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Impact of media on youth
Media influence on youth
Impact of media on youth
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In the United States, approximately 97% of adolescents between the ages of twelve and seventeen play violent video games. Video games are defined as electronic games in which players control images on a video screen with a controller. Video games are labeled as violent when they are rated “M” for mature, which means that the content will contain intense violence, blood and gore, and strong language. Considering the vast number of adolescents who play violent video games, and that an estimated 85% of video games on the market contain violence, there are three sociological perspectives regarding the effects that playing violent video games have on adolescent violence. Structural functionalists believe that there is no causal link between …show more content…
Does playing violent video games contribute to adolescent violence?
Structural Functional Violent video games have been condemned due to the presumed increase of violence in adolescents, nevertheless, structural functional thinkers assert that there is no causal link between violent video game use and adolescent violence. For instance, according to the article, “Violent Video Games”, the “total U.S. sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014, while violent crimes decreased 37% and murders by juveniles acting alone fell 76% in that same period” (para 4). While the sales of violent video games have drastically increased, violent adolescent crime rates have drastically decreased. Adolescents are too occupied playing their violent video games that they do not have enough time to commit violent acts, hence the 76% decrease in crime rates. Adolescents who play violent video games can distinguish between inflicting pain in virtual reality games and inflicting pain in real life. Despite the lack of confidence
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Symbolic interactionists, nonetheless, infer that violent video games can contribute to adolescent violence depending on the situation. For instance, the article, “Online Gaming Addiction Can Cause a Host of Mental Health Problems” states that, “80% of online gamers sacrificed at least one element of their lives, such as sleep, work, education, and socializing with friends, family, and partners, to play online games” (para 7). In addition, adolescents that play violent video games “had higher scores for depression, lower scores for social belonging in real life, lower scores for self-esteem, and reduced ability to cope with emotional problems” (para 18). Lastly, an approximate of 90% of adolescent males play violent video games, thus, violent crimes committed by adolescents should not imply a connection. According to the article, “Violent Video Games”, “an estimated four out of five U.S. households with a male child own a video game system. Although boys play an average of nine hours per week, only a small percentage of them display violent behavior…Finding that a young man who committed a violent crime also played a violent video game, is as pointless as pointing out that the criminal also wore socks” (para 18). Symbolic interactionists believe that violent video games may have an influence on adolescent violence, depending on the
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
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.
Since the 1970 video games have become more popular than ever before. Generating 11.7 billions of dollars of sells every year or more, the video game industry is considered one of the largest industries in this century. However, video games have been a topic of controversy. With the sales of violent video games going up and the increased violence in schools and teenagers, video games are always to blame. Many people speculate that video games are the cause on why many teenagers have developed aggressive and violent behavior, are desensitize to violence, and the increase violence in schools and public places. In contradiction, video games have little or no fault in teenagers’ violent behavior and shouldn’t always be blamed.
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.
Studies on the link between videogames and violent behaviors began in the late 1970’s. The first time a violent video game was introduced and raised some eyebrows about the amount of violence being displayed was with a certain racing video game. “The controversy dates all the way back to Death Race, a 1976 8-bit video game in which cars run over bad guys, turning them into tombstones” (Kelly, 1). The studies between videogames and violent behavior continued into the 1980’s. “In 1984, a study found that arcade games have a “calming effect” and that boys use them to blow off steam. Both studies relied on surveys and interviews asking boys and young men about their media consumption” (Kain, 2). As a result, the link between videogames and violent behavior has been studied for a long time.
One would be hard-pressed to find a household without any video gaming devices. In fact, over eighty percent of American households some sort of gaming device. On top of all that, violent video games have surged in popularity, occupying over 50% of the 30 top video games sold in 2015 (Kain). In light of recent mass shootings, video games are routinely accused as the culprit that influences one to violence. Researchers all over the world have tried to establish a causal relationship between video games and violence. Some researchers have come to the conclusion that video games, specifically violent ones, spark aggression. However, other researchers have come up with the opposite conclusion, that the studies that portray video games as detrimental
“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 ...
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
There are many views as to whether video game violence causes children to behave violently. Many children play violent games because that is what most people are playing and they feel that they need to do so as well. Violence is not only in video games but also in all other forms of media because that is what sells and what will make entertainment companies more money.
“Contrary to the claims that violent video games are linked to aggressive assaults and homicides, no evidence was found to suggest that this medium was a major (or minor) contributing cause of violence in the United States.” (Markey, 290)
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)
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
“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.
A survey of 1,102 adolescents found that 97 percent had played video games in the past day. Although most parents checked the censor’s rating before consenting their child to obtaining it, 50 percent of boys and 14 percent of girls favored games with an "M" (mature) or "AO" (adult-only) rating, which suggests a high degree of violence. Social scientists believed that children are more probable to mimic the actions of a character with whom they identify. In violent video games, players participate as a character, and even choose which weapons they’ll use while fighting other characters. Similarly, repetition increases learning. Video games involve a great deal of repetition. If the games are violent, then the effect is a behavioral preparation for violent activity. Violence in society is not solely caused by violent media. But research shows that continuous exposure to violent media causes people to believe that violence can be an acceptable, positive way to solve problems.
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to