We are surrounded by the media every day of our lives and it has a noticeable negative effect on behavior, especially in children. Children are exposed to many different sources of media such as video games, television shows, films, and music. These sources of media often share a common theme of violence. "Young persons learn their attitudes about violence at a very young age, and once learned, these attitudes are difficult to modify" (News RX 30). With the simple click of a remote control, children can virtually get involved in violent acts of shooting and killing.
When electronic video games were first introduced in the late 1970’s, they were basic animated interactive games such as Atari’s Pong. Unfortunately, greater sophistication and realism found in today’s video games are incorporated with very violent themes and gestures. In today’s games children can battle realistic looking characters and witness the blood, gore, and mutilation. The intense active nature of children’s play when interfacing with violence further underscores these concerns (Anderson & Dill, 2000). There has been concern about the effect of video games on children almost since they first became popular.
Further, video game playing occurs in rich socio-cultural contexts, bringing friends and family together, serving as an outlet for adolescents, and providing the “raw material” for youth culture. Finally, video game research reveals many patterns in how humans interact with technology that become increasingly important to instructional technologists as they become designers of digital environments. Through studying video games, instructional technologists can better understand the impact of technology on individuals and communities, how to support digital environments by situating them in rich social contexts. This journal article will be helping in proving that video games can be educational even though some people fear that they have negative effects upon people. Also that video games can bring families together and friends.
The adventure aspect allows the players to experience situations one would not experience in daily life. The average gamer would have a few of these games in their library since most people can pick up the game, learn how to play it, and enjoy the game for its full potential. The first game to be included in this genre is Adventure which debuted on the Atari 2600 in 1979. Action Adventure games tend to have an excellent balance of mind puzzling challenges and fast paced action which keeps the consumer entranced through the entire experience. This aspect keeps gamers buying more and more while game companies keep producing more games to outdo the previous
“Though often studied within popular culture, television has been transformed by and has touched nearly every aspect of American life and institutions” (Katzman pg. 5). It is debatable that people might shape views as individuals with the number of issues that occur in our media. For instance, television shows can have an incredible effect on youth with fashionable clothes, makeup, cars. The American youth follow their favorite television shows, actors, and actresses.
It’s a positive influence, because overall media has it good. Nowadays you are able to do so much things via media, you are able learn from it; there are various forms of educational options you can receive via media, you can also communicate with relatives through social media. Some people would think It would be negative, because they bad things that’s displayed on these media devices. Such as rated R movies and children still being allowed to see these things, which aren’t suitable for children. Since before my time, media has had a huge impact on American culture.
Violent Children In today’s society there are many problems with how kids are raised. In the United States of America, children are raised in harsh and struggling environments. The conditions that kids may be exposed to, raise them to be violent. Many generations are mainly raised with divorced parents, bad neighborhoods, tight finances, and gangs. All these things collaborate to create a very unstable life to grow up in.
With America violent history, was display with America’s violence with foreign countries such as Iraq and Kuwait (Moore). Then within America the fear that people have is due to the violence that is regularly shown in their everyday lives. Other aspects that crimes develop are because of poverty and unemployment. This has made living in times much harder for American because of the failing economy. Growing up in rough times means rough times in some schools.
Everything from school shootings to capital murder, it is apparent that the problem is only getting worse. The causes of youth violence are multifactorial and easily identifiable. It is said that children are products of their environment, understandably growing up is not easy. Pressures come from every angle. Evidence shows that peer and social pressures contribute heavily to youth violence.
Kids grades begin to drop, they become more violent and are less trusting of people. Some kids start to think that the divorce was their fault and if they did something to cause the divorce. Even though divorce is between the parents it always has a huge effect on their children, which changes how kids live and grow up. Divorce has a great effect on the emotions of children and adolescents. In children they get the feelings of being rejected.