Unfortunately, many of today’s television programs are violent. So does TV influence kids that violence, drugs, alcohol and sex are ok? How much violence, drug references, alcohol usage, and sex references does the average American child come across? How much of this do they take in? Hundreds of studies have found that children and teenagers that watch television may: • Become “immune” or numb to the horror of violence • Gradually accept violence as a way to solve problems • Imitate the violence they observe on television; and • Identify with certain characters, victims and/or victimizers Also, Extensive viewing of television violence by children causes greater aggressiveness.
The mass media are an increasingly accessible way for people to learn what is important in the world today and what acceptable behaviour in the society is. The media which is prevalent in every aspect of our lives is the perfect instrument to install ideas in the minds of people, and the most susceptible of them all, children. The immaturity of those young children, who are rather active with action movies, will be easily influenced by the violent behaviour in the shows. This is because they may not know how to differentiate between reality and fantasy. However, media cannot be solely blamed for the world-wide increase in violence.
With the new DVD that shows sex and violence or computers that gives kids access to unauthorized sites, technology is something that many parents need to look out for. As technology continues to forge ahead concerns about its effects on the general population are raised. Whether it is microwave ovens causing cancer or cell phones causing accidents, people are always interested in researching, and often accusing, these new products. Such is this case with videogames. Ever since PongÒ swept the nation, scholars have been researching videogames effects on children.
Excessive playing of video game can cause violence, addiction, and poor academic performance in children. During the past years, the playing of video games was investigated to observe and analyze its negative impact on children. Violence, addiction and poor academic performance were determined as some of the negative effect of video games on children. Video games over the last 30 years have made an impact on the way children spend their leisure time, by keeping them from being bored, but also have caused children to develop violent skills the use to hurts the society. Many of today's video games, especially the ones that are suitable for young boys, focus their attention on
Video Games Negative or Positive Audience: My Sister In Law “Stay alive at all costs! Find the key! Kill the bad guys!”Kids will do anything to get to the next level. This is how a lot of children describe playing video games. At a young age, children's minds are sponge-like, absorbing everything that surrounds them, which makes them easy targets in terms of manipulation and victimized by violent video games.
By setting an example of violence, the media has taught children to resort to physical violence when feeling angry. Everything from films, shows and even the news displays violence. The violence on television depicts people killing other people for power, money or just ‘because‘. Violence is everywhere on television. People can’t escape the violence in the media; just watching television exposes people to violence.
Many studies and statistics will back up both sides to this debate leaving the controversy still being debated. This paper will cover three articles that cover both sides to this debate as well as some statistics that will still not prove which side is correct. Video games such as shooting games that demonstrate violent behavior have been linked to many violent acts that teens and children have done. The Columbine high school shooting that took place in 1999 the victim’s families blamed video games for the acts of the shooters (Cate, 2013). Every bad experience or violent act that has been seen in the public somehow will get linked to violent video games causing the violent acts of the people that do the crimes.
Teenagers could even be trying some of the stunts shown on a few of the shows at home resulting in injury. Some of the consequences that adolescents can have from reality television can be severe and could be with them for the rest of their lives. “Parents have long been concerned about the amount of time young people spend watching TV. Some studies suggest that children sometimes imitate violent behaviors they see on TV.” (Curtin, 2011) Although some of the newer reality based shows will attract a large
The physical and mental effects on teenagers through technology are causing concerns for many parents and experts. According to Strasburger, Jordan, and Donnerstein, "parents and professionals are seeing an increase in aggressive behavior, sexual experimentation, weight gain and loss, and school academics” (Strasburger, Jordan, & Donnerstein, 2010). The average teenager will have viewed almost 200 000 violence acts on television. Interactive technology can foster antisocial beliefs and behavior in teens because of the violence in new technology, which can be found video games. An example is "In the aftermath of the West Paducah, KY School shooting, it was revealed, the shooter had never fired a real gun in his life, yet his marksmanship was both accurate and lethal” (Strasburger, Jordan, & Donnerstein, 2010).
In the movie, they gather to fight not out of spite or hatred for each other but because fighting is a common medium of release for them. Various studies conducted state a direct correlation between the aggregate of time spent watching violence portrayed in media, the television in specific, to aggressive behaviour in adulthood. Aggressive behaviours in children are also observed to increase when they are exposed to violent media because they seem to take it as an encouragement of sorts, because new forms of aggression are brought to their notice. The Tasmanian Devil in Looney Toons and Baby Looney Toons is an example of a violence in children’s entertainment.Berkowitz says that a number of different aversive stimuli, frustration for example, may initiate aggressive responses but aversive stimuli alone do not by themselves orchestrate aggressive behaviour; they simply bring about a readiness for aggressive action. Only if appropriate aggressive cues are present as environmental stimuli, will such conduct surface.