Television and Video Game Violence Essay Example
Television and Video Game Violence Essay Example

Television and Video Game Violence Essay Example

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  • Pages: 5 (1274 words)
  • Published: December 29, 2021
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Introduction

Video games and television often have violent programs. A great population in the world, composed of different aged people is funs and some fanatics of then violent films and games (Sherry, 2001). The problem with them however is that though they may seem enjoyable to watch or play, they are causing great harm to the society (Park & Alice, 2016). This has caused an alarm leading to establishment of a policy against violent video games and television shows. This paper will argue for the policy with valid reasons as for why the policy should be upheld by the society.

Literature Review

According to psychologists study media, as a result of 15 years of "consistently disturbing" discoveries about the violent contend of the children programs, the Surgeon General's Scientific Advisory Committee on Television and Social Behavior was framed in 1969 to

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survey the effect of violence on the altitudes, qualities and conduct of viewers. The subsequent report and a subsequent report in 1982 by the National Institute of Mental Health recognized these significant impacts of seeing violence on TV:

  • Children might turn out to be less touchy to the agony and enduring of others.
  • Children might be more frightful of their general surroundings.
  • Children might probably carry on in forceful or destructive courses toward others.

Research by therapists (Park & Alice, 2016) found that children who watched numerous hours of violence on TV when they were in grade school tended to indicate larger amounts of forceful conduct when they got to be adolescents. By watching these members into adulthood, (Park & Alice, 2016) found that the ones who'd watched a ton of TV brutality when they were 8 year

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of age will probably be captured and indicted for criminal goes about as grown-ups (Sherry, 2001).

According to an article in the Times magazine, a research suggests that long hours exposure ton violent videos games makes children react more hostile compared to those who do not watch the stuff. A research done at Massachusetts General Hospital after a claim by National Rifle Association that the media was promoting violence by video games and television also gave positive results. Research on youths showed that youths who have aggressive characteristics and who were prone to bullying behavior were also great funs of violent games and television films. The claim from the research was that lifetime behaviors of youths in relation to violence could be foretold on the bases of the films they watched and their games. The higher the level of violent gaming and TV films one watched, the higher the likelihood that the person would grow violent in the future (Squire, 2003).

APNIC argues that what people see when young is likely to settle in their minds and thus likely to be reflected in their future lives (Sherry, 2001). They recommends that performing fierce acts in computer games might be more adding to kids' animosity than inactively watching vicious follows up on TV. By perspective, the more youths see brutal acts, the more probable they are to perform the acts. In most computer games ladies are generally depicted as persons who are followed up on as opposed to as initiators of activity, in the great they are delineated as casualties (Griffiths, 2008). For example, Grand Theft Auto advances prostitution, burglary, and rough conduct (Squire, 2003). This diversion urges

guys to showcase these practices to move further along in the amusement. The film the Matrix for instance was said to be the activating component to the vicious secondary school students that wore trench coats. They were in the long run captured for attempting to assume out their part as "The One." Research has found that guys play computer games more regularly than ladies which might be the creating element of such viciousness in computer games. It is trusted that carrying on such violence rather than simply seeing the savagery causes the youngsters to end up more acquainted with acceptable behavior out brutality without results (Park & Alice, 2016).

Methodology

Working with 50 young men and young ladies in the third, fourth, seventh, and eighth grades, they were asked three times over a time of two years nitty gritty inquiries concerning their computer game propensities. They were additionally given institutionalized surveys intended to gauge their forceful conduct and states of mind toward viciousness.

In general, the interviewees scores on violent conduct, too antagonistic mentalities and dreams about brutality against others, declined somewhat all through the study. That is on the grounds that kids tend to act less violently as they get more seasoned, and take in more develop methods for managing clashes than lashing out.

In any case, a more critical watch at children who played more hours of violent computer games every week uncovered expansions in violent conduct and brutal propensities, contrasted with the individuals who played less hours a week (Griffiths, 2008). Whenever approached on the off chance that it was alright for a kid to strike a companion if that associate said something negative in regards

to him, for instance, these children will probably say yes. They additionally scored higher on measures of threatening vibe, noting that they would to react with forceful activity when incited, even inadvertently. The all the more long haul gamers were likewise more prone to fantasize about hitting somebody they didn't care for (Squire, 2003).

Data Analysis

From the data collected, it was evident that the relationship between people and violence they watch is very impactful. Human minds are capable of recording what happens in video games and televisions. In response to this, the video affects human behavior. People are very likely to become violent due to the violence they see in the media. As the data indicates, violence learned from media by young ones will be carried to later times of their lives. This is likely to cause to emergence of a very violent society which will be used to violence. The violent young people may too grow to become criminals (Sherry, 2001).

Conclusion

The policy against violent video games and television programs is very crucial in the society (Grossman & DeGaetano, 2009). This is because it will help to solve the dangers which the violent games and television programs will cause after planting violence into people. These include bullying in schools, criminal acts, violence in the society and even reduce murder cases. Instead of the violent games, people should be encouraged on other mind testing and building games which will help in developing cognitive abilities and which will teach essential skills in life like driving games among others (Grossman & DeGaetano, 2009).

References

  1. Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior

in the laboratory and in life. Journal of personality and social psychology, 78(4), 772.

  • Apa.org,. N.p., 2016. Web. 20 Jan. 2016.
  • Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43(3), 489-496.
  • Gentile, D. A., & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. Media violence and children, 131-152.
  • Griffiths, M. (2008). Violent video games and aggression: A review of the literature. Aggression and violent behavior, 4(2), 203-212.
  • Grossman, L. C. D., & DeGaetano, G. (2009). Stop teaching our kids to kill: A call to action against TV, movie & video game violence. Harmony.
  • Hospital, Massachusetts. "Research Shows Violent Media Do Not Cause Violent Behavior". Massachusetts General Hospital. N.p., 2016. Web. 20 Jan. 2016.
  • Park, Alice. "Violent Video Games: They May Make Kids Think In More Aggressive Ways". TIME.com. N.p., 2014. Web. 20 Jan. 2016.
  • Sherry, J. L. (2001). The effects of violent video games on aggression. Human communication research, 27(3), 409-431.
  • Squire, K. (2003). Video games in education. Int. J. Intell. Games & Simulation, 2(1), 49-62.
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