Tuesday, December 17, 2019

The Effects Of Media On Children s Children - 2605 Words

The media in today’s society is very influential on children. Many children learn violent behavior and they become aggressive children because they are exposed to so much mature content. Many television shows contain a lot of violence, for example kids fighting each other, kids bullying other kids and kids yelling and disrespecting their parents. Most people when analyzing this issue tend to focus on drugs, sex, and violence in terms of the television media. It would be more appropriate to determine which types of imagery, programs, and activities are more likely to alter a child’s behavior and determine which of these appear on television. According to an article by KD Browne and C Hamilton-Giachristsis published in the academic journal,†¦show more content†¦Experts determine how long before a person becomes disinterested in what is displayed on his or her screen, and invent methods of holding their attention better. Coupled with the onslaught brought on by the media are the other factors, which may predict aggression. A person’s values are shaped by their surroundings, the way they are provoked in a real life situation, and the availability of a weapon all contribute when dealing with a person who enjoys a large amount of commercial entertainment. However, not every is affected to the same degree. Als o, arousal or a heightened sense of awareness induced by one situation could easily affect a person’s response to another. Frequently this effect is short lived. Video games also shoulder the blame when discussing the delicate minds of children and what they are exposed to. The name of their game: Desensitization. A virtual reality, which enables adolescents to relate to or live through a fictional character, can undercut the violence some of these games let the player experience. â€Å"First person shooter (FPS), Massive Multiplayer Online Role-Playing Games and fighting games largely favor intense battles with temporary or no unfavorable consequences†(Saleem 283). Some games allow the user total freedom, including the ability to run over, shoot, and

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