Monday, December 2, 2013

Media violence and its impact on childrens behavior

The question on whether or not media violence can negative influence the behavior and character of the youth in the society has received many varied reactions from the public domain. Many have accused violence in the media for the ultimate violent or aggressive acts of children (Nault). It has been claimed by some scientists that media violence indeed has poor impact on children. Based on this reasoning such claims have associated violence in the media to the potential violent behavior of children in their later adult life. Statistical findings have evidently shown that an approximated over 70 percent of teens in American have played violent video which are legally made for adults (American Psychological Association). Such statistics also show that those who have watched played these violent video games are at a greater potential of engaging in fighting than their other counterpart. This is because such violent media materials are found to compromise the kids perception of life and the human society.

It is however to be realized that not all in the society agree that media violence has bad influence on the behavior of children. Some researchers have claimed that there is no substantial scientific evidence that watching violent media material can compromise behavior of an individual or even lead them to acting violently (Kirsh). It is on the basis of this claim that many critics see any move to censor media contents has a malicious act of trying to hide the actual cause of violence in the society (Chandler). It is due to this contradicting claims on whether or not violence in the media can negate children behavior that the debate is seen to be far from over. Nevertheless, given the fact that psychological evidence attributes development of character in kids to be through copying, it should be true that media violence greatly compromises behavior of children in the society (American Psychological Association).

This paper is written in support of the thesis that since psychological evidence attributes development of character in kids to be through copying, it should be true that media violence greatly compromises behavior of children in the society. The author takes a look at how media violence such as violent entertainment games is seriously compromising the behavior patterns of children in the society. Available statistical evidence is given to support the authors claims.

The definition of media has not up to date received consensus. Media violence can be loosely defined as any act of killing of injuring another individual or exposure to a data set of violence acts (Anderson and Soledad 46). It is however to be noted that such a definition has been disagreed by many as it includes cartoon as a form of media violence. Critics of this definition claim that cartoons should not be classified as violence in the media as they are both comical and above all are acts of unrealistic presentations (Smith and James 72). All this contradicting definitions of violence in the media have closely linked to the fact that the existing research methodologies and psychological theory pose a great limit in interpreting research findings (Young and Edward 121). It is indeed due to this problem that there has not been any consensus among the different research findings on the potential influence that media violence can have on character and future behavior of children.

Available statistical information clearly shows that each child in the American nation aged between two and eighteen years are currently spending more than six hour watching or playing media materials. It is to be noted that such a time is definitely more than any other time the child spends on other activities. Still, it is claimed from statistics that great percentage of this media exposed to children are mainly marked with acts of violence. In fact it has been established that each hour more than twenty violent acts are shown on television in the children program category (American Psychological Association). It is only 4 percent of the children television programs which have been found to have anti-violent theme. Also to be noted is the fact that an approximated 70 percent of the American teens population have played violent video games which are made for the adults (Petley and Martin 112).

There have been many research conducted to ascertain the possibility of video games on the ultimate behavior and character of the individuals. Though some of the research findings have not shown any substantial evidently linking video games to violence character for those involved, many have proved with some level of certainty that video games are indeed a great contributor to violence in children (Petley and Martin 123). It has been evidently proved that violent video games increase the human aggressive behavior. It is here to be noted that aggression though to some extent a vital determinant of the individuals success in life, can easily results to violent behavior if not well contained. It is by the increased determination in overcoming the many barriers in ones life that hearting others can become a normal, otherwise unconscious character for the individual (Kirsh). To be clearly noted here is the fact that video games are greatly marked with an individual uncompromised quest to win. Such characteristics on video, if instilled in the individuals subconscious mind, the individual will tend to extend the same mentality into other activities in life including socialization with others.

Another reason why media violence particularly video games lead to violence is found in the fact that they have a great influence in the human stream of thoughts (Nault). It is evidently clear that video games call for high level utilization of the human mind. It is only by the wisdom of the thoughtful mind of the individual that video games can be enjoyed. Based on this, it is thus clear that such individuals reasoning and judgmental abilities are greatly compromised by the video games. Worse still is the appreciation of the fact that violent video games typically influence the human reasoning on a violent perspective (Chandler). Still to be noted is that the corrupting of the thoughts and thus moral values of the person leads to him having less appreciation of the societal norms and ethics.  It is to be understood that the harmonious coexistence of human beings in the global society is highly dependent on upholding of the existing rules and regulations. It is the norms and values found in the society that ensure fairness and justice of existence to all (Anderson and Soledad 49).

Therefore, with the fact that media violence negatively impacts on the individuals stream of thoughts, it can thus negate the sole purpose of the individual in the community. It is therefore reasonably true that video games, particularly violent ones can lead to the development of violent behavior in the individual.
Video games have also been associated with possible decrease in the persons helping behavior (Chandler). These behavioral changes have been evidently found to be a direct result of the sense of independence attributed with video games. Unlike other forms of games, video games are highly anti-social. This is because they basically involve the child against the machine program thus losing the social meaning of games.

To be noted here is that apart from the learning and leisure aspects of games, the building of good character in an individual must involve highly levels of socialization with others (Smith and James 74). It is only through this that the individuals ability of harmoniously interrelating with others in the community is increased. However, video games do not allow the child to interact with others. Still, media and video games create a sense of violence in the individuals. Clear from existing psychological and social principles, the ability of an individual to sufficiently sustain social relationships is determined by his or her levels of understanding, respect and appreciation of personality, culture and ethical diversity in the society. Since media violence compromises ones ability to interact with others, it also compromises his or her chances of learning diversity in the society thus leading to highly anti-social behaviors in individuals (Weaver and Cynthia 236)).  It therefore denies the child the opportunity of getting to experience and appreciate the different personalities that form the bigger human society. All these will have the end result of compromising the social life of the individual.

The psychology of the human person has been established to be dependent on the surrounding environment. It is due to this that video games have been found to have the potential of increasing the psychological arousal of the children (Young and Edward 121)). It is by the individual perception of life and its occurrences that his actions are developed. Video games are evidently some of the human activities which greatly influence the way they view life and the society in general (Weaver and Cynthia 243). Also, it is by the action of reasonable judgment that individuals are appreciated in the society. However, with an increased psychological arousal, ones actions are highly compromised with illusions and wishful thoughts (Anderson and Soledad 73). It is to be appreciated here that children are highly influenced by due to the impressive nature of the media violence materials thus increasing their chances of absorbing such behaviors. Therefore, video games especially violent ones are a can lead to violence as they increase one psychological arousal (Nault).

It has been scientifically claimed that the developing of a childs character is mainly by copying from the character and behavior of the adults (Young and Edward 114). It is in fact clearly evident that kids born in a violence stricken family have a high probability of raising a violent family themselves. Making an analogy of these scientific findings to the influence of video games, it should rightly claim that what violent video games instill in the mind of the child is the element of violence (Petley and Martin 116). Another thing to be appreciated is the fact that the changing a behavior can only be realized by introducing another behavior. Given the fact that video games are highly addictive, the possibility of compromising their influence in the individual social life is almost zero. It has been established that kids spend 6 hours daily on media materials (Chandler). Still established is the fact that much percentage of the children programs are marked with themes of violence. It is based on this reasoning that it is hard to otherwise positively influence the behavior and character of the youth when they are still addicted to the violence of the media. Therefore, violent video games can lead to real violence on the child.

Psychological research has also evidently showed that the violent influence on children due to media violence is more pronounced in young children than on the old (American Psychological Association). This is mainly because of the fact that the group of members in the community are at their learning stages. At the young age the kids are easier to be impressed by the media materials. It is also to be noted that young kids learn by observing and practicing what they have seen or heard (American Psychological Association). This makes them vulnerable to the negative influence of violence in the media. This is further worsened by the fact that most of the media materials exposed to children are marked with much acts of violence. Another reason why media violence is more pronounced in young children is that they are not mentally mature enough to logically distinguish between fantasy and the ultimate life reality in the media materials (Kirsh). This means that they are always out to practice what they been impressed with from the media. It is just to be stated that kids have been evidently found to lack the potential of easily discerning violence. This means that once exposed and influenced by violence, they are ultimate destined to live and practice violence all their life.

Media violence has been found to be a leading cause of drug abuse among the American children. It is clear from the available statistics that over 70 percent of teens in the American nation have evidently played violence video games (American Psychological Association). Also clear here is that these teens have been found to be at greater risk of committing violence in the community than any other. It is to be realized that the ultimate cause of suicidal death is depression and drug influence. It has been established that 3 out of every 4 American children under the age of 18 have or are taking drugs (American Psychological Association).

Logical conclusion can only attribute such behaviors to the poor influence they get from the community. Just to be noted is the fact that these kids spend much of their time watching or playing media. Also it is clear from existing information that such media materials are marked with highly percentages of violent acts. Therefore, by involving conclusion by applying the principles of conclusion by sufficient reasoning, the high rate of drug abuse among the American population is mainly due to the poor influence of violence in the media (Kirsh). This is because this category of the people is not only easily impressed but also eager to try what has impressed them.

Media violence is a leading cause of death among the Americans. Statistical information has evidently shown that violence is the greatest cause of death among the children, youths and young adolescent population in American (Nault). It has been claimed that such have even surpassed the death arte caused by disease and disorders. Just to be stated her is the fact that such claims are mainly based on the influence of media violence on children. Acts of violence among our youths are a source of capital crimes involving societal conflicts (Nault). This increases the rate of death among the youths. Still clear is that the negative influence of violence among the youth can easily lead to depression (young and Edwards 119). This is because of increased rates of conflict of kids and other members of the society due to their increased aggression. Depression as a psychological problem has been claimed to be a leading cause of suicide adolescents. It is to be noted here that living in a state of hopelessness with no support and concern of others makes one negate the purpose of existence thus opting for death. All this is due to the negative influence of media violence as it increases ones aggressiveness in living thus developing an anti-social character in the individual (Smith and James).

Since media violence is evidently detrimental to the future harmonious coexistence of human beings in the society, the author makes the following recommendation to aid in resolving the problem. Many claim that by censoring media violence material is trying to hide the actual cause of violence in the society (Petley and Martin 114). It is however to be noted that failing to do so will be more detrimental to societal security and sustainable development. It is based on the importance of ensuring a sustainable social and economic development in the society that conserving media exposure on kids is necessary. This will not only reduce the negative influence violence in the media have on children but also reduce the addictive nature of this materials thus increasing the rate of individual involvement on economically viable activities.

Still, it is to be understood that it is the sole purpose of the having a kid that parents should strive for their reliable future (Chandler). It serves no good purpose to allow for the destruction of our kids character and reliability in the society. Based on this reason, parents and other society members should be on the watch to ensure that kids are or exposed to the right media materials. Another solution is ensuring that all in the society uphold the rule of law. It has been evidently claimed that over 70 percent of teens in America have played violent video games which are legally made for adults only (Chandler). It is due to this reason that the rule of the law is seen to be failing in protecting the future generations of our nation. Therefore, there is a great need for the government and all its agencies to step up its efforts in enforcing the law. There is also need for legislation of more effective and thus reliable laws on media violence.

In conclusion, it is clear from existing information that there has not been a scientific consensus on whether or not violence in the media can lead to real violence in childrens future life. It is however clear that a child develop character traits and behavior by copying the traits of others in the society (Chandler). Still clear is that childrens are currently spending most of their time watching or playing violent media materials. They are therefore more prone to copying character traits of violent and some time fiction acts of violence. It is due to this reason that it is media violence is evidently a great negation to the character and behavior of children in the society. They are a leading cause of violence behavior in the young. The government and other human rights organization in our nations should thus get more involved in ensuring censoring of media materials exposed to the young. It is only by doing this that the American nation can ensure a sustainable social-economic development.

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