The Moral Responsibility of Media Makers
More and more media coverage has drawn national attention towards violence committed by children and the possible roots of such tragic behavior. From Columbine to recent events in Knoxville, the role of television shows, movies, and videogames in inspiring acts of violence has become a common and increasingly important topic across the country. Putting aside the discussion of causality and violent media, another question arises: If there is the possibility that some movies, television programs, and video games incite violent and criminal acts, then what responsibility do the producers of these medium carry for the acts? Though a conclusive link between violence and media influence has yet to be found, there is much circumstantial evidence to support such a causal link: such as the study by Anderson and Bushman linking video games with aggressive behavior (pg. 353), or the findings of Lt. Col. Dave Grossman and Gloria DeGaetano in their book Stop Teaching Our Kids to Kill, in which the authors state that “video games are …conditioning children to be violent, and [to be] unaware of the consequences of that violence...” (pg. 185). With such a link having been shown to most likely exist, those who produce such inciting material
The makers of influential and harmful materials defend their actions by stating that their creations are defended as free speech and therefore protected under the first amendment. Rockstar games, the company which created Grand Theft Auto, contend that ideas and concepts of their games, as well as the "purported psychological effects", are protected by the First Amendment (“Makers of…”). The game and video makers also point out that some studies, such as the research of Bensley and van Eenwyk that suggests no link between violent behavior and video games (pg. 1436). While they may have a legal defense, the right to “express” violent and suggestive images is incredibly harmful to impressionable children who might interpret the images they see as acceptable behavior and attempt to emulate the games they play and try to re-create the television shows and movies that they watch. Recreations such as a customized level of the popular videogame Doom, which Columbine High School shooter Dylan Harris created, which closely emulated the layout of the high school (Anderson and Bushman, pg. 353), or in a more recent case; when two young boys in Knoxville decided to randomly shoot at tractor-trailer rigs, the boys later told authorities that they wanted to emulate the video game Grand Theft Auto III(“Makers of…”). In the past, when the role of games or movies in violence has been the central issue in lawsuits, the makers of g
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Approximate Word count = 972
Approximate Pages = 4 (250 words per page double spaced)
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