Negative Effects of Mass Media on Teenagers Mass media’s effects on teenagers are both, negative as well as positive. Richards has researched on the hypothesis by differentiating various means of media and finding their negative and positive impacts on teenagers…
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Reason of creating this distinct research preference can be traced in the timing of each media introduced to the masses for consumption. Television has been discussed as the most common media affecting society and teenagers in particular because it is widely available to all classes in a society (Richards 3). Richards has examined the data set of the nationally representative ELS: 2002 research (third wave completed in 2006) conducted by the National Center for Education Statistics (NCES) to find the overall impact of mass media (32). According to Richards, media has affected the altruistic pattern of volunteerism and regularity pattern of college attendance. It has been established on the basis of ELS: 2002 dataset that video games and television decreased the level of volunteerism but more frequent usage of internet has promoted the feeling of volunteerism among teenagers. As states Richarson: “…some of these coefficients and exponentiated odds may appear to be substantively small, but are statistically significant. This is driven in part by the immense size of the data set used in the analysis (ELS:2002)” (81). Internet has caused some negative repercussions also on teenagers’ behavior pattern other than positive impacts. Negative effects of internet are related to “somewhat counterintuitive” as perceived from volunteerism’s perspective (Richards 82). ...
cted negatively on a teenager’s attendance in college, as hours in a week devoted to video reduced college attendance by 4.6 percent for each single hour increase in playing games through video but in the case of internet surfing, things did not create a negative impact. As per data analysis, a teenager’s chances of attending classes increased with the relative frequency of internet surfing. The level of percentages in changed adolescent behavior when totaled creates a significant impression, particularly when we analyze the data on internet surfing by teenagers (Richards 82). One reason for the negative impact of television and video on teenagers’ behavior (Richards 82) could be that these means of mass communication are majorly used for entertainment purpose only, not for any educational pursuit. Negative effects of internet are negligible because this medium of mass communication offers two-way transaction for various educational pursuits. On the other hand, television and video games serve the time passing purpose of teenagers only. It can be stated that in overall, television and video consumption in 2002 affected to a certain extent the altruism behavior of volunteerism in teenagers in 2006. Both mediums also affected the teenagers’ possibilities of going to college in 2006. However, it can not be derived from the analyses which medium impacted teenagers negatively and which medium of mass communication impacted them positively (Richards 82). Richards (83) has analyzed this trend in teenagers from cultural perspective, as certain cultural norms related to excessive watching of television and playing of video games come in the way of selflessness. Remaining involved all the time in watching television or playing video games uninterruptedly becomes a block
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Text messaging primarily involves instantly communicating messages through short “text-based messages”, a facility that is widely available through the mobile phones. SMS or short message system has become very popular among today’s youth that enables messages to be sent from one person to person within a very short time.
All of these have been made use of to spread knowledge and awareness. TV has been the biggest source of entertainment and advertisement since its introduction in the society. Media has served the interests of people of all ages. Children happen to be the prime audiences of media.
Teenagers seem to be the primary target group of these entertainment media, with a nationally representative sample in a survey showing that “99% of boys and 94 of girls play video games”(Lenhart et al.). The remarkable fact in researches on videogames and teenagers is that 70% of 9-18 year old kids have been reported playing games with a M-rated violent rating (for Mature players 17 and older) (Walsh).
Along the way, the paper attempts at finding answers to the following key issues of import to discussions of media: is media biased, or in other words can we trust it given that some media put a spin or a bias to their reports? What are the advantages and disadvantages of taking news reports at face value, whether on TV, in print, or in other forms of mass media?
Games have been part of humanity since time immemorial. Scholars from different fields of endeavor have been intrigued by the development of games from their simplest form to the most complex games of today.
The professors and tutors are also using the platforms to contact their students as far as educational matters are concerned.The continued use of the social media has led to more positive changes in the social and personal behaviors of the students than the negative ones
Media has become an integral part of people’s life, for it is linked not only to the professional employment of the majority of population, but also its leisure time that is much more important and more anxious as well. It is natural that the things we see, hear and feel somehow affect our perception of the world and our behavior patterns.
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