She then brings up the issue of unnerving newspaper headlines such as “Bloodlust Video Games Put Kids in the Crosshairs” (205). Sternheimer feels not enough emphasis has been given to other issues such as “social rejection and depression” (206). She also brings our attention to information on statistical evidence. Sternheimer believed it to be “controversial” and feels it “exclude[s] a host of other factors” (207). Sternheimer feels it is these other over looked factors that are truly the cause of “young killers” (210).
In his essay, “Video Games Are Responsible for Increased Youth Violence,” author Ron Moten uses his experience working with troubled teenagers to uncover the negative effects of violent media. The problem he identifies is that violent media is responsible for desensitizing youth to violence, hence increasing crime in our society. Motten assumes his readers are educated and sympathetic, but uninformed of the threats posed by violent media. His purpose in his essay is to raise awareness of a connection between violent media and increased crime in society and to convince the audience that violent media needs to be regulated by laws. To achieve his purpose, Moten mainly uses ethos to appeal to his readers.
She also admits that one of the problems with video games is that there is no standard for rating video games, so any content that is profitable is acceptable. One thing that she states is that the violence in video games has been linked to violence in the lives of the viewers, and that people who play video games naturally have a more aggressive personality. Though TV has also been known to show violence, Wrights says that video games are worse because they’re interactive. She also asserts that though people may like to deny the negative effects of video games, they cannot deny that the media is a manipulative tool that is used to trigger emotions. Wright’s closing statement is a warning to parents; she says that they need to educate themselves to keep their children safe.
Should violent video game be sold to kids under 18,I said no. why did those video game got into the child's hand,because who ever sold the video game didnt care about what will happen to the kids,all they care is money! (Main #1) However, there are a bunch of bad things about those video game, but the Most of the bad effects of video games are blamed on the violence they contain. according to a scientific study, children who play more violent video games are more likely to have increased aggressive thoughts, feelings, and behaviors, and decreased prosocial helping, The effect of video game violence in kids is worsened by the games’ interactive nature. In many games, kids are rewarded for being more violent.
Through Kidulthood we are able to take an insight in the lives of teens today. This informs the views about gang culture and the violent and somewhat threatening nature of it. Some viewers would be interested in viewing a movie that expressive the narrative that Kidulthood does, especially young British teens. They would want to know whether they have been portrayed correctly or as most of the time with producers presenting teenagers negatively simply because they have lack of experience and knowledge about the real life of teens in gangs. Kidulthood was a movie that in my opinion was captured in an accurate light that reflected some, but not all teenagers today.
When the police chief of New City stated that she recognized a direct relationship between teenagers getting arrested with violence shown on public television, a corellational study was created in order to suggest that there is a connection between the two variables. These studies are made to explore the statistical connection between the variables in different population groups and estimated exposures in those groups rather than within individuals. To facilitate this study, there needs to be an operational definition of the variables which identifies one or more specific observable conditions or events and allows the researcher to measure that event. Teenagers are adolescents who are at their most vulnerable stage, are easily influenced
From there Jones, wants children to transitions this anger or other negative emotion into something positive that will change the child’s life. In the middle of the essay, when Jones gives us reason and examples of the positive outcome of violent media. He states the quotation ahead. "Children need violent entertainment in order to explore the inescapable feelings that they’ve been taught to deny, and to reintegrate those feelings into a more whole, complex more resilient selfhood." (197, par.
Social media can create a false sense of reality because a lot of things on social media are not what they seem. Many teens want to obtain these false realities which creates disappointment in themselves. From the article, there is evidence to prove why people become so easily addicted to social media. Social media engages the dorsomedial prefrontal cortex and using this part of the brain creates a natural inclination to social media compulsiveness. I believe excessive use of social media is more dangerous for young adults because the part of the brain that does the decision making is still growing and developing.
Pornography Is Harmful To Women and Children Let it be known that the purpose of this paper is to argue that pornography is harmful to society, but more specifically women and children. Unlike any other media representation of sex and sexuality, pornography within our postmodern society has become a cultural category of significance. The typical seediness has somewhat become lost but replaced by a society that mainly focuses sexual imagery in almost everything everyone sees. High contents of sexual imagery is used in the advertising and music industries as well as a number of late night television shows. This sudden shift in people’s attitudes towards the use of certain sexual and erotic images in today’s society raises a number of questions that need to be answered in order to better understand the harms it does to society.
The wasted time could be used in activities to help in their growth and development as well as coping with life’s challenges. It all depends on the amount of video game exposure and play time (Matt, 2013). Excessive playing of video games especially by young children encourages competition that one must win to move so as to progress. In addition, continued playing of these games makes users aggressive as most of them are usually ‘unforgiving’; for example, if one gets shot and ‘dies’ while playing Call of Duty, the situation cannot be reversed. The aggression can pass on to their real world lives (Douglas, 2011).