Drugs, poverty, and an unstable home life are some of the already factors that influence violence; if the already known factors are combined with media violence, “the result is an explosion of violent crime in any nation in which it takes place” suggests Lt. Col. David Grossman (par. 3). Most people who are often exposed to violence would argue, “Not all people who are exposed to media violence are murderers.” This is true, but most murderers have had some involvement with violent video games, rap music, or television. Kids tend to mimic the actions of others whether they are good or bad. For example, if a kid witnesses someone bullying someone else, they will, more likely than not, join them.
Violent video games are deemed to be the contributory factor towards cases of youth violence. These games have been blamed for school shootings, juvenile crimes and sexist violence. Lionel Tate a 12 year boy at the time of his actions is a good case study to review. Tate was charged with first degree murder and was sentenced to life imprisonment with no parole on March 9; 2001.tate’s convic... ... middle of paper ... ... clear from the foregoing observations that violent games and violent scenes from these games majorly influence the behaviors of our today’s youth. To have any chances of success towards eradicating this, we need to publicize these events and let the public see the effects of delinquency.
If young children also have ready access to firearms, then the likelihood of violent behaviour, for themselves and others, increased. Objective Exposure to violence in the media, both online and offline significantly associated with higher likelihood to simultaneously report seriously violent behaviours. Compar... ... middle of paper ... ...ven after decades of extensive research, the result are still weak as there are intense arguments from both side trying to prove that media violence is one of the factor that contributes to violent behaviour in teenagers or not. The reason is because violence is a crucial constituent of numerous individuals' lives. In the youth culture it's a major factor that is resulting in an increase rate of criminal activity since society is manipulated by the imagery they are viewing, resulting in them mimicking the portrayals displayed by the media.
As the quote mentions mass media and its power are capable of influencing people’s mind and behavior. Contents in the media introduced to young people make it difficult for them to distinguish between what is real and what is not, as a result stimulating confusion and blind imitation. The mass media plays an important role in the increase of violence, sexual activity, and risky behaviors among teenagers. The first effect of mass media on teenagers is violence. Aggressive behavior is the first example of violence in the media.
The youth finds criminal ideas on the internet, TV and radios and to an extent, portray the violent individuals in the society as heroes, this is a negative influence on the youth. Conclusion To be a youth is a blessing, but sometimes in disguise, in that most youth due to modernity are at risk even more than adults. Scholars have developed a series of approaches to control the violence prevalent among the young people laying their focus mostly in changing behaviors, attitudes and beliefs. These programs are often implemented within the school and college setting with an aim to reduce the violence but according to statistics the percentage of youth involved in these violent activities continues to increase year in year out. Some parents and guardian have warned of the dangers caused by violence though this has not succeeded.
But research shows that continuous exposure to violent media causes people to believe that violence can be an acceptable, positive way to solve problems. Video games and violence may seem surreal to have a connection but few adolescents cannot distinguish between fantasy and reality, and as a result, real life crimes have been committed. From robbing a car to killing children, many perpetrators have been influenced by video
In recent years our society has experienced many tragic school shootings in which teens have committed heinous crimes for no apparent reason. The question has become who is to blame or what inspired these attacks on these innocent victims? This question has become an epidemic in our country. We live in a violent world and young people have easy access to it whether it's on television, in music or on the Internet. But with the explosion of media entertainment in recent years, video games have come under scrutiny as to whether or not violence in video games numbs children and teens to the consequences of real-life violence.
When children see a violence, they want to imitate for it. After playing violent games, a teenager may lash out, if things do not go on his or her way. The creators of violent video games cannot stop.According to the lawyer Jack Thompson the creators of violent games take an income more than $246000000. The violent video games brought two teenagers to the murder. It is a real problem said Jack Thompson.
The vulgar behaviors of the casts of movies and TV shows are mimicked by people, and the issue is being unrealized by many. Video games also play a role in violent behavior. In the article entitled,” Violence in the Media-“, the unknown author reports that,”… ... ... middle of paper ... ... the behavior of teens,” (1). As a result of negative media exposure from celebrities getting praised for their violent behavior worldwide, common people think that if the actors could get away with it then so could they. COME BACK FOR CL.
This essay is a response to the article mentioned above. I agree with the writer that media has a great impact on teenagers and public opinion, although the influence of media on adults should be included in the article as well. One of the aspects discussed in Mujtaba’s article is about the influence of media on teenagers and the causes for violent behavior. The writer mentions that the usage of weapons by celebrities in movies would cause youngsters to copy the same behavior in real life, if they are exposed to these contents repetitively (Mujtaba, 2011). According to the American Academy of Pedriatics (2009), “Television, movies, and music videos normalize carrying and using weapons and glamorize them as a source of personal power”.