Sunday, August 4, 2019
Effects of Music, Television, and Video Game Violence on Children and Teens :: Video Game Violence Essays
à à à à à Usually when a child or a teenager commits a crime, it is never their fault. When a child or a teenager commits a crime, the responsibility never belongs to the parents either. Instead, when a teenager or a child commits a crime, the first thing that the prosecutors or the media wants to place the blame on is video games, the television program that the child had been watching, or the blame is placed on the type of music that the child or teen had been previously listening to. This is what concerns me. Everyone is responsible for their own actions regardless of what television program video games the child, or teen, what type of video games that are being played, is watching and what type of music is being listened to. What bothers me even more is when the actors who are in some of the video game or movies take some of the heat for the movies that they are in. The same case in some of the music. Artist is often blamed for a lot of the violence in America just by some of the types of lyrics that they recite in their songs. In this report, I am going to simply tell you how I feel about the artist and actors taking all the blame for the violence in America. I am going to tell you whose fault violence really is. I am going to state the facts and give you some personal experiences of how the media (video games, television, and music) is not responsible for violence amongst the youth in America. Video Games à à à à à Video games were a $6 billion industry in 2000 and sales are expected to reach as high as $8 billion in 2001. Over 250 million units were sold in 2000 alone, and it is estimated that 60% of all Americans play video games on a normal basis. This level of market penetration makes it important to investigate the messages video games send children. There are some benefits to video games. Studies have found that playing video games can improve children's visual attention skills, and their computer literacy skills. According to research most of the top-selling video games (89%) contained violent content, and the negative consequences of the violent acts were rarely shown. à à à à à Although there are a few games that are educational and help kids with their learning experiences, most of the top rated games contained violence.
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