While the average SAT essay score in 2019 was 5 out of 8, the average…
The impact of violent media on teenagers in contemporary culture and daily life is significant. Teenagers are exposed to violent content on television, video games, mobile devices, and online.
Experts, journalists, and decision-makers have lively discussions on how violent media affects people and teens. Many experts, like Eugene Beresin, Miriam Baron, and Craig Anderson, think that this phenomenon poses a grave risk to the health of kids and teens regarding the effects of violent media on them.
It encourages aggressive behavior and makes people less sensitive to maltreatment. Additionally, it results in sadness, phobias, and nightmares.
Media Violence and Aggression
According to Eugene Beresin, it is challenging to assess how the media affects individuals since the phrases “violence” and “aggressive” have a variety of definitions.
Violence is a recurrent phenomenon that humanity has experienced throughout its history, according to Beresin. Modern civilization must find a solution to this pressing issue because it faces the actual threat of experiencing violence of unprecedented sizes due to relatively easy access to weapons and explosives.
Huesmann points out that media violence is hard to quantify. The term “visual depictions of acts of physical aggression by one human or human-like figure against another” can describe media violence. Violence is, in reality, the act of hurting or killing a living being, or the threat of doing so.
Cartoon violence, in George Gerber’s opinion, is hazardous. Jacques de Guise and Guy Paquette disagree with this viewpoint, believing that a funny and unrealistic presentation cannot endanger youngsters. Additionally, scholars’ perspectives on the kinds of relationships between the various bits of information vary.
Beresin, Miriam Baron, and Craig Anderson contend that hostility results from media violence. They claim that there is a connection between media violence and cruelty.
Huesmann distinguishes between physical and non-physical violence. The non-physical behavior points to insults and rumors being disseminated. Physical aggressiveness may range from pushing to fights, assaults, and murders, among other forms of aggressive action.
The psychological make-up of the audience and the level of drawing and holding attention determine the extent of violence’s continuing effect. The violent scene’s plot characteristics play a vital function. Several things need to be kept in mind in order to have a stronger impact on viewers.
First of all, the lead character must be appealing. Second, participating in violent acts will inevitably result in a reward. At the very least, the cruelty penalty shouldn’t be displayed. These elements combine to make movies and video games charismatic.
The second prerequisite for the emergence of aggressive behavior is the repetition of several violent incidents. According to researchers, even good-natured youngsters develop aggressive tendencies after repeatedly watching violent media. Furthermore, having a high IQ does not shield kids from the effects of violent media.
