Young Adults and the Depiction of Violent War Entertainment The American Academy of Family Physicians Organization states children and adolescents in the U.S. spend an average of about seven and a half hours a day using various forms of entertainment such as television, video games, and the Internet. Does entertainment involving war have an influence on young adult’s attitudes toward violent behavior in society? If so, the understanding of violence itself must be clear. Violence, as stated in the Webster Dictionary, is behavior involving physical force intended to hurt, damage, or kill someone or something. With those associated, the increase in broadcasted violent war entertainment results in the higher aggression, violence, and social …show more content…
Gaming consoles, along with films and descriptive war stories have given the youth direct and virtual involvement in the war action.
The film industry in Hollywood also recognizes the demand for the action packed war entertainment. Since the early seventies and eighties, television has become an essential part of people’s lives. The different films and shows television offer have given rise to the media culture that has a major significance in young adult lives. The difference between war movies and regular movies is that wars give its audience certainty. This certainty described is the definite attention derived from the war film. For young adults, the presence of war grabs their attention in any circumstance, even if it isn’t accepted. Author Robert Flynn, in Growing Up a Sullen Baptist, states “Then came Vietnam. War in our living rooms. Television gave us death in living color, with the screen a stage for the most outrageous and attention-getting soundbite” (Flynn 107). For young adults and children, scenes of murder grasp their minds to acquire an irresistible curiosity the details of war. The obscurities of combat appeal to younger adults from their lack of knowledge of war-time events. Flynn also states seeing “…professional soldiers playing the beast and the clown to grab ten seconds of the nation’s attention that was focused on the screen” (Flynn 107). These ten seconds described are what grab the attention of the youth,
Video Game Violence has been a big controversial topic for many years, going back to the most simple classic video games like Ms. Pac-Man, Centipede and Space Invaders,which eventually turned into more modern games like Destiny and Grand theft Auto. This research expands and analyzes the idea of how video game violence is always accused and put to blame for aggressive events and how the research of this is faulty . The way most people look at video games and how people try to connect them to violence could needs to be corrected. Within this research we will be looking very closely at how these studies and tests were done on violent video
There is a strong agreement among American society that violence in the country is on the rise. It is easy to see why this is a strong argument among the American people, especially because of the rising popularity of violent video games and television programs. However, as these violent video games and television shows are creating their own place in our society, the reports of violence among children are escalating. This correlation has been studied extensively in the scientific community in an attempt to discover whether media violence does negatively impact children but there has yet to be a consensus. There is a split between those that believe that children are becoming more violent because they are exposed to violent media and
A huge controversy in today’s society is violent video games and their behavioral effect on the children and adults who play them. Violent video games have been blamed for bullying, school shootings, and even violence towards women. Many have fought that violent video games desensitize players to real-life violence, and that they are teaching the youth that violence is an acceptable conflict-solving strategy. Other sources have stated otherwise. The 2004 Secret Service has stated that only one-eighth of attackers have exhibited interests in video games. Violent Video games do not cause violent behavior or behavior problems because it has not been proven that there is a link between violent video games and behavioral issues, playing video games provide a safe outlet for aggressive and angry feelings and reduces violence in young children, and violent juvenile crime has actually gone down since the violent video game popularity has increased.
In the United States children watch an average of three to fours hours of television daily (Cantor & Wilson, 1984, p. 28). Television can be a powerful influence in developing value systems and shaping behavior. Unfortunately, much of today's television programming is violent. Studies of the effects of TV violence on children and teenagers have found that children may become insensitive to violence. Consequently, they tend to gradually accept violence as a way to solve problems by imitating the violence they observe on television; and they identify with certain characters, good or bad. Therefore, extensive viewing of television violence by children causes greater
In Gerard Jones' essay “Violent Media is Good for Kids,” he argues a position not taken by many in today's culture. Jones advocates children should be exposed to violent media in order to overcome real life hardships. The problem with Jones' argument arise when he fails to develop his somewhat dated ideas and leaves his audience questioning how effective such exposure would be.
The article “Violence As Fun” by Randall Sullivan brings up this issue, arguing that parents need to be educated on the dangers of allowing their children to watch violent TV programs. The author supports this with evidence from a report conducted by The American Psychological Association, where they concluded that early substance abuse, access to weapons, isolation, and widespread display of violence in media; the latter being greater, contributes to the violent behaviors in adolescents. He also points out that since the 1950s, aggravated assaults have increased seven times. The passage further emphasizes that many TV outlets know the damaging effects that violence in media has on juveniles, yet only a few acknowledge this fact. Sullivan’s
Engaging yourself with homicidal, murderous, and vicious media leads to an increase in aggression, lack of empathy, and it desensitizes you to violence. Researchers have found immense evidence supporting the thought that high levels of violence in movies, television, and other media induce mental illness and disturbed behaviors. When children are exposed to brutal actions they start to blur the line between reality and fantasy. It is proven that “ ‘The amount of gun violence shown in PG-13 films have more than tripled since 1985’ ” (pg 29 paragraph 4). Children model what they see. When young children see people murdering each other in a video game, it desensitizes them into thinking it is okay. To what extent are we going to allow ourselves
The concept that the media and violent video games have an effect on aggression and violent behaviour in youth is one that I have heard speculations about in other classes and ultimately agree with. In the article by David Grossman, titled Trained To Kill, he presents the idea that while it is against human nature to kill one’s own kind violence in the media has led to an increase in criminal acts committed by youths (Grossman, 2000). Overall, I agree with his argument because the common theme of violence in media leads to desensitization, and creates a conditioned response to violent situations. However, since the 1980’s we have seen a decrease in homicides in Canada, which contradicts Grossman’s theory.
In their research of violent videogames and the effect on children, they have found that “the simplistic belief that exposure to media violence will lead directly to individual violence is clearly wrong.” (Kutner, Olsen, 2008) I am going to ask you to look deeper than this. I assert that although violent video games are thought to encourage real world violence, they actually help to prevent it.
It is believed that both are powerful forms of entertainment as well as sources of information for a broad range of Americans, of different ages and backgrounds. For this reason, the mass media, which include movies, may have been used as tools by the American government and military to ‘sell’ a war that at first provoked mixed reactions, and which, in addition was carried out for illegitimate reasons, though they were initially concealed from the public.
Does entertainment influence society's attitude towards violent behavior? In order to fully answer this question we must first understand what violence is. Violence is the use of one's powers to inflict mental or physical injury upon another; examples of this would be rape or murder. Violence in entertainment reaches the public by way of television, movies, plays, music, and novels. Through the course of this essay it will be proven that violence in entertainment is a major factor in the escalation of violence in society, once this is proven we will take all of the evidence that has been shown throughout this paper and come to a conclusion as to whether or not violence in entertainment is justified and whether or not it should be
Due to violence on television, children become less sensitive to that pain and suffering of others or to become more aggressive to others. It also makes children more fearful to the world around them. (Abelard 1) Viewing habits of children observed for many decades deduced that violence on TV is associated with aggressive behavior, more than poverty, race, or parental behavior. It also reported that a TV show contains about 20 acts of violence an hour.
The effects of media consumption on behavioral tendencies have long been the subject of both popular and academic scrutiny. Specifically, it is widely accepted that over-exposure to depictions of violence in media can lead to desensitization to violent content and even short-term aggressive behavior. From a psychological perspective (but not from a sociological one), this is hard to dispute as there are numerous studies which confirm this phenomenon although these studies have also been the victim of sensationalist interpretations and representations. Essentially what has been postulated is a simple cause-and-effect relationship: media exposure leads to a behavioral change. And as of recently, video games, in particular, have been the subject of increased scrutiny in the context of this relationship and once again there is evidence to support such a relationship. However, a review of available data published by the American Psychological Association (Granic, Lobels, & Engels, 2014) has suggested that another, more positive cause-and-effect relationship may be at work with this type of media as it has grown in visibility and mainstream acceptance.
As evidence has shown, children view many violent scenes while watching television, movies, or playing video games, but the question still remains: What psychological effect does violence in the media have on children? Research over the past 10 years has consistently shown that there is a cause-and-effect relationship between media violence and real-life aggression (Strasburger 129). Violence in the media can lead to aggressive behavior by children and teenagers who watch the various programs. Of course, not all children who watch television, or movies, or play video games develop aggressive behavior. However, there is a strong correlation between media violence and aggressive behavior. A study, published in the Journal of the American Academy of Child Adolescent Psychiatry, examined how children's television viewing practices are related to aggressive behaviors. The results revealed that children who reported watching greater amounts of television per day had higher levels of violent behavior than children who reported lesser amounts of television viewing (Singer 1041). Witnessing violence is an important determining factor in violent behavior. The media serves as a means for children to witness violence. According to Bandura's Social Learning Theory, children imitate behavior that they see on television, especially if the person performing the behavior is attractive or if the
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.