Baran & Davis (2012) define that Catharsis is also called sublimation; the idea that viewing mediated aggression sates, or reduces, people’s natural aggressive drives. Bushman (2013) articulates that according to catharsis theory, expressing anger produces a healthy release of emotion and is therefore good for the psyche. For example, people may think that killing enemies in a violent video game will help them get rid of their anger. Kharel (2007) claims, in ancient times, Aristotle floated the catharsis idea. He further describes the idea of theorist Seymour Feshbach, one of the prominent scholars of theory, argued that the media have a cathartic effect on people that releases them from unfulfilled desires or ill-feelings.
Catharsis - the act or process of releasing a strong emotion (such as pity or fear) especially by expressing it in an art form. Hubris – overwhelming pride, outraged behaviour, or the insolence that leads to ruin, hubris was in the Greek moral vocabulary the antithesis o moderation or rectitude. Peripety - a sudden or unexpected reversal of circumstances or situation especially in a literary work. Persona – A fictitious character created by an author to be the speaker of a poem, story, or novel.
In recent decades, attention has been placed on the influence of violent videogames on the aggressive behaviour of individuals. While some scholars believe that videogames increase aggression amongst children in particular, others claim evidence on the catharsis hypothesis where videogames are argued to be a safe outlet to express aggression (Berger 2002). Although many theories have emerged regarding the influence of violent videogames, the debate continues to be divided between those who claim its destructive nature and others who claim that videogames cannot be solely blamed for the aggressive behaviour expressed by young people. This essay therefore aims to examine different arguments raised in the literature regarding
In the modern-day world, people are convinced that the Earth is plagued by mass shootings and other acts of violence because of violent media. Children and adolescents being exposed to violent media is deemed, by society, to be detrimental to their mental health. In Gerard Jones’ “Violent Media is Good for Kids,” he vindicates violent media. Exposing children to violent media through video games, comic books, and movies are beneficial to children in Jones’ claim. He believes that violent media creates opportunities for children and teaches children to overcome their fears in order to battle their own subconscious hurdles.
All of these forms of entertainment can be used in a positive manner although they are mainly depicted in a negative light. Jones has thoroughly examined the contrasting view and ultimately describes how violence helps to monitor or control emotions.
“There is something about a catharsis that is very important.” This is a famous quote by Glenn Close, an American actress. In writing the use of catharsis is to make the reader feel different emotions by what the author is writing about. In the book The Martian, the author Andy Weir, uses catharsis to make the audience feel certain ways for Mark Watney, the main character. In the book Watney gets stranded on Mars all by himself. This itself is a problem but as Mark struggles to stay alive he faces many other problems. Weir uses catharsis in many types of conflicts in the story like person vs. nature, person vs. society, person vs. self and person vs. technology.
In Brad Bushman’s and Rowell Huesmann’s Article Short-term and Long-term Effects of Violent Media on Aggression in Children and Adults from the Archives of Pediatric and Adolescent Medicine journal, they believe the violent media in video games, tv shows, music, and movies, are affecting behavior in children and adults. Bushman and Huesmann believe that all the violence that has made a more popular appearance in today’s culture is causing for adults and children to be more prone to aggression. They hypothesized that the long-term effects would be greater in children and the short-term effects would be greater in adults, and discovered their hypotheses to be correct. Other articles, such as Beth Stein’s If Violent Video Games are Harmless Fun,
In a pro-con website, a countless amount of people were arguing concerning the fact that if violent video games contribute to youth violence. One person argued that it fails to contribute to youth violence since “violent video games allow players to release their stress and anger in the game, leading to less real world aggression.” In order to prove that the person’s statement is right, that person showed the results of a survey conducted by a researcher. “A peer-reviewed study published in the Journal of Adolescent Health discovered that children, especially boys, play video games as a means of managing their emotions: "61.9% of boys played to 'help me relax,' 47.8% because 'it helps me forget my problems,' and 45.4% because 'it helps me get my anger out."” Many teens play video games in order to reduce and relieve the amount the pain they have. Even though these games are violent, they do relieve strain and it does make people feel relaxed. Games can be enjoyable for teens who admires playing a great deal of
Still, there are opponents to the notion of violent video games being a necessary therapeutic release. According to the article contained in the Harvard Mental Health Letter, Violent Video Games and Young People, they argue against this notion of therapeutic release.
They claim that all the negative imagery on the screen seeps into teens' subconscious and desensitizes them. A child will learn what he is exposed to most often, and in most video games, violence is the primary problem-solving option (Schroeder). When provoked, these teens react in a violent manner because it is what they have been taught by video games.
In other words, once angry, people use the feeling of anger to rationalize their anger, rather than the actual initial cause (i.e., the preceding automatic thought). Beck teaches his patients to overcome the such self-validated anger by getting them to acknowledge the automatic thought to stunt the development of anger. By taking a pause once the thought has been had, it inhibits the thought’s ability to turn into anger. With that being said, if anger is still caused by the thought even though the individual acknowledges the thought as the source of the anger, then at least the thought becomes the cause of the anger.
Some people recommend “turn anger into positive energy”, which means take the ‘negative’ energy that anger produces and turn that energy into an action that is beneficial. Anger motivates the induvial to act in certain events. In a way, releasing anger helps us avoid progressing into potentially harmful actions or emotions. Hiding the pain can lead to depression and other health
In You Are Now Less Dumb by David McRaney, the author introduces a topic of “catharsis,” the process of which is expressing bottled-up emotion in order to relieve someone from stress and tension. In short, catharsis is when someone vents their anger, making them feel better. In order to counter Plato’s argument where “poetry and drama filled people up with silliness and made them unbalanced,” (McRaney 121), Aristotle believed that as the audience, they are able to release the emotion while watching drama through tears or yelling. Aristotle referred to this notion as kathariein, meaning “to purify” and “to clean,” in that any built-up feelings within someone can be released through getting rid of them, allowing for a more positive feeling. Oedipus,
Video games help players to have a safe and healthy escape from reality. Players feel that playing video games give players a safe outlet for angry feelings. In fact, an increase in the consumption of violent video games has been associated with a decline in youth violence (Ferguson “Are Violent Video Games Really to Blame?”). This is due to the fact that video games help to fulfill the human desire for competition, especially games that center around their multiplayer modes (Marcovitz 15). Video games also give players a powerful sense of control over their situation,
Review Questions What are the four body types in William H. Sheldon’s somatotyping? Describe each body type and identify which one Sheldon believed was related to delinquency and crime. The four body types in William H. Sheldon’s somatotyping are endomorphs, mesomorphs, ectomorphs, and balanced individuals. Endomorphs are individuals who are overweight with a large stomach.
result of this is a feeling of catharsis – as an audience we are moved