For example, children need to follow instructions, solve complex problems and use logic in many of the games that are currently popular. Such experience will be beneficial to a child’s progression into an adult. However, concerns have been raised about the prolific use of computer games by children, much of this related to the violence they contain. The problem is that in many of the games children are rewarded for being more violent, and this violence is repeated again and again. For instance, many games involve children helping their character to kill, kick, stab and shoot.
It is through these reinforced meanings of masculinity and femininity that children’s gender-role socialization is being distorted. Such distortion begins at quite a young age and this kind of exposure may be problematic (England et al. 2011: 557). A more specific medium of the media that is a powerful socializing agent in the lives of children is movies, and particularly movies by Disney. Disney is the worlds second largest media firm, and is one of the first factors that affect a child’s gender role portrayal (Martz, Bazzini, Curtin, Joslin, Regan 2010: 353).
The TV station often produces the portrayal of violent and sexual themes to attract the viewers’ attention. However, these varieties of content are harmful for children’s development. TV should take its responsibility in the socialization process. Analysis Television is a good invention to deliver the information and provide entrainments, and open up a new world for children. Most of children interest at the television set because it provides the voice and colorful video to attract their attention.
Poor living conditions, inadequate diet and exercise and quality of life, leading to increased illness. Toys are needed to encourage play, development and stimulation. Child’s life style choices, such as drugs and alcohol can affect development along with parents lift style choices. Children need love and affection and the need to feel secure. Have stimulation and play experiences.
Effect on children A. The reality based shows encourage bad behavior on children B. The reality based shows have become a form of nourishment and education for children Conclusion The reality based shows have a significant effect in our society. The Effects of Reality-Based Shows It is evident that the current society has been captured by the television programming based on reality shows. It has been about 63 years since the creation of the first reality-based program.
The ethical guidelines which are in place for today’s practice were not part of the research method of the past. Nowadays we have specific guidelines set out which cover such aspects as informed consent, deception, protection of participants from harm, right to withdraw, debriefing, confidentiality, observational research and giving advice. There are strict ethical guidelines to do with these issues to protect people regardless of age. As the study of children became more prominent theorists emerged, the most influential being; Jean Piaget (1896-1980), who constructed a system which marked clearly defined cognitive growth stages. This led to many studies on the social world of the child.
Children are learning to use computers at a very early age. What are some effects (positive or negative) that computers can have on the intellectual development of children? Computer has had profound effects on children life. It is a great way to get educational Programs as well as to learn things. Although computer has a lot positive effects on Children, it is also full of crime, violence and other bad things that can be seeing from the Internet, which can affect young minds in a bad way and therefore can be source of bad Influence on Children lives.
Nnachi Opie Professor English 102 Due date: 5/7/13 Violence on video games and its effect on children Violence is said to be a crime that affects a community, city, or a country in the sense that it contributes to the social life of an individual. This is so because people find pleasures in committing suicides and other crimes, without thinking about the repercussions. There are lots of things that are happening in our society today due to advance in technology and civilization. The act 0f playing video game has become a popular activity for people of all ages, in a way that many children and adolescents have developed a habit of spending large amount of their time playing them. It’s said that Video games are entertaining and effective motivation for children in a way that it engages them with skillful play depending on the design of the game.
Cynthia Wagner states that, “The violent content of those games, particularly those favored by males, is of growing concern to families, schools, and policy makers. Gaming is participatory while television viewing is passive, so the risk may be greater that exposure to violent games will result in violent behavior.”(Wagner, 2004).With video gaming on the rise now, “Video games are in 80% of U.S. homes with children; they generated $6 billion in 2000 and $11 billion by 2003. All indications are that the industry will continue to grow at a healthy clip," says Professor Bradley Greenberg of Michigan State University. (As cited in Wagner, 2004, pg. 16)It has become a growing concern for adults who have begun to take note of the correlation between violent games and violent behavior in their children.
Encouraging your child to buy a board game, scooter, bike, rip stick is better than a PlayStation, x-box and a Nintendo DS games that could really actually use most of your money. Kids need to be entertained by something or else they start to annoy their poor parents. But there are many ways you can entertain your children than just electronics. You might love seeing your child happy when they buy new toys but this can use up all your money which is also needed for other things. Video games and toys can start to take control of our lives, it will slowly make our brains deteriorate and can also persuade us to stay away from any social activities which can damage us mentally and emotionally in our later life.