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MEDIA VIOLENCE

ABSTRACT

In the past, storytelling was the only means of ensuring the flow of information from old to a new generation. However, storytelling was only limited to those individuals that had access to the storyteller, and they would have firsthand information before it was passed on to others and distorted. This gave the need to record stories in a more convenient way to ensure that the next generations would receive a message in the original non-distorted state. It is for this reason that saw evolution of message conveyance from complete dependence on human brains to a recorded form.As the technology advanced, there was an introduction of films. As the film industry grew, there was excitement as films even went to an extreme point of incorporating immoral things which were not available. One of the things that were evident from films was violence, films brought out violence which although was to displeasure of many, pleased teenagers and the youth in general. As the film industry grew, people felt the need to be more involved in the act itself, and subsequently there was an introduction of violence games.

TABLE OF CONTENTS

Cover page……………………………………………………………………1

Abstract………………………………………………………………………2

Table of contents…………………………………………………………..3

Introduction…………………………………………………………………4

History of media violence……………………………………………….4

Developments in reducing media violence……………………………….5

Cases of media violence………………………………………………….5

Social learning theory……………………………………………………8

Social cognitive theory…………………………………………………8

Catalyst model…………………………………………………………8

Conclusion…………………………………………………………9

References…………………………………………………………10

INTRODUCTION

Today millions of teenagers around the world have access to video games and movies. However, they do not have enough knowledge about the games or the action movies they watch due to the immense availability of the games and movies. Billions of dollars are spent every year purchasing violent video games and movies around the world. Most people who are highly contributing to this growth in this sector are teenagers and young adults who are between 16-35 age brackets. From the face look of it, it looks like playing or watching these games and movies does not cause direct violence even if the movies and games are all about violence.

Media violence is the study of the relationship between violence that is shown in the media, both in screen and on games, and violence in the real world. Some people have argued that there exists a relationship between the two while others have noted that there exist no relationship between violence on media and that on the real world.

HISTORY OF MEDIA VIOLENCE

Plato was among the first person to be concerned that reading poetry materials and watching plays that had violence as their themes might have harmful effects on an individual (Brosius 1990, 183-211). He noted that those who were used to watching violent material will become more aggressive and immoral than those who do not watch. He noted theaters that were showing violent plays acted as training grounds for criminals who got their ideas from the plays.Since the introduction of violence films, there were massive complaints by the older generation especially parents on changes to their children who would frequent to the films. It was noted that the theatres offered opportunities to children to watch acts of degradation. Parents complained that films made their children change a lot as they ran away from home, stole money or learnt the art of burglary. The increased acts of violence raised concerns as films started becoming more popular.

DEVELOPMENTS IN REDUCING MEDIA VIOLENCE

One of the major steps forward that was made in a step to curb the media violence was on 1964 when The Senate Judiciary committee was set up to take public hearings and identify whether there was any relationship between the rise in cases of violence and the film industry. It was noted that there existed a relationship between crime and violence that was televised and the anti-social behavior among children. Although no step was taken in reaction to this report, it was a major step forward in trying to deal with the exposure to the harm. National Rifle Association has attributed the rise to an increase in exposure by the media. It attributed the rise in crime and firearms to the films that are broadcasted with violent materials. It has blamed the media for the ruthless types of films that they produce which they argue that it gives the audience a quick option to indulge in violence in case they are faced with the same conditions with that of a movie.

CASES OF MEDIA VIOLENCE

On average America has the highest number of people that watch movies and play video games. It has also the highest homicide rate. Due to this, it is compelling to admit that the increase in the homicide rate is attributed by increased viewers of movies.

On the other hand, it has been argued that there exist no relationship between the media and an increase in violence among the youth. This has been argued by the fact that, despite Japan being the highest video game players, there are very few homicide rates close to zero. They argue that the best way to curb acts of violence is only by putting up strict restrictions on firearms; this makes sense to some point since the rate of video game use has dropped significantly in USA with even the top games being non-violent but despite the drop in video gaming, crime rates still remain high.

More boys watch violent movies than girls and hence on average young boys who are used to watching movies with violent content will exhibit a certain form of behavior. Even when playing, children are more likely to play at least one violent game which may be because of one of these reasons; to help them adapt and cope with their emotions, to enjoy challenging situations- children who are used to seeing violent superheroes in films will more likely love to get into trouble and solve their problems and come out as victorious as the movie heroes did.Because a large number of kids that play violent games could also be brought by peer pressure (Babrow 1989, 155-178). Kids might involve themselves in violent games so that they can be up to the bar with their friends who would love them to be violent along with them. Stress could also compel a kid to get involved in a violent game. The kid might feel that to relieve stress, he, or she should do something that is more entertaining than just a normal smooth game.

It is clear of existence in correlation between playing violent games and the number of physical fights that teenagers involve themselves. This is also true on children who exhibit aggressive traits and high stress levels. It was, however, argued that the video games did not influence the violent behavior of individuals but rather those who were already violent were attracted to video games and movies for only the fact that they could relate with the games and movies characters.

In a bid to try and minimize effect and exposure of violence to kids through the television, there has been a rule that prohibits indecent content on TV until 10.00 p.m. (Belson1978). However, this does very little or nothing to limit access to the same as kids stay up late and watch television up to 11.00 Pm. It is during this time that the TV are concentrated with all indecent stuff and hence the law end up achieving very little or even to some point, end up achieving nothing as far as controlling is concerned.After concerns were raised about the material that was being aired on TV, television broadcasters had agreed to add a family viewing hour between 8 to 9 pm (Bandura 1977). This was an hour that was assured of nothing threatening to the kids, but instead it used to play materials which were suitable for the whole family. This was, however, weak because what was to be termed as appropriate material for the whole family was left fully to the television network to decide. This, however, was challenged in court and, therefore, it was termed to be unconstitutional, and it was removed.

Parents and the older generation rarely play video games or watch violent movies, and it is due to this that they cannot tell what is right for their kids. Many people including young adults would like to be associated with the attractive people who are considered to be brave enough in movies. Parents are strongly advised to censor what their children watch and avoid the movies and games that have negative impacts on the kids. Also, parents should not force their children to watch materials they do not like which might be scaring and horrible.

Some theories explaining relationship between games playing, movie watching and acts of violence include the following-;

SOCIAL LEARNING THEORY

This theory suggests that children mind is easily swayed, and hence the can be influenced to do something they see others doing(Bandura 1977 pg.50). It suggests that children who are continuously watching violent movies and playing games will want to experiment what they saw and as a result, with time they will develop an aggressive behavior. However, this theory has been challenged by placing the violence under different context and it has been proved that not all types of aggression influence the children but it entirely depend on the reason for the violence

SOCIAL COGNITIVE THEORY

It was founded on social learning theory but suggested that aggression maybe activated by learning and being ready for any probable act of violence(Bandura 1977 pg.61).

CATALYST MODEL

This is a theory that purports to explain the main cause of violence. It suggests that violence reactions are a combination of genetic and early social influences(Bandura 1977 pg.80). It states that media has little influence on the increase in violence since, by the time, one is an adolescent; he or she has already defined his or her abilities and responsibilities. However, it states that specific violent acts might be accelerated by the environment and conditions which one is a stressful environment. Although there are different levels of stress that are needed to catalyze the violence, it is evident that stress on individuals may accelerate violence.

In an effort to protect children from explicit or violent contents, movies and games now come with age limits. Movies and videos are usually rated according to the age of the target audience. They are usually carefully rated so as to avoid any inappropriate content to persons who might be below the age and ensure that kids do not get much exposure to violence, sex, drugs or vulgar language. However, despite the movie and games rating they are still available to people below the recommended age. This poses a challenge as it is almost impossible to make sure that, those below the rated age do not access the content. This problem can only be solved at a personal level by ensuring that the parents always check the ratings of the material that their children are watching or playing.

CONCLUSION

In conclusion, the claim that playing and watching violent materials has not yet been scientifically proven to have a clear relationship but it is more evident that youths who have aggressive traits and who are stressed are prone to personal guilt and bullying. Although there is no proven relationship, it is also clear that there must be a number of youths even if it is small who will engage in violent behavior even if it is just once in a while. This still remains to be a dividing question with some people believing that the games cause violent behavior and that a lot of money is wasted on the same while the rest of the people still holds that games are, in fact, healthy as they help many ways including eye-finger coordination.

REFERENCES

Babrow, A. J. 1989. An expectancy-value analysis of the student soap opera audience.Communication Research, 16, 155–178

Bandura, A. 1977.Social learning theory. Englewood Cliffs, NJ: Prentice-Hall.

Belson, W. 1978.Television violence and the adolescent boy. Hampshire, England: Saxon House.

Brosius, H. B., &Kepplinger, H. M. 1990. The agenda setting function of TV news. Communication Research, 17(2), 183–211.

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