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Media and it;s effects on yout

The problem I am researching is the desensitizing of America’s youth through violence in the mass media, specifically television and video games. I am interested in studying it because as violence on television and the violent content contained in video games has increased, so has youth violence. I want to find if the increasing violence shown on television and video games has a desensitizing effect on America’s youth, thus, increasing the probability that they will commit an act of violence. I believe that this research is important because I think violence on television and video games is a form of classical conditioning. In the movie, “A Clockwork Orange,” the character was given negative reinforcement whenever he sees acts of violence shown to him on television. Eventually, he becomes repulsed by it and feels ill every time he sees or thinks of committing an act of violence. I think television and violent games are having a reverse effect on America’s youth. Violence is glorified in the mass media, thus youth become to associate killing with entertainment, they see violence as the “manly” thing to do, and they see how violence on television often goes unpunished. I feel this is a cause of youth vio


I think my study will be an improvement on these studies because I feel none of them explained enough the effects of this violence on youth over an extended period of time. My study is going to monitor youths over several years to see long term effects of violence in the mass media.

I don’t feel that these dilemmas will pose too large a problem. The goal of my study is simple. America is a culture that glorifies violence, neglects our social problems, and puts vengeful, ruthless characters on a pedestal. Violence runs rampant in the media and video games contain ungodly amounts of realistic, animated gore. I feel America’s youth is systematically becoming desensitized to violence for these reasons, thus the levels of youth violence in America are rapidly increasing. Through my research, I want to prove my hypothesis and show that violence in the mass media must be reduced.

The fourth article I used was entitled “Cutting Film Violence: Effects on Perceptions, Enjoyment, and Arousal” by Mike Berry, Tim Gray, and Ed Donnerstein. This article was taken from the Journal of Social Psychology. This study investigated the effects of cutting specific graphic scenes of film violence on self-reports of arousal, enjoyability, and perceptions of violence among a sample of 184 United States undergraduates. In three studies, film exposure was varied from 90 seconds in the first study to a complete motion picture (U.S. versus British version of the same film) in the third. In all three studies, the participants rated the cut versions as less violent than the uncut versions. The participants distinguished quite subtle differences in levels of violence, even when the cuts were minor and contextualized within the entire movie. Cutting the movie significantly increased its enjoyability for the women; for the men, there was no significant difference. The methodology used in this study was laboratory observation as the films were shown to participants in a laboratory setting and their impressions of the alterations to the film were monitored.

The last article I used was “Revenge of the Video Games” by Katrina Woznicki and printed in the Journal of Personality and Social Psychology. In this article Woznicki suggests that playing violent video games could lead to an increase of real-life aggression. She says “that frequently playing graphically brutal video games is more likely to increase aggression among young men than watching violent television shows or movies. The difference is that television or movie viewers have a passive role, while video and computer game players are actively involved in what they're seeing. If the player doesn't shoot first, the enemy will shoot him, or at least his on-screen persona.” However, she had no evidence in her article to back up her research.

Some topics in this essay:
Social Psychology, Conducting Research, Pennell Browne, Clockwork Orange”, Karen Dill, , June July, Ann Weatherby, video games, mass media, Literature Review, violence mass media, violence mass, america’s youth, youth violence, violence television, aggression levels, violent content, Violent Behavior, violent video, television video games, television video, violent video games, effect america’s youth, study violence mass,

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Approximate Word count = 2027
Approximate Pages = 8 (250 words per page double spaced)


  

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