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How violence in movies affects society
Theory on effect of tv on children
Theory on effect of tv on children
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Children and adults in the United States spend about seven hours a day consuming different types of entertainment, such as video games, the Internet, television, movies, and music. Studies have shown that the time spent using media surpasses different types of activities besides sleep. Today children live in homes surrounded with televisions, DVD players, CD players, computers, radios, and video game consoles. Children use television as their main source of media entertainment, but at the same time cell phones and the Internet have been increasing. Studies have shown that exposure to violence in the media and real-life aggression began showing up in the 1950s. After that, government agencies and organizations examined the connection. The examinations …show more content…
Weapons appear almost all the time on the television. Children can watch acts of violence at any given time in their bedrooms; children shows are becoming more violent. Many different cartoons release on the television almost every month, for the entertainment of the youth. Studies have noted that cartoons contain at least 20 to 25 violent acts per, which overpower other programs. Forty-six percent of cartoons are made up of violence. Some may say that cartoon violence is not realistic, therefore it is not damaging, but cartoon violence has been proven to increase the likelihood of aggressive behavior in the youth. Almost all American teens play video games. It has been shown that video games are being played at least 13 hours per week. The video games being made today consistent of disturbing acts of violence, “with increases in aggression, desensitization to violence, decrease in positive social behaviors, and increases in delinquent behaviors.” Video games let gamers have the ability to be “virtual perpetrators” by giving the roles of being a soldier. The video games reward people for their violent acts. Studies say that children who play violent video games may have a greater effect, than watching
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame
Longitudinal, cross-sectional, and experimental studies have all confirmed this correlation. Televised violence and the presence of television in American households have increased steadily over the years. In 1950, only 10% of American homes had a television. Today 99% of homes have televisions. In fact, more families have televisions than telephones. Over half of all children have a television set in their bedrooms. This gives a greater opportunity for children to view programs without parental supervision. Studies reveal that children watch approximately 28 hours of television a week, more time than they spend in school. The typical American child will view more than 200,000 acts of violence, including more than 16,000 murders before age 18. Television programs display 812 violent acts per hour; children's programming, particularly cartoons, displays up to 20 violent acts
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.
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 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.
Children daily see hundreds of violent acts on television. Most parents notice the obvious acts of gore and try to avoid those types of shows; however, what parents do not realize is that cartoons contain just as much, if not more, violence per episode. When parents see shows such as “SpongeBob SquarePants,” for example, they seem more comical rather than violent, and do not grab the parents’ attention. However, children are more prone to being frightened by violence due to the fact that they are much more literal than older children and adults (Drinka 1).
Most American's would agree that children watch a lot of TV. It's common to see a child sitting in front of the TV on a Saturday morning with their Coco Pebbles watching their favorite superhero. This sounds harmless enough. However, many parents and teachers across the country are worried about the cartoons their children are watching. They feel that the cartoons have become too violent and are having negative long-term effects on children. It is common to see young boys pretending to shoot one another, while jumping on the couch and hiding in closets as a sort of make-believe fort. But parents say that children are learning these behaviors from cartoons and imitating them. Others however, disagree, they say that violence in cartoons does not effect children and that children need this world of fantasy in their lives. They say that children would show these same behaviors regardless of the content of the cartoons they watch.
In a society driven by technology, video games are becoming more popular each and everyday. People of all ages enjoy video games in their free time; these games allow the player to become an athlete, a soldier, or a professional fighter at the tip of their fingers. The biggest problem with these video games is that they are becoming too violent. In today’s society, children often brag about the new video game they bought, and the number of people they have managed to kill while playing these games. Video games have become realistic, causing them to intrigue a larger amount of children. Many of these violent video games encourage killing and fighting of enemies, or strangers in the game. Each year a new game system, and hundreds of video games are released, and millions of kids go out and buy them and spend hours playing. Video games have a large effect on school performance and time spent with family. Children would prefer to play their games than sit down and talk with their parents (Saleem, 2012).
As early as 1958 investigations were being conducted of the effects of television on children. During this time, the researchers found that most of the television content was extremely violent. In almost half of the television hours monitored, the programs main focus contained violence. The common theme that was seen throughout the programs were crime, shooting, fighting, and murder. The universal definition of violence used was, "Any overt depiction of the use of physical force, or the credible threat of such force, to intend to physically harm an animated being or group of beings." In this investigation, Wilbur Schramm concluded that under some conditions, some violent television could effect some children. For the most part, most television is neither helpful or harmful to most kids under most circumstances. As you can see this conclusion is quiet vague, and does not give a lot of crucial information for us to correct and improve. Schramm and his colleagues came up with a solution for parents to provide a warm, loving, secure family environment for their children, and they would have little to worry about.
In today’s society, children are exposed to technology early on in their lives. Many young children engage in video games as early as 5 years old. This exposure to technology has been blaming for leaving impressions in individuals, causing them to develop behaviors that aren’t norms in certain communities. In an age where every common person has either a laptop, a smart phone, or a tablet, the ability to gain access to video games has been made much easier. Video games have become a much more common occurrence in today’s youths. Does this increase in usage of video games necessarily have an effect on behaviors of individuals? Possibly, but not enough to warrant labeling video games as the sole cause of violence in people. In this paper, I will be looking at questions regarding video games and their violence-depicting nature. Do video games specifically influence behavioral development, like violence, in people? Why is the demographic of violent outbursts caused by video games predominantly focused on male, teenage Caucasians? Why are video games being portrayed in a more negative light when compared to other media mediums? These are all questions that I will be looking to answer in the paper.
A widely accepted cause of the murders committed by children is violence in the media. The parents of three students killed at a high school in Padukah, Kentucky filed a $130 million lawsuit against the entertainment industry because they believe that violence in the media inspired the boy, Michael Carneal, who killed their children ("Media"). To some extent, these parents are correct in their assumption. On average, children watch television 16 to 17 hours per week, beginning as early as age 2 (Strasburger 129). Furthermore, when video games are added, some teenagers may spend as many as 35 to 55 hours per week in front of the television set (Straburger 129). Within these many hours of television viewing, there are many violent scenes. The National Television Viole...
Fisher, Deborah A. "Television Violence Contributes to Aggressive Behavior in Young People." 2007. Opposing Viewpoints. .
Furthermore, television violence causes aggressive behavior in children. Many people believe that children who watch violent television programs exhibit more aggressive behavior than that exhibited by children who do not (Kinnear 23). According to the results of many studies and reports, violence on television can lead to aggressive behavior in children (Langone 50). Also, when television was introduced into a community of children for the first time, researchers observed a rise in the level of physical and verbal aggression among these children (Langone 51). The more television violence viewed by a child, the more aggressive the child is (“Children” 1).