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Bang! Bang! Little children running and screaming; terrified that they are going to die. The shooter walks into the room heavily armed, with a crazed look in his eye. There’s a women near a closet and small group of 1st graders behind her. He starts to go toward the little room to finish what he started. Then the young woman steps in front of the unstable gunman to shield the students from harm. A fatal shot is fired and the young teacher lies dead. That woman was Victoria Soto, a hero in the Sandy Hook Shooting, who risked her life to save her students from that delusional man, Adam Lanza. The horrific incident that took place on December 14, 2012 took the innocent lives of 26 students and teachers. Lanza did have a mental illness, but that isn’t all to blame. The shooter was known to play and watch violent movie and games (Aliprandini and Finley). This shows that media violence can be linked to aggressive behavior and that violent media can affect the minds of some young children and teens. Studies in the past decade have helped prove that sometimes the media can be bad for kids. The outcome of playing first-person shooter games could end up in innocent lives dying like in Newtown.
Young children are exposed to violence every day. In TV shows, books, games, cartoons, movies, and the internet, violence is a part of everyone’s lives, but especially those of young kids. For example, recently Paramount Pictures released Hansel and Gretel: Witch Hunters, a weapon slinging twist on a classic fairy tale (McKay). In the movie they have people blow their own heads off with a shotgun. In retrospect this movie isn’t meant for children 13 and below, although kids would want to see a “fairy tale” like this. Young 10 year olds, today even ...
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...iew Reference Center. Web. 2 Dec. 2013.
Driscoll, Sally and Denise B. Geier. "School Violence: An Overview." Points Of View: School Violence (2013): 1. Points of View Reference Center. Web. 2 Dec. 2013.
Gastaldo, Evann. “Jim Carrey Denounces Own Movie.” Newser.com: Jim Carrey (2013):
Web. 24 Jun. 2013.
Newton, Heather. "Music Censorship: An Overview." Points Of View: Music Censorship (2013): 1. Points of View Reference Center. Web. 2 Dec. 2013.
McKay, Hollie. “Post-Newtown Massacre it is Violent Movies as Usual in Hollywood” Foxnews.com: Violent Movies (2013): Web. 12 Feb. 2013.
Norcia, Andrea. “Parents and Teachers: The Impact of Video Games.” Pamf.org: Media Violence (2013): Web. 31 Aug. 2013.
Vasilis, Pozios K. and Kambam Praveen R. and Eric H. Bender. “Does Media Violence Lead to the Real Thing?” NYTimes.com: Media Violence (2013): Web. 23 Aug. 2013.
Gina Marchetti, in her essay "Action-Adventure as Ideology," argues that action- adventure films implicitly convey complex cultural messages regarding American values and the "white American status quo." She continues to say that all action-adventure movies have the same basic structure, including plot, theme, characterization, and iconography. As ideology, this film genre tacitly expresses social norms, values, and morals of its time. Marchetti's essay, written in 1989, applies to films such as Raiders of the Lost Ark and Rambo: First Blood II. However, action-adventure films today seem to be straying farther away from her generalizations about structure, reflecting new and different cultural norms in America. This changing ideology is depicted best in Oliver Stone's Natural Born Killers (1994), which defies nearly every concept Marchetti proposes about action-adventure films; and it sets the stage for a whole new viewpoint of action in the '90's.
The Web. 10 Dec. 2013. Ebert, Roger. A. Roger Ebert on the Media's Coverage of School Shootings. Kottke.org.
The Columbine Shootings were one of the greatest tragedies that the nineties faced; and changed the world that was once known. The fault for this tragedy falls on popular culture, moral climate, and the parents of the shooters; not the shooters themselves. Society has greatly affected the minds of the youth, and viewing violence on television, video games, and on the internet, has planted a negative seed of thought in their minds.
psychcentral.com. 15 Nov 2013. “Violent video games are not so bad when players cooperate”. youthsciencejournal.com. 10 Dec 2013. “Growing Up With Media: Exposure to violent material”.
On April 16th, 2007 Cho had created one of the most deadly school shootings in America. ( "Virginia Tech Shootings Fast Facts." CNN.) It was unfathomable to think that in the close future, America would encounter many more detrimental school shootings. This is including the shooting of elementary students in Newtown, CT where Adam Lanza had shot and killed 27 children and faculty. Lanza had been known to have significant health issues that had kept him from living a normal life. (Sanchez, Ray, Chelsea J. Carter in Atlanta, Yon Pomrenze in New York, and The CNN New York Bureau Staff. ) Both of these shooters had killed themselves shortly after their attacks. School violence has become a nation-wide issue.
In our society today, movies and television shows are being broadcast all over the world to many genders, races, and ages. Some of these shows involve many violent topics and situations. For example, the news qualifies as a violent shows because three fourths of every broadcast involves a violent situation. The next generation of adults is exposed to this violence everyday, thinking it’s cool or acceptable. I think that if teenagers witness the violent actions in person they would react differently than seeing them on TV.
The author of “Hollywood, Stop Exposing Our Kids to Violence” claims that filmmakers need to stop producing violent movies. The article argues that many children pick up bad habits from watching violent
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 censored.
A seemingly normal school day in Newtown, Connecticut, who knew that it would turn into one of the most devastating days of they would ever experience. About 2 years ago, students at Sandy Hook Elementary School in Newtown, Connecticut were involved in the most devastating event of the year. According to an article by the Huffington Post, a mentally troubled man in his twenties named Adam Lanza shot 20 children and six staff members, with his mother’s weapons. His mother had apparently grown up with guns and thought it would be good to have in their house. Prior to driving to the school, he even shot his mother, but his motive is unknown. He drove to the school leaving a 12-gauge shotgun in the car, walking towards the school, he shot through the front entrance. “Lanza moved toward two classrooms of kindergartners and first-graders,” police said. Within five minutes he managed to kill 20 students ages 6 and 7 and six adults. He had fired more than 150 shots from a .223-caliber Bushmaster rifle. When police started to arrive he shot himself in the head, taking his own life. This incident was the deadliest mass shooting at a grade school in the US; in total 26 lives were lost.
In the past few decades there has been debate over the positive and negative affects of video games with a good deal of focus on more violent games. Prior to and concurrently with this debate, there have also been similar debates over radio, television, and movies but, as should be obvious from the current breadth of media, no studies have definitively proven any negative affects. The detractors of video games claim, based on media effects research, that people who play video games with any sort of violence in them have heightened antisocial and decreased prosocial tendencies afterwards; this is the assumed cause of certain acts of violence including the majority of school shootings. The supporters of video games claim that there is an increase in hand-eye coordination and spatial reasoning, a decrease in aggression, and far more they also state that the media effect studies often had numerous issues. It’s my goal to try to set the record straight and do my part to end the debate once and for all.
By now, you’ve all probably seen a PG-13 movie with violence in it. You could have not even batted an eye at the violence. Violence in movies is common these days. We’re used to it. A recent survey done by professor Brad Bushman, at Ohio State University even found movie violence has doubled since the 50’s and for PG-13 movies gun violence is shown to have tripled since 1985. Some say this is going to have a negative impact on our society and that the MPAA should change their ratings system so that violence is a theme that is only allowed in R-rated movies. Still, their claims have no evidence of media violence harming people in the real world. Violence in movies does not have long-term negative effects on our society proving that the MPAA shouldn’t have to restrict violence in PG-13 movies.
Emmons, Sasha. "Is Media Violence Damaging to Kids?" CNN. Cable News Network, 21 Feb. 2013. Web. 28 Nov. 2013.
The media, including television programming, cartoons, film, the news, as well as literature and magazines, is a very powerful and pervasive medium for expression. It can reach a large number of people and convey ideas, cultural norms, stereotypic roles, power relationships, ethics, and values. Through these messages, the mass media may have a strong influence on individual behavior, views, and values, as well as in shaping national character and culture. Although there is a great potential for the media to have a positive and affirming effect on the public and society at large, there may be important negative consequences when the messages conveyed are harmful, destructive, or violent.
Over the past 30 years, playing video games has become one of the most popular hobbies worldwide. Not only has the video game industry become a multi-billion dollar industry, but it has attracted people from all age types. While video games today are played by both kids and adults, there are many issues being raised regarding the effects of video games. More particular, is the effect that violent video games may be having on children. Some critics argue that video games are direct indicators of child aggression while video game supporters argue that there is no direct link between child aggression and violent video games. While many people have their own personal stances, this issue is unique because it is unfolding everyday. Scientists and researchers all over the world are continuously doing research regarding the effects of video games on children. Even though this remains a field of uncertainty for researchers, parents should definitely be involved in being aware of what it is that they’re children are playing when they play video games.
middle of paper ... ... Educate your child about violence and video games Set time limits on gaming Encourage your child to do other things besides playing video games. REFERENCES Lieberman, Joe (1997) "Video Game Report Card, 1997" http://www.senate.gov/member/ct/lieberman/releases/r112597a.html. Cesarone, Bernard "Video Games and Children" http://www.kidsource.com/kidsource/content2/video.games.html Zarozinski, Michael "Video Game Violence 2001" http://www.louderthanabomb.com/vg_voilence.htm "Fact Sheets: Effects of Video Game Play on Children" http://www.mediafamily.org/research/fact/effect.shtml Children Now "Children and the Media 2001" http://www.childrennow.org/media/video-games/2001/#violence The "Violence in Video Games" http://www.gamezero.com/team-0/articles/features/violence_92/ The "Video Game Violence" http://www.mediascope.org/pubs/ibriefs/vgv.htm Walsh, David A. Video Game Violence: What Does the Research Say? 1998.