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Saturday, December 22, 2018

'Media Violence Outline Essay\r'

'I. Introduction\r\nA. Thesis Statement\r\nYou atomic number 18 what you watch. Easy to say, and not too knotty to imagine either. A little oer a decade ago, two boys who afterward became household names in America, Eric Harris and Dylan Klebold walked into aquilege High School in carbon monoxide gas and went on a mass murdering go where they killed 12 students, 1 teacher and injure 23 differents forwards shooting themselves (Anderson & angstrom unit; Dill, 2008). While their motives behind doing so gagenot be ascertain(p)ed, sensation possible contrisolelying factor which did surface was the influence of hostile painting farinaceouss. At the risk of all oversimplifying what is possibly a complex psychological minefield, Harris and Klebold did enjoy performing a gimpy called Doom, which is licensed by the Ameri disregard military for the purpose of training soldiers to kill effectively.\r\nHarris had customized his own version of this game and put it up on his websit e, which was later on tracked by The Simon Wisenthal Center (Anderson & adenine; Dill, 2008). This version of the game had two shooters with an bottomless supply of weapons and ammunition, and their targets lacked the ability to retaliate. A discriminate project required them to make a video of themselves similar to the game, and in it, they attired in trench coats, armed with weapons, and stand the massacre of school athletes. Less than one year had gone by when Harris and Klebold contend their videotape out, in legitimate carriage, and became the protagonists of the deadliest mettlesome school shooting in U.S. narrative (Anderson & Dill, 2008).\r\nII. clay paragraph #1\r\nThere is nothing new round the presence of effect in our tools of entertainment. Whether they were ancient Greek dramas, theatre in the Elizabethan era or the modern electronic dramas of to solar day, a healthy dose of hysteria was never missing. In Macbeth for instance, Shakespeare showed Macbe th’s chieftain being brought on stage at the end of the play (Bushman & Anderson, 2001). The nifty Train Robbery, an 11-minute film directed by Edwin S. Porter was the first firm considered to part a story in a systematic manner. In one scene, he shows an intense scene where a punch fires a pistol directly at the camera, which when first showed to audiences, had them running out of the theaters in disarray and fear (Bushman & Anderson, 2001).\r\nA. Since the advent of media itself, there have been countless studies on the connection between depiction of furiousness in media and its occurrence in real life.\r\nB. Discussions, debates, conclusions and grey areas have all been just examined and art object television is the most grownup target of accusations, comic books, jazz, rock and wrap music and video games have not escaped whang either.\r\nC. inquiry on this topic showtimeed as early as the 1960s when television was a late entrant in the media fray an d a causal connection has been derived between media wildness and vulturous behavior.\r\nIII. consistence paragraph #2\r\nOpponents fuss over the definition and criterion of media violence, does actual fleshly bodily wrong constitute violence or can a threatening statement as well as be deemed so? Then, does media violence practise aggression, or are the two alone associated? Consistency of the relationship in addition causes doubts over agreed upon data when the example of lacquer is quoted, where ruby media is extremely common, yet discourtesy rates are significantly small-scale (Anderson & Dill, 2008). Then is media solely to blame for violence in society? Doesn’t that take the blame away from a lot of opposite contributing factors in society itself and make the argument slackly unrealistic?\r\nA. All these issues and thorny areas can be settled by the impartial logic of the social learning speculation which proposes that when people see that a certai n behavior causes official or in demand(p) results, there is a high luck of them imitating and enacting that behavior (in this grammatical case, wild) themselves (Anderson & Dill, 2008).\r\nB. So while the strength of the relationship and the presence of other factors and the measurement of violence itself can be debated till the end of time, the fact remains, when children get wind hostile behavior and violence in cartoons, video games, movies, as well as on the internet, it encourages similar tendencies in them and these children are to a greater extent likely to be aggressive as children and later as adults.\r\nC. Research started as early as 1956 when researchers examine and compared the behavior of 24 children, fractional of whom had watched an issue of the cartoon Woody Woodpecker with distinct depictions of aggressive behavior, while the other half were exposed to the cartoon The Little fierce Hen which did not depict both violence at all (Huesmann. 2003).\r\n IV. Body paragraph #3\r\nStudies have also shown that the kind of violence which affects their psyche and causes them to perplex their behavior as depicted in media is when they can associate real life with the situation depicted, because they can identify with the caseful responsible for the violence and observe him/her/it acquiring rewarded for the violence.\r\nA. Research conducted by Boyatzis, Matillo and Nesbit (Gunter & McAleer, 1997) turn up earlier theories astir(predicate) media violence acquire encoded in the cognitive map of viewing audience and subsequently instigating violent thoughts and acts upon repeated viewings.\r\nB. The favourite children’s series Mighty Morphin precedent Rangers was used to prove that after observance a single episode from this show, children integrated to a greater extent aggression into their play with other children.\r\nC. Results showed that children who had seen the episode became significantly more(prenominal) aggres sive at play the following day as compared to the children from the control group:\r\nV. Body paragraph #4\r\nTV is not the sole culprit in this regard. different mediums and tools of entertainment have an equal reference to play. In â€Å"Effects of Video Games on aggressive Thoughts and Behaviors During Development”, Koojimans (2004) explains the General trespass Model †the name coined for the phenomenon which explains how video games and their depictions of violence influence people and make them more susceptible of indulging in violent behavior themselves. This model elaborates on how assorted situational and individualological factors combine to influence a person’s internal state which includes his thoughts, feelings and tangible arousals (Koojimans, 2004).\r\nA. Research conducted on video games by Nicoll and Kieffer, presented to the American Psychological Association as â€Å"Violence in Video Games: A Review of the trial-and-error Research† be that youth upon playing a violent video game, if only for a gip while, display more aggressive behavior than before (Nicoll & Kieffer, 2005).\r\nB. Another study was conducted with more than 600 students of 8th and 9th grade as participants and showed that children who played more video games also had more of a tendency to get winding in arguments with their seniors and other teachers, and they would also be more likely to get into physical rows with their peers (Nicoll & Kieffer, 2005).\r\nC. Not only that but it was also found that children who spent more time watching video games attend the characters they acted out in the video game\r\nand their moves while playing with their friends.\r\nVI. Conclusion\r\nThe plethora of research knowledge available about the effects of violence in the media emphatically supports initial concerns about media violence as well as the efforts to control its catastrophic effects. While causality can be debated till time eternal, w hat can’t be denied and what should absolutely not be brushed under the carpet for some(prenominal) longer is that a steady fodder of violence does in fact aid violent tendencies in viewers, be it with violent television programs, movies, cartoons, video games or any other forms of entertainment which consist violence in various forms.\r\nMedia straight off plays a key role in sustain children’s minds, and for the larger case of public health and societal betterment, we conduct to ensure that we provide more nourishing fare for our children and youth. Reducing their exposure to violent media is definitely the first step in the right direction, with the potential to yield positive benefits. An intervention is needed before we start reaping the seeds of aggression and rebellion that have been deep-seated in young minds owing to casual media policies.\r\nReferences\r\nAnderson, Craig and Karen Dill. â€Å"Video Games and truculent Thoughts, Feelings, and Behavi or in the Laboratory and in Life.” Journal of record and Social Psychology 78 (2008): 772-790.\r\nBushman, fasten and Craig Anderson. â€Å"Media Violence and the American Public: scientific Fact Versus Media Misinformation” American Psychologist 56 (2001): 477-489.\r\nGunter, Barry and Jill McAleer. Children and tv (second edition), Routledge: London, 1997.\r\nHuesmann, L. Rowell, Jessica Moise-Titus, Cheryll-Lynn Podolski, and Leonard Eron. â€Å"Longitudinal Relations between Children’s Exposure to TV Violence and\r\ntheir Aggressive and Violent Behavior in small Adulthood: 1977-1992.” Developmental Psychology 39 (2003): 201-221.\r\nKooijmans, Thomas. â€Å"Effects of Video Games on Aggressive Thoughts and Behaviors During Development”. Rochester Institute of Technology. 2004\r\nNicoll, Jessica and Kevin M. Kieffer. â€Å"Violence in Video Games: A Review of the Empirical Research.” Presentation to the American Psychological Associatio n, haughty 2005.\r\n'

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