media violence

Topics: Violence, Video game, Video game controversy Pages: 6 (2158 words) Published: April 3, 2014
ABSTRACT
In the past, storytelling was the only means of passing information from the original source to the new generation. However, storytelling was only limited to those individuals that had access to the storyteller and they would have firsthand information before it was passed on to others and distorted. This gave a need to record stories in a more convenient way to ensure that the next generations would receive the message in the original non-distorted state. It is for this reason that saw evolution of message conveyance from complete dependence on human brains to a recorded form. As technology advanced, there was introduction of films. As the film industry grew, there was excitement as films even went to extreme point of incorporating immoral things which were not available before. One of the things that were evident from films was violence, films brought out violence which although was to displeasure of many, pleased teenagers and the youth in general. As film industry grew, people felt a need to be more involved in the act itself and subsequently there was introduction of violence games. INTRODUCTION

Today millions of teenagers around the world have access to video games and movies. However, they do not have enough knowledge about the games or the action movies they watch due to the immense availability of the games and movies. Billions of dollars are spent every year purchasing violent video games and movies around the world. Most people who are highly contributing to this growth in this sector are teenagers and young adults who are between 16-35 age brackets. From the face look of it, it looks like playing or watching these games and movies does not cause direct violence even if the movies and games are all about violence. The study of media violence analyzes the degree of correlation between the violence that is shown in the media, including TV, movies and video games, and violence in the real world. Some researchers have concluded that there is a relationship between the two while others have noted that there exist no relationship between violence on media and that on the real world. HISTORY OF MEDIA VIOLENCE

Plato was among the first person to be concerned that reading poetry materials and watching plays that had violence as their themes might have harmful effects on an individual (Brosius 1990, 183-211). He noted that those who were used to watching violent material will become more aggressive and immoral than those who do not watch. He noted theaters that were showing violent plays acted as training grounds for criminals who got their ideas from the plays. Since introduction of violence films, there was massive complaints by the older generation especially parents on changes to their children who would frequent to the films. It was noted that the theatres offered opportunities to children to watch acts of degradation. Parents complained that films made their children change a lot as they ran away from home, stole money or learnt the art of burglary. The increased acts of violence raised concerns as films started becoming more popular.

DEVELOPMENTS IN REDUCING MEDIA VIOLENCE
One of the major steps forward that was made in a step to curb the media violence was on 1964 when The Senate Judiciary committee was set up to take public hearings and identify whether there was any relationship between the rise in cases of violence and the film industry. It was noted that there existed a relationship between crime and violence that was televised and the anti-social behavior among children. Although no step was taken in reaction to this report it was a major step forward in trying to deal with the exposure to violence. In the past, the National Rifle Association blamed the media for promoting violent video games and videos. It attributed the rise in crime and fire arms to the films that are broadcasted with violent materials. It has blamed the media for the ruthless types of films that they produce which they...

References: Albarran, A., & Dimmick, J., 1993. An assessment of utility and competition superiority in the video entertainment industries. Journal of Media Economics, 6(2), 45–51.
Anderson C. & Bushman B. 2001. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal and prosocial behavior: A meta-analysis. Psychology and Science 12, 353–359
Babrow, A. J. 1989. An expectancy-value analysis of the student soap opera audience. Communication Research, 16, 155–178
Bandura, A. 1977. Social learning theory. Englewood Cliffs, NJ: Prentice-Hall.
Belson, W. 1978. Television violence and the adolescent boy. Hampshire, England: Saxon House.
Brosius, H. B., & Kepplinger, H. M. 1990. The agenda setting function of TV news. Communication Research, 17(2), 183–211.
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