All children are different so it is the parent’s responsibility to determine whether or not their children can handle the different media. Some media critics believe that violent cartoons, video games, movies etc. are good for children. Gerard Jones gives an example in his essay “Violent media is good for kids” which he explains how violent media can be good for children, Jones explains his point by giving an example of his son. Jones tells how he exposed his son to marvel comics which helped him in his kindergarten experience. The marvel characters gave Jones’s son the desire of “transforming himself into a bloodthirsty dinosaur to embolden himself for the plunge into preschool” (373).
I’m a strong believer that young children should be limited from engaging in violent video games. It’s scientifically proven that the portion of the brain that controls judgment is not fully developed until a person’s mid-20’s, leaving young children, and even teenagers, impressionable. Knowing this, why would a parent allow violent video games, such as Call of Duty or Grand Theft Auto, to fall into the hands of their children? They see and take part in virtual murders, crimes, and drug consumption and are easily brainwashed into thinking these behaviors are acceptable. At the very least, they are desensitized to the violent and illegal nature of these video games.
People can also take movies too seriously at times. It can make them reenact scenes out of violent and horror movies. One important form of media that every parent should be concerned about is the type of video games that allow their children to play. The content of the games say eighteen and over for a reason. Kids all around the world are minors that play games that are Rated M for mature.
If a character is killed in a television show, it doesn’t mean you wont see him in the next Marvel movie. Of course, some children are educated enough to tell the difference from the morals of a video game and reality, but other children are not. This can lead to a skewed view on violence. Children do not understand the atrocity of someone getting shot. Although I don’t believe that violent video games, movies, and television make a child gravitate towards violent actions, I do believe that most children have become desensitized to the subject of
The “9 Hot Buttons” of violence discussed in F. Miguel Valenti’s book, More Than a Movie: Ethics in Entertainment, are as follows: choice of perpetrator, choice of victim, presence of consequences, rewards and punishment, the reason for violence, the presence of weapons, realism, the use of humor, and prolonged exposure. These are all creative elements that have been proven to manipulate viewers reactions (Valenti, 99). A good example of a movie that can be examined for the use of all of these elements is Steven Spielberg’s 1998 film, Saving Private Ryan. As for the choice of the perpetrator and victim in this film, there are many instances where Spielberg uses this element to evoke an emotional connection. For about the first thirty minutes of the film the director portrays
The most provident issues of the MPAA comes from its business propaganda which severs ties from public interest. The MPAA force inspires creative individuals into predefined digital confinements in order to line greedy pockets with the donations of those whose political agendas they fulfill. All of which is supposedly in the name of protecting the minds of children. The rating system simply isn’t about content, rather it’s about economic and social power. If the MPAA was truly interested in protecting the innocents of America, they wouldn’t allow children to see R-rated movies even with the accompaniment of an adult.
Even though parents still may not see the appealed of letting their children be exposed to violent content due to the fear of them
It’s a classic comparison. Ancient vs modern. Misogyny vs liberation through love. The Taming of The Shrew vs 10 Things I Hate About You. Are these films love stories about men liberating women, or are they exercises in misogyny?
Violent Video Games The culprit? While video games certainly have a decorated history of violence, they have been unfairly attributed for real life violence for way to long. Games with violent undertones have been in existence for nearly forty years. Attempts are continually made to focus on the violent effects that these video games supposedly have on players of all ages.
They think it is a case of “monkey-see, monkey-do”, and teens reenact what they see in the media. Movies have ratings. G, PG, PG-13, and R, just like video games have E, E10, T, and M. These ratings are put in place for a reason, to warn kids and their parents of what they might see in these movies, games, or television shows. Some people believe media violence is influencing kids and teens to do violent things, and many times blame shootings and other public crimes on violent media. But really, that is not true, media
Besides considering some benefits, some people believe that this telecommunication medium creates many problems to the kids. To attract the audiences, many movies and series have a tendency to contain more uncensored violent scenes. Numerous children spend too much time on watching television each day, and their parents cannot control what kind of TV shows or videos that their sons or daughters are watching. Research reveals that exposure to violent media can result in aggressive attitudes and violent behavior in some children (Dr. Gail Gross). This paper, with the aim of providing parents an overview
A recent content analysis by the research organization Children Now shows that a majority of video games include violence and about half of the violent incidents would result in serious injuries or death in the "real" world. Claim1 Research involving British primary schoolchildren found that the length of time young people spend playing games, rather than their content, could have an effect on their behavior or school performance. But it concluded that fears that generations of young people are growing up with their development impaired by exposure to violent video games are no more likely to be borne out than previous “moral panics” over television and other media. Playing one-player games is not always negative if you do it moderately.
That Sugar Film is an interesting documentary following a man’s journey to discover the harmful effects of sugar on the human body. Damon Gameau uses his own body to try to show his audience that sugar is harmful. His goal with this documentary is to try to convince his audience to reduce the amount of sugar that they consume. Gameau shows that he is passionate about this subject by eating large amounts of sugar daily after having not had sugar for over three years. This potentially puts his body at risk.
As a young child begins to mature, the different types of movies he or she may watch will affect how they behave. Violent films, are a prime example of this concept. Studies by George Gerbner, Ph.D., at the University of Pennsylvania, have proven that “children 's TV shows contain about 20 violent acts each hour” which supports the claim that these violent acts can correspond with how a child perceives the world (“Violence on Television” np). Psychological research also have shown that if a infant is exposed to violent movie, they may “...become less sensitive to the pain and suffering of others, be more fearful of the world around them, and be more likely to behave in aggressive or harmful ways toward each other”
Do Video Games Promote Violence? Does virtual violence lead to actual violence? As we all know at this age of sophisticated technology and information, children are more exposed to video gaming compared to the past decades. As a result, video gaming industry has gained tremendous growth since coming into the market in the 1980s. This is because of the increased number of its consumers, especially children and teenagers.