Sex and Violence Paper
Michael Wright
Com/340
June 29, 2015
Leigh Pethe
Sex and Violence Paper
People should mull over every dissimilar dynamic involved prior to setting their sight on the reasoning when they decide whether or not movies, television and video games have any effect on young people. It may possibly be an exhilarating or an extremely exasperating experience. It all depends on the way people try to tackle this concern. People ought to use all the data at their disposal and follow the instructions prior to looking for that ideal resolution. All through this essay, people can gain familiarity, information and examples on the way young people are affected by sex and violence.
Many of the likely victims are immature and
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This may ensure a positive outcome, most definitely with individual cases. “There are a number of ways parents can limit their children’s exposure to violence. Restricting the amount and types of programs children watch is probably the most effective and common means of mediation. However, there are also strategies that are specifically appropriate for adolescents” (Josephson, 2011).
Therefore, eliminating movies, television and video games completely is not a solution, but since adolescents are at home when viewing them, perhaps creating parental controls will make it difficult to watch sex and violence. If parents take the time and research or even create a list of questions with possible issues that stem from adolescents viewing sex and violence constantly, they can use this as a guideline to support their fears and interests. Researching this information today, parents can receive a substantial amount of feedback from friends, family, professional agencies even from other adolescents. Parents tend to wish they could recognize and evaluate problems that have already come to light, which is only because they would like to be able and change the outcome. “American adolescents spend an average of 6 hours and 32 minutes each day using media (television, commercials, videos, movies, video games, print, radio, recorded music, computer, and the Internet). This is more time than they spend on any other activity, exception of
According to Huesmann Rowell L., "One of the notable changes in our social environment in the 20th and 21st centuries has been the saturation of our culture and daily lives by the mass media. In this new environment radio, television, movies, videos, video games, cell phones, and computer networks have assumed central roles in our children’s daily lives. For better or worse the mass media are having an enormous impact on our children’s values, beliefs, and behaviors. Unfortunately, the consequences of one particular common element of the electronic mass media has a particularly detrimental effect on children’s well being. Research evidence has accumulated over the past half-century that exposure to violence on television, movies, and most recently in video games increases the risk of violent behavior on the viewer’s part just as growing up in an environment filled with real violence increases the risk of
In “Violent Media is Good for Kids,” Gerard argues that, violent media is not necessarily harmful to kids, rather very essential and of great importance to them and their future lives.
The authors continue to point out the various influences that media violence is affecting the youth and studies that back up their arguments. Huesmann and Taylor then shift to another source of violent influence, videogames. The various ratings categories of video games, Everyone, Teen, and Mature, are mentioned and the fact that all three of them allow some sort of violence. It is mentioned that the Teen category consists of roughly 94% violent games which is astonishing. This turns out to become a major issue because of the amount of time that teenagers spend playing video games. The authors then mention studies that show that teenagers who play violent video games demonstrated
Saturday morning cartoons contain twenty to twenty-five violent acts per hour (Stranger & Gridina, 1999). Pediatricians warn that media violence can be especially damaging to children under age eight because they cannot readily tell the difference between real life and fantasy. Many violent acts are perpetrated by the "good guys," whom kids have been taught to emulate. Even though kids are taught by their parents that it's not right to hit, television says it's OK to bite, hit, or kick if you're the good guy. This can lead to confusion when kids try to understand the difference between right and wrong. And even the "bad guys" on TV aren't always held responsible or punished for their actions (Nemours, 1995-2009). “These violent behaviors are learned,” said Dr. Slutkin (Herbert, 2010, p. 1). “They are largely formed by modeling, the almost unconscious copying of one another (Herbert, 2010, p. 1). And then they are maintained by the social pressure of peers (Herbert, 2010, p. 1). It becomes normal to reach for a gun (Herbert, 2010, p. 1). TV is full of programs and commercials that depict behaviors such as sex and substance abuse as cool, fun, and exciting. Studies have shown that teens who watch lots of sexual content on TV are more likely to initiate intercourse or participate in other sexual activities earlier than peers who don’t watch sexually explicit
It is agreeable that there are some correlation between teenagers playing video games and how it affects the youth mentally. Heavy consumption of violence video games does indeed stimulate a change reaction in the brain waves, but there is no hard evidence stating that those changes causes teenagers to act aggressively and violently. On the contrary, it is a popular beliefs that violence video games does indeed causes teenagers to displayed unpleasant behaviors and actions because that is what they learned and observed from the games. Therefore, parents should limit and regulate the amount of time their teenagers are playing violence video games so that they can protect their children from negative behaviors.
There has long been a debate as to whether violence in films influence teen violent behaviors (Worth). Although there has been extensive research documenting the correlation between violence in movies and violence in children, researchers only just beginning to study the link between sex in film and adolescents being sexually active and unwanted teen pregnancies. Since. One subject that has seen an evolving public view and federal policy on is teen pregnancy. Because both public opinion and federal policy has been split as to what the best approach to dealing with this issue may be, many teenagers seem to receive their information regarding sex from the media (movies, television programs, video games, and the internet). Due to the amount of
The debate about violence in media, such as video games, has been going on for years now, however, there is no definite answer on what to do about it. Should adolescents be able to differentiate between video game fantasy violence and real life? Is it partially the parents’ fault for not controlling their access to these games? Perhaps there is more to it than just the scientific side of things. Adolescents should be able to differentiate violence in video games from real life and be able to recognize patterns in gender role and age. In turn, adults should be held responsible for what the adolescents play by controlling access to this media in the first place.
Karen Wright's article "Does violent TV breed violence? Do video games breed more of it?" addresses a pressing contemporary issue the effects that violent video games and TV have on young individuals and on society as a whole. Although the article seems to be directed at the masses, it is very likely that the writer intends to raise awareness in parents reading this article. Wright used information coming from a series of scholars, both with the purpose of supporting the fact that violent games and TV have a negative influence on individuals and in order to refute these claims. In spite of the fact that one can feel confused upon reading particular segments from the article, it is overall likely to influence readers in believing that video game and TV violence are actually very harmful for people.
overview. Growing Up Fast and Furious: Reviewing the Impacts of Violent and Sexualised Media on Children, pp. 56-84.
Representations of graphic violence are present in American culture. Top theatrical releases like the Saw series of horror films and the gaming industry like GTA (Grand Theft Auto) has created a whole genre of “First Person Shooter” games that allow the user to embody the person shooting other characters within the game narrative. Television contains graphic representations of murder and mayhem. The video game industry needs to rate these games, avoid the use of vulgar language, and lower the violence level. My position concerning the impact of these representations of graphic violence upon adolescent behavior is that affect 3 specific areas. First, affect and make the youth audience aggressive. Second, alter empathy of the
The newest forms of media violence are things that we use everyday like the internet, cell phones, music, even video games. Almost all youth spend more time each week watching TV. For example, about 90 percent of U.S. youth aged eight to eighteen watch TV and play video games, with boys averaging about nineteen hours a week. Annual surveys of college freshmen over time reveal that as twelfth graders they spend ever-increasing amounts of time playing video games, watching
In today’s society violence and sexual content and the media have become an issue. Over time media has been polluted with sex and violence and continues to affect millions of teens. Media nowadays includes television, books, magazines, newspapers, the internet, movies, video games, and so much more. Adolescence is a time of self-identification and personal growth. During this time, adolescence experience decreases in family influences and increases in peer influences, yet socializing factors typical of adulthood such as college, employment and relationships. Teens today believe what they see and hear in the media that comes from their celebrity idols and think that it is socially acceptable and because of that it makes
“On the other hand, considering a specific violent video game may have the reverse effect and actually reduce perceptions of negative effects if it is difficult to generate arguments for negative effects of the specific game” (Ivory, Kalyanaraman 4). Although you may believe that violent video games increase the youth violence rates, in actuality some violent video games can have separate effects on youth depending on the child for instance, one child could become more violent whereas another child will not have the urge to be violent.
Negative effects of Mass Media for teenagers, The exposure of sex images and excessive portraits of violence in movies and dramas have instilled negative thoughts and taboos in the mind of these teenagers for they have been consistently getting increased exposure to things which are not suitable for their age.
In the book Critique of Violence ,author Walter describes Violence as "The intentional use of physical force or power, threatened or actual, against oneself, another person, or against a group or community, which either results in or has a high likelihood of resulting in injury, death, psychological harm, male development, or deprivation .The violence that is portrayed in the media has been debated for decades ,and it has rose a question about how does it influence the youth?. From movies to video games society has been accustom to seeing violence in their everyday entertainment. Since children are easy to be influence by their environment, it is safe to say that violence in the media can and will contribute to violent behavior.