and how it impacts youth offenders to commit criminal activity. The cause of youth crime and the connection with media can be influenced by films, TV programs, music, video games, and social networking. Throughout