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Effects of tv violence
Violence in movies
Does TV violence contribute to being violent
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Movies and Violence
Before a person reaches the age of 18 they will have witnessed over 40,000 murders, and over 400,000 other acts of violence. One research study concluded that just one hour of television everyday will increase the chances of a person committing an act of violence by four times. Violence depicted in movies will leave an impression on the viewer and the feelings they had about violence will slowly and subtly begin to change as the person becomes desensitized to violence. Witnessing repeated acts of violence raises a person’s level of hostility and lowers empathy. The violence that is portrayed in movies and television has long been known to influence crime and violent behavior in our society.
Studies have been conducted to find if violent movies influence a person’s judgement and violent behavior. Psychologists have said that brutal imagery in films, games, and other media sow aggression in society by rendering viewers insensitive to acts of these type. The long term effects of exposure to these movies depicting murder, rape, robberies, and so on is pernicious. Another study concluded that the crime rate would actually decrease during the showings of these movies because for 2 hours during the movie any violence prone persons that wished to see the movie would be in the theater which meant they wouldn’t be on the streets committing crime. Dr. Michael Rich of Children's Hospital of Boston testified that the correlation between violent media and aggressive behavior is stronger than that of calcium intake and bone mass, lead ingestion and lower IQ, condom non-use and sexually acquired HIV, and environmental tobacco smoke and lung cancer, all associations that clinicians accept as fact, and on which pr...
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...nd the death of Bill Savage. It will take only one large verdict against the likes of Oliver Stone, and then the party will be over." An unstable mind and a movies influence with scenes of violence may not send most over the edge to go on a murderous rampage, but when it does it definitely will.
Knowing who will be inspired by a movie meant for entertainment and go on a killing spree is highly unlikely and until then copycat acts of violence will continue to baffle society. But in the minds of a few already unstable minds the violence that some movies depict will take on a reality of their own. Then, regretfully there’s one fact that can’t be denied, it does happen. When an unstable mind is influenced by a movie the results the results can be devastating. Movies do influence society’s view on violence and in some rare cases it will motivate some to violence.
2. According to Sobchack, contemporary screen violence greatly differs than portrayals of violence in years past. Today, violent scenes are careless and lack significance because we as audiences have become calloused and desensitized to any acts of violence. She states that there is “no grace or benediction attached to violence. Indeed, its very intensity seems diminished” (Sobchack 432). Senseless violence, gruesome acts, and profound amounts of gore are prevalent in movies today, and because even this is not enough, it must be accompanied by loud blasts and noise, constantly moving scenes to keep audiences stimulated and large quantities of violence for viewers to enjoy what they are watching. Decades ago, it was the story that was engaging to audiences and filmmaking was an art.
The author of “Hollywood, Stop Exposing Our Kids to Violence” claims that filmmakers need to stop producing violent movies. The article argues that many children pick up bad habits from watching violent
One could easily dismiss movies as superficial, unnecessarily violent spectacles, although such a viewpoint is distressingly pessimistic and myopic. In a given year, several films are released which have long-lasting effects on large numbers of individuals. These pictures speak
When families sit down to watch television, they expect to watch family type of shows. Family type shows meaning rated PG or PG13, sitcoms and movies that do not include weapons, killing, foul language, and non-socially accepted actions. When children killing, they start to believe that it is accepted. Do children think that killing and hurting others and themselves have little meaning to the real life, children can become traumatized. Most killers or violators of the law blame their behavior on the media, and the way that television portrays violators. Longitudinal studies tracking viewing habits and behavior patterns of a single individual found that 8-year-old boys, who viewed the most violent programs growing up, were the most likely to engage in aggressive and delinquent behavior by age 18 and serious criminal behavior by age 30 (Eron, 1). Most types of violence that occur today links to what people see on television, act out in video games or cyberspace games, or hear in music. Media adds to the violence that exists today and in the past few decades. It will continue in the future if it is not recognized as a possible threat to our society. When kids go to a movie, watch television, play video games or even surf the web, they become part of what they see and hear. Soaking violence in their heads long enough becomes a part of the way they think, acts, and live. The line between pretend and reality gets blurred.
Valenti, Jack. "Violent Movies Do Not Make Children Violent." Senate Committee on Commerce, Science, and Transportation. 4 May. 1999. Rpt. in Violence in the Media. Ed. James D. Torr. San Diego: Greenhaven. 2001. 72-74.
Does entertainment influence society's attitude towards violent behavior? In order to fully answer this question we must first understand what violence is. Violence is the use of one's powers to inflict mental or physical injury upon another; examples of this would be rape or murder. Violence in entertainment reaches the public by way of television, movies, plays, music, and novels. Through the course of this essay it will be proven that violence in entertainment is a major factor in the escalation of violence in society, once this is proven we will take all of the evidence that has been shown throughout this paper and come to a conclusion as to whether or not violence in entertainment is justified and whether or not it should be censored.
Many psychologists have studied the effect of the media on an individual’s behavior and beliefs about the world. There have been over 1000 studies which confirm the link that violence portrayed through the media can influence the level of aggression in the behavioral patterns of children and adults (American Academy of Pediatrics, 2001). The observed effects include, increased aggressiveness and anti-social behavior towards others, an increased fear of becoming a victim or target of aggressive behavior, becoming less sensitive to violence and victims of violent acts, and concurrently desiring to watch more violence on television and in real-life (A.A.P. 2001). According to John Murray of Kansas State University, there are three main avenues of effects: direct effects, desensitization, and the Mean World Syndrome (Murray, 1995, p. 10). The direct effects of observing violence on television include an increase in an individual’s level of aggressive behavior, and a tendency to develop favorable attitudes and values about using violence to solve conflicts and to get one’s way. As a result of exposure to violence in the media, the audience may become desensitized to violence, pain, and suffering both on television and in the world. The individual may also come to tolerate higher levels of aggression in society, in personal behavior, or in interpersonal interactions. The third effect is known as the Mean World Syndrome, which theorizes that as a result of the amount of violence seen on television and also the context and social perspective portrayed through the media, certain individuals develop a belief that the world is a bad and dangerous place, and begin to fear violence and victimization in real life (A.A.P. 2001).
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.
Research has shown that violent video games will not turn people, more specifically teenagers, into psychotic killers. Video games are more of a hobby, or addicting obsession amongst teens. In fact, crime in America has been reduced because video games act as a way to vent out any anger or urges that can go through teenagers “Imaginary Guns”. “Teenagers are able to understand the difference of video game violence and reality”. Video games are said to be a poor influence on the younger generation of kids. Even so, more and more individuals, teenagers count in the category, are starting to play video games on a day to day basis. Video games are a form of entertainment to the new generation, just as songs are heard and television is watched by many individuals around the globe. Video games are interactive entertainment that actually can “work out” the brain by having to think of strategies in order to progress in a game or things of that matter. Video games have many positive effects on the brain and can keep the brain active by doing interactive objectives that video games have to offer. Let’s say an individual were playing a video game having to solve various amounts of puzzles in order to solve a murder case and catch the criminal, or maybe even find missing pieces of a puzzle just to unlock a gate. All these activities keep the brain active and focused on what a person(s) trying to accomplish in the game. This activity will expand the imagination and the brains way of thinking to solve each puzzle or event that plays out in interactive games.
Some people believe that violent video games can cause behavioral problems. This is not true; it is only their opinion. They may say people that play violent video games start having behavioral problems, and what was that cause? It is only people and it has no effect on them, only their own action and their weak mental health issues. The violent video games for computers and consoles’ sale rate went up but violent crime offense went down. Video games are for players to have fun without causing any harm while they are playing. Why do they believe that behavior problems were caused by violent video games? They do not seem to realize that television and movies also have violent scenes. Some examples of popular violent movies include First Blood, Expendables, Dark Knight, Spiderman, and Superman. All action movies have shooting, explosions, and fighting. Horror movies are filled with violence as well, such as Halloween, Scream, and Saw. Horror shows and movie are showing stabbings and serious harm. Even Television shows, like the Three Stooges, Cops, wrestling and America's Funniest Videos! Children's cartoons have violence as well; Disney animated films, Looney Tunes, Tom and Jerry, Teenage Mutant Ninja Turtles, and Watership Down.
The movies that give kids bad examples are the ones that we need to get rid of. If we don’t get rid of them kids are going to start causing trouble in school, on the streets, and at home. At school if their parents have guns in the house they could take it and kill other children, on the streets they can do that and more, at home they can sneak out or get grounded a lot. It isn’t good to put this kind of influence on children, if we continue to keep this up there is going to be a rise in crime in this world. When a crime is committed they don’t just say “Ok we will give you a warning and if it happens again you will go to jail.” If the world were to come to that I would be really mad, and I think everyone in this world would be mad to.
...ovie Natural Born Killers by announcing “If ever a film deserved to be banned, this is it”, causing a level of hysteria around a film not seen since Kubrick’s controversial classic A Clockwork Orange was released in 1971. The movie is still cited in murder cases as the trigger for teenage killing sprees, and is mentioned in dispatches whenever Hollywood is criticized for its levels of violence. However, it is unfair to place blame any one individual or movie. If taken the time to look into human development, it is clear that such ruthless and inhuman acts of murder cannot be gained by watching one movie. A viewing of such entertainment could trigger acts, but definitely not initiate them. If the society wants to make a difference and change the perception of the youth, then better education should be promoted and moral-life lessons should be taught to youth as well.
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).
The first effect of mass media on teenagers is violence. Aggressive behavior is the first example of violence in the media. Aldridge argues that, teens who watch violent movies may behave in an aggressive way towards others for example bullying and fighting in school. This is important because there are high risks of teenage developing into aggressive behavior that may last into adulthood if they are not being supervised on what they see on TV (2010). Fearful of the world may also occur for those who watch violence television programs. According to children and television violence, teens that are being over exposed to violent on television may worry about becoming a target of violence. The relevance of this idea is that teenagers will more likely grow up thinking that the world is a scary place and that something bad will happen to them (2008). Imitative behavior is another major effect of seeing violence in the media. According to Weldon, two teens from Johnstown, Colorado, killed a 7 year old girl by beating her to death. The teens claimed that they were imitating moves from a video game called “Mortal Combat.” This is an example case which shows that violence in the video game may lead to an imitating behavior (2007).
One of the culprits of criminal behavior is T.V. violence. Violent programs may have a negative influence on those individuals who are already violence-prone, or children who are living through vulnerable periods of their development. Adult violent offenders tend to have shown certain personality features as children, "one being they tended to have viewed violence on television" (Congressional Digest). Furthermore, the amounts of violence on television continues to grow. A typical child watched eight thousand murders and one hundred thousand acts of violence before finishing elementary school. When displayed this often, how can people not become desensitized to criminal acts? By allowing this type of material to be openly exposed to the public we are endangering safety and society's values. Without control of what material is delivered to the masses, we cannot expect people to have a proper sense of right and wrong as they will constantly see the horrific things that happen in the false reality of the media and become immune to feelings of disgust toward such atrocious deeds. Controlling what is viewed on television is the responsibility of the government in order to decrease violence in the real world.