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Children and Violence, Term Paper Example
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Violence – Blame It On The Media
Assumptions
The news story makes the assumption that a shooting rampage and other acts of violence are fueled by the violence in media that children are exposed to on a daily basis. Further, it is assumed that without the strong presence of violence, there would be a decrease in acts of violence by young children and teens.
Facts
The Center for Media and Public Affairs estimates that children witness at least 200,000 acts of violence through the media on a yearly basis (Mcintosh). This violence takes place in movies, television, news stories and even in magazines.
Research
The National Television Violence Study found that approximately 66% of children’s programming is also made up of violence and is presently being shown to children on a daily basis.
Conclusion
With the vast presence of violence in the media it is thought to have a negative and large impact on the behavior of children. Because they are exposed to these acts of violence and are so cognitively formable, they are more likely to engage in violence toward others. Media violence is commonly blamed in public place shootings, just like the deaths that were noted by Mcintosh.
Works Cited
Mcintosh, James C. “Violence–blame it on the media. (Cover story).” New York Amsterdam News 14 Dec. 2006
Article 2: Does Game Violence Many Teens Aggressive
Assumptions
According to Kalning, children that are exposed to game violence could create some lasting and negative issues with a child’s development. This is especially true if there is a continued engagement in repetitive violence of video games over time. Based on that fact, parents should make informed decisions and monitor their children’s games, playing habits and game content.
Facts
There has been a negative correlation shown between violent video games and brain functioning of children. Brain areas associated with inhibition, arousal and self-control have showed different results after exposure to media violence.
Research
Researchers at the Indiana University of School of Medicine conducted brain scans of children that engaged in violent video games and showed an increased emotional arousal and a decrease in brain activity in the areas in self-control, inhibition and attention (Kalning).
Conclusion
High tech brain scans show a difference between the brains of children that engage in violent content video games. While the long term impact of these games and media are somewhat unknown, the research shows that there are definite patterns of decreased self-control, inhibition and attention span, which could greatly hinder the child’s development.
Works Cited
Kalning, Kristin. “Does Game Violence Make Teens Aggressive?” Msnbc.com. Msnbc Digital Network, 08 (2006) www.msnbc.msn.com/id/16099971/ns/technology_and_science-games/t/does-game-violence-make-teens-aggressive/
Article 3: Guns ‘n’ Roses
Assumptions
The impact of a sensationalized shooting of a young man in New York creates additional violence and somehow creates a desire in some to carry out similar acts. Even if the media does not intent to portray this type of news in a positive manner, certain groups and individuals may receive ideas or believe violence to be a positive aspect, therefore fueling violence.
Facts
New York Police Department report shootings are down by 5.6% (Arinde). Gun laws remain lacking and allow for teens to easily access weapons in order to carry out violence that they have witnessed through the media.
Research
Research has shown that media coverage of crimes and other types of news stories can lead to copycat type crimes. Individuals may feel that the act is worthy and therefore be more prone to violence activity. Print and electronic media have a large impact on individuals, especially children (Arinde).
Conclusion
News is a large part of society and has a large impact on the way that individuals believe and behave. Even though the public has a right to know what is going on, there is some danger to showing what others have done. For some, being shown on the news and engaging in “news worthy” activity may be desired, regardless of the consequences.
Works Cited
Arinde, Nayaba. “Guns ‘n’ roses.” New York Amsterdam News 07 May 2009
Article 4: Time To Tame TV Violence
Assumptions
The problem with controlling media violence and inappropriate behavior may likely be the difficulty in establishing an appropriate definition for “violence”. Without a clear definition it makes it near impossible to censor or avoid violent acts being shown to children.
Facts
Thirty-Nine members of the United States House of Congress believe that media violence have a serious negative impact on children (Christian Science Monitor 8). The government has the right to control what is publicized, however this must be buffered with the Constitutional freedom of speech rights.
Research
The Supreme Court has held rulings that freedom of speech prevails and is commonly identified through the media rating system. Research has found that parents have the most effective position of authority in regulating what a child watches on television and is exposed to through media interaction.
Conclusion
The United States Government is involved in the restrictions and censorship of the media; however they have a difficult job. While they admit that violence in the media can have a negative effect on children, they are also hindered by free speech. The definition of violence may change from person to person and makes it difficult to regulate what is acceptable for media as well as what is not.
Works Cited
“Time To Tame Violence.” Christian Science Monitor 10 May 2007: 8.
Article 5: Violent Video Games Linked to Child Aggression
Assumptions
Harding made the assumption that children, who were found to have an increase in aggression after engaging in violent games and media, would also yield the same results around the world. The belief suggested that regardless of whether the study was conducted, that very similar results would be found. The study conducted looked at both United States teens and Japanese teens, however assumes that the same results would occur for children in various areas of the world.
Facts
Harding suggest that 90% of U.S. kids between the ages of eight and sixteen years of age play video games approximately 13 hours per day and can be higher for boys.
Research
The study conducted at the Iowa State University of Ames found that teens that played violent video games had more violent behavior in the follow months than teens that did not (Harding). The children showed a propensity for kicking, hitting and engaging in fights with their peers. The more violent the video games and hours spent was a direct relation to the increased amount of violence.
Conclusion
The study contducted at Iowa State University found that children engaging or exploring violence in media and games would have more aggressive behavior. With the long hours of participation in violent media or games was found to have a direct effect on the actions of the child. The relationship showed that the majority of these children acted out with inappropriate behavior that they believed to be a result of the violence witnessed in the media interaction.
Works Cited
Harding, Anne. “Violent Video Games Linked to Child Aggression.” CNN Health, 03 Nov. 2008 Web. 26 Apr. 2012. <http://articles.cnn.com/2008-11-03/health/healthmag.violent.video.kids_1_violent-video-video-games-game-genres?_s=PM:HEALTH>.
The researched material was consistent with the most common beliefs about children’s exposure and engagement in violent media. Violence in the home, games and even within society from various aspects leads to a number of behavior issues. Regardless of the type of violence, children generally have similar behavioral actions. Most of these behaviors are commonly associated with aggression and physically acting out towards others. The research also noted that there seems to be a direct relationship between the length of time and amount of time spent engaging in media violence.
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