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Media Violence on Children

Frank Chang I Wen Chang David Jimenez . Media Violence on Children. What is Violence. Intentional use physical force or threatened against a person or a group that either caused physical harm or psychological harm or both. Slapping Game. Why Media Violence Important.

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Media Violence on Children

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  1. Frank Chang I Wen Chang David Jimenez Media Violence on Children

  2. What is Violence • Intentional use physical force or threatened against a person or a group that either caused physical harm or psychological harm or both. • Slapping Game

  3. Why Media Violence Important • Became messages to people • Became a motto or part of culture • Violence – the only solution http://www.youtube.com/watch?v=Dj0ybgDDIpg 5:30

  4. What’s Next? • Passive Violence • Violence in Television • Violence in Music • Violence in Website • Active Violence • Violence in Video Game

  5. Television Violence - Facts • In 1950, 10% of American homes had a TV. Today 99% of homes have TVs. Over half of all children have a TV set in their bedrooms.  • Children watch approx. 28 hours of television a week > than the time in school • Watched > 200,000 acts of violence including >16,000 murders before age 18. • TV programs display Average 800 violence act /hourand average 20 violence act in children’s Cartoon/hour http://www.youtube.com/watch?v=4rnDJ7Swn3c 2:00

  6. How Television affect Children • Very young children will imitate aggressive acts on TV in their play with peers. • Children are unable to distinguish between fact and fantasy, and may view violence as an ordinary occurrence.

  7. Music Violence • Increase aggression related thoughts and motions. • Violent Song Experiment Results: • Aggressive interpretations of ambiguously aggressive words. • Increase the relatives speed with which people read aggressive vs. nonaggressive words. • Increase the proportion of word fragments that were filled in to make aggressive words. • Increase feeling of hostility without provocation or threat. • Increase violence feeling lead to real world violence • http://www.youtube.com/watch?v=2c96vGpkrsc 1:30

  8. Internet Violence • Access to Pornography- Adult entertainment is the largest industry on the Internet • Inappropriate Content- Children can read inappropriate content through the uncensored environment of the Internet. • Violence Flash Games – A lot of killing games out there on internet, and children can easily access to it.

  9. No shortage of virtual violence • http://www.youtube.com/watch?v=8NMnnMRWJ-0 1:00

  10. Known inappropriate occurrences • killing of people and animals • Drug and alcohol abuse • Criminal behavior • Sexual exploitation and misconduct • Racial and sexual stereotypes • Language

  11. Effects and outcomes related to violent video games • Independent tests have shown that video games are correlated to increased aggression • Cause young people to become desensitized • Video games are time consuming • They cause decline in school performance • Prevent exercise, which leads to weight gain

  12. Regulation, The Entertainment Software Rating Board • Early Childhood (EC): Content should be suitable for children 3 years and older and contain no objectionable material. • Everyone (E): Content suitable for persons ages 6 and older. The game may contain minimal violence and some "comic mischief.“ • Teen (T): Content suitable for persons ages 13 and older. Content is more violent than (E) rating and contains mild or strong language, and/or suggestive themes. 

  13. ESRB cont. Mature (M): Content suitable for persons ages 17 and older. Content definitely has more mature sexual themes, intense violence and stronger language.  Adults Only (AO): Content suitable only for adults and may contain graphic sex and/or violence. Adult Only products are not intended for persons under the age of 18.  Rating Pending (RP): Game has been submitted to the ESRB and is awaiting a final rating.

  14. A closer look • Correlation does not imply causation • It is difficult to tell if video games make children aggressive, or if aggressive children seek out violent video games • Average gamer age is 35, has been playing for 12 ys • 40% of gamers are women • 25% of gamers are over 50

  15. A closer look cont. • Violence in adolescents has decreased as computers and game consoles have increased in popularity • Brown v. EMA allows children to purchase violent video games • Protected freedom of speech, but ultimately encourages parental control

  16. Solution and Advise • Watch movies and TV with your children • Know what kind the video game your children were playing • Talk to your children and understand what’s in their mind • Be active and play sport with children

  17. Reference and Questions? • http://www.aacap.org/cs/root/facts_for_families/children_and_video_games_playing_with_violence • http://articles.cnn.com/2008-11-03/health/healthmag.violent.video.kids_1_violent-video-video-games-game-genres?_s=PM:HEALTH • http://www.usnews.com/opinion/articles/2010/05/10/video-games-dont-cause-children-to-be-violent • http://www.npr.org/2011/07/07/137660609/its-a-duel-how-do-violent-video-games-affect-kids • http://www.youtube.com/watch?v=2c96vGpkrsc • http://www.youtube.com/watch?v=4rnDJ7Swn3c • http://www.youtube.com/watch?v=Dj0ybgDDIpg

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