In the last two decades, there has been a rapid increase in the use of technology. Whether it is for environmental discoveries, weapon construction, or the cell phones and internet used by everyday people, technology is everywhere. And through this technology, images of sex and violence are being channeled on the TV, on the Internet and on our phones. This means that violence and sex is everywhere. This literature review examines the problem: T.V. and video game industries have allowed a rapid increase of sex and violence exposure to teens. The paper discusses the issues caused by having so much violence and sex on technology that teens use every day and how it is changing the next generation of young people. The examination of sex and …show more content…
As observers of modern society, we know that pervasive sex and violence are part of what we see and read. We suspect that the impact on young minds cannot be constructive, but many of us are unsure of the impact and what can be done. This literature review observes whether or not violence and sex should be taken out of or reduced in video games and television by answering the following questions: • Are television shows and video games with sexual content and/ or violence influencing teens to be more sexually active or more violent? • What does this mean for future generations? • What are appropriate responses? There is a realization that, as a practical matter, violence and sex cannot realistically be fully removed from teen’s lives, but in order to bring back moral sensibilities to society, protect the next generation and reduce sexual activity among youth, there must be a ban or reduction of sexual images on TV and in video games. Are television shows with sexual content and/ or violence influencing teens to be more sexually active or more violent? According to Rebecca L. Collins’ article “Does Watching Sex on Television Influence Teens’ Sexual Activity”, research has been done that showed exposure to T.V. shows with high levels of sexual content correlated with teens being more sexually active and increasing their levels of sexual activity. The RAND study observed that teens that viewed television with sexual content
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Does violence on television have a negative effect on children and teenagers? The violence seen on television has had surprising negative effect. Violence shown on television causes children and teenagers to develop behavioral problems and learning disabilities. Such behavioral and learning problems include; language development, school performance / learning, cognitive development and their general behavior to others (Kinnear 27). In a study on the correlation between violence and television done with 1,565 teenage boys over a six-year period in London, William Belson, a British psychologist, found that every time a child saw someone being shot or killed on television they became less caring towards other people. William Belson also
If adolescents see an unrealistic thin or a muscle toned body alot, it can have a huge impact on their body image and dieting behavior. “Body image ideals in the media have increased teenagers’ and some adults the desire for plastic surgery” (Raising Children, 2015). Seeing media that is violent in some ways can often enough make it more likely that someone will behave in a violent way, it can also influence other unhealthy or risky behavior, like smoking, drinking alcohol and taking other drugs. Other more powerful influences include family and friends. “Teen are twice as likely to have sex or engage in sexual acts if they see similar sexual behavior in the media. Many objects in the media that involve sex target teens” (Ransohoff, 2013). Reality TV shows and teen dramas often portray the popular or cool kids as the ones who are having sex so seeing it on TV might make teenagers think it is ok. In the movie when Caroline throws a party at Jakes house after a dance, everyone got drunk, they were all under age because they were all in high school and then most of them drove home drunk, some teens may think its ok to do this when its not at all
This paper will provide a survey and balanced evaluation of current research and thinking by experts on the short and long term effects of video games, specifically violent actions and themes, on individuals as well as society as a whole.
* For teens, television is a major source of information about sex. A survey conducted in 1997 by the Kaiser Family Foundation found that 61 per cent of young teens, ages 13-15, rated entertainment media as their top source of information on sexuality and sex health. This should concern parents because although two-thirds of TV shows contain sexual content, only one in ten includes any reference to safe sex or the consequences of unprotected sex.
Content analyses show that 89% of video games have some violent content. Half of the video games on the market have extreme violent actions toward other characters. Games, today, are allowing players to not only connect with the game physically, but also emotionally and psychologically. In essence, the player becomes the character. According to Nielson Media Research, at least 45 million households in the United States have at least one video game console (Markey & Charlotte, 2010). The average age of video game players has increased to age 34, and 60% of Americans play interactive games on a regular basis. However, researchers believe that younger children are more susceptible to the negative effects of playing violent video games compared to older teenagers and adults. Furthermore, games that include violence have raised serious concerns among
The average American teenager watches three hours of television a day. Scientist Rebecca Collins conducted a study to see if watching sexual behavior on TV influenced teenagers’ own behavior. In her results, she found that watching shows with sexual content has a considerable
Technology is an important aspect of change in our world. As time goes on, we are introduced to more and more technology every year, which includes media such as video games. The increase of technology has also increased and improved the world including ways of communicating and distribution of information. More often used outlets of media are those used for entertainment purposes, like television, internet and video games. The ones who are most likely to engage in these media outlets are millennials and the most recent generation Z, because they have been introduced to these outlets from a young age. In fact, a study found that children spend around 9 hours a week playing video games (Polman, de Castro, & van Aken, 2008). It is evident that video games are progressively becoming more violent in nature, and with children spending as much time as they do playing video games, there are questions that must be asked, is the violent nature of video games effecting today’s youth? And if so in what ways?
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
Another way that young people may be influenced or educated about risk taking behaviours is through television programmes. Al-Sayed and Gunter (2012) found that television programmes over a 4 week period presented many opportunities for teenagers to learn lessons about sexual experiences through what is shown on television. Also, it has been found that male characters on television programmes are often proud of their sexual activity, with no conversation or regard for the risk of their behaviour or the consequences (Batchelor, Kitzinger and Burtney, 2004). This is important as Batchelor, Kitzinger and Burtney suggest that males are portrayed as more responsible for their sexual behaviour than women, who are not expected to be proud of their sexual behaviour. This may be influential at a time when young people are starting to become sexually active. It has been found that television is a key source for young people aged 14-18 to obtain their information about alcohol (Atkinson et al, 2011).
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
Does exposure to violence in video games, on TV, and in social media have an effect on those exposed to it? Are those who are underage more susceptible to any detrimental side effects from viewing these things? This has long been a topic of discussion among lawmakers, psychologists, and the scientific field as a whole. It concerns parents and community members, especially in the wake of a seeming rise in violence at school from bullying, fighting, or in the extreme cases of school shootings. Were any of these types of incidents encouraged by exposure to violence in media?
According to a poll of 10 to 16 year olds done by the advocacy group Children Now, "77 percent say that there is too much premarital sex on T.V., while 62 percent say sex on T.V. and in movies influences kids to have sex when they are too young" (Clark, "Sex, Violence"). The influences of the media is felt everywhere and especially in terms of human sexuality. Everything from TV commercials to the newspaper has some form of sex in it, usually to keep the audience interested. In modern society, the changing times as well as media executives wanting more ratings(and therefore money) have lead to teenagers more willing to try sexual acts at a younger age and the country being more openminded about sexual issues.
Over the years, the popularity of computer and video games has grown. Specifically violent video games make up more than 50 % of the top selling games. These games include violent themes that involve guns, crime, blood, and gore. There is an ongoing belief that these types of games are to blame for the many acts of violence in society and have encouraged America’s youth to act out in aggression. Several organizations, such as the PTC (Parents Television Council) have moved to discourage the development of violent games while also pushing for stronger regulations when purchasing such games. There is also debate among parents and concerns on how games can negatively influence their children. So is there a direct link between video games and violence? The truth is video games do not encourage violence in society based on several factors which include scientific studies, statistics on crime, and prevention measures adopted by game publishers.
Controversy about video games continue to escalate between parents and gamers, regarding the psychological effect of simulated, realistic, and 3D violence on the minds of young children and growing teenagers. Yet, research shows that video games contribute very little to today’s everyday violence, despite complaints and concerns that games influence a child’s normal behavior. Technology is a way of life in today’s world, computers are used by toddlers, adolescents, and adults alike. No matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. This includes videogames.