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).
Another factor was their classification by others as being “Goth” or “outcast nerds”. Being harassed by classmates as well as being put down by their teachers can lead a student to be depressed, but should never lead to a full fledged massacre. Another major factor considered to be influencing these boys were video games. The boys had been diagnosed with mental disabilities and the police, family members, and others felt their game playing contributed to their actions. They say the games became to life like for the boys to handle which lead to the homicidal thoughts and in the long run the massacre itself.
New generation likes to use social media as self advertisement and sometime they share very personal information. By doing this, their future privacy fells endanger and can affect badly in their mind in future which is not a good thing for the society, widely for the nation. Also, social media is hurting our society by spreading misinformation faster than any other media. Author Amanda Thomas shows a statistics in the
First, they are a great waste of time says Dr. Spock. At their worst, they promote violent responses from children. The main argument about video games is that they take away from children reading. Then the author presents the reasons that reading is so good for people. However, the author then says that a lot of the criticism about video games is because they are being judged by old standards by people who believe reading is the main way for children to learn skills.
The media is known to represent young people in particular set ways, and it can be argued that the mass media only represents young people as being a problem group. However, this view ignores all of the positive ways in which young people are portrayed, and the ways in which media content is aimed towards young people. According to source C, young people are often represented as being a source of social problems. Activities frequently enjoyed by young people, such as playing video games and drinking with friends, are often totally demonised by the media. This results in extreme and inaccurate views of the activities of young people, that often relies upon scare tactics and the over exaggeration of rare news stories in order to make such activities seem worse than they are.
Throughout our one-dimensional lives, have you ever thought upon how our society is brainwashed by the government? Our societies social media has taken a dramatic rise over the past years. Just as the culture of today uses advertisement and unintentional messages to persuade groups, the world of 1984 was slightly spellbound. In the book 1984 by George Orwell, the government uses Indoctrination to control and manipulate its citizens. Indoctrination is the method by which people are made to think in a certain way or have a certain opinion, which may be unacceptable to others.
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. There have even been studies with adults showing that experience with video games is related to better surgical skills. Researchers also concluded that people can learn iconic, spatial, and visual attention skills from video games. Although this benefits to all but on the other hand, can also have a negative impact on children of all ages. Excessive playing of video game can cause violence, addiction, and poor academic performance in children.
It is necessary to take a closer look at whether or not violence in the media really is responsible for this development and then to examine what censorship may entail before taking such a far-reaching decision. Many concerned people, ranging from worried parents through to reputable psychologists, deplore the ever-present nature of violence in the media, claiming that this is the reason why people are increasingly prepared to commit violent acts. They argue that violence is being propagated as normal or even entertaining. Violence is in the newspapers, on the news, in film plots and in cartoons. Violence is a source of laughter in children's programs; films present it as staple fare; it is served as pseudo-information in sensation-hungry newspapers and on reality TV; and it is even glorified by some musicians in their lyrics and performances.
Parents should regulate the amount of video games their children play because if your child regularly plays games with plots based on violence and aggression, research shows children at risk for increased aggressive behavior, it inhibits social interaction, and it is not always intellectually stimulating. First, parents, not government, need to monitor video games. Laws don't go far enough to help parents, argues Craig Anderson, a professor at Iowa State University: "The results are really quite clear; regardless of gender... regardless of culture... we know that playing violent videogames increases the likelihood of aggressive behavior and aggressive thinking, decreases the likelihood of pro-social behavior, and increases what you might think of as desensitization... Probably the best solution is to educate parents... but we also need to give parents better tools and the current rating systems don't do that." "One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent games," said psychologists Craig A. Anderson, Ph.D., and Karen E. Dill, Ph.D. "The other study reveals that even a brief exposure to violent video games can
As a result, we should recognize how new video games are ethically affecting people who play them. There are many ethical issues in video games that influences many people include. The subset of games that feature violence, gore, and antisocial behavior has raised concern among parents, educators, child advocates, medical professionals, and policy makers. The implication of games in high profile school shootings has led to congressional hearings, government investigations, and legislative proposals. The intense concern about video and computer games is based on the belief that the ultra violent games are inappropriate for all children and harmful to some.