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The Relationship between Violence in Films and in the Society - Admission/Application Essay Example

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This essay "The Relationship between Violence in Films and in the Society" attempts to demonstrate a correlation between violence in films and the subsequent development of anti-social behavior due to exposure to films that contain aggressive behaviors…
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The Relationship between Violence in Films and in the Society
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The relationship between violence in films and violence in the society Television programs and video films have gained immense popularity among young people around the world. As a result, concerns about the effects of violent films on the psychological development of young people have elicited heated debates from parents, psychologists, regulatory bodies and governments. The bone of contention regarding the debate emanates from recent research reports that create a correlation between the use of video games that portray violent behavior and subsequent violent behavior among the users. This paper attempts to demonstrate a correlation between violence in films and the subsequent development of anti-social behavior due to exposure to films that contain aggressive behaviors. An understanding of this relationship will have a great contribution to efforts aimed at understanding the trends of violent behavior among young people, and hence facilitate efforts aimed at curbing violent behavior in modern society. The concern that violent films and video games cause children to portray violent behavior has persisted for a long time. For instance, research studies have highlighted that teenage killers such as those involved in the infamous shooting at Columbine High School were avid users of computer games that contained violent scenes. Such lines of evidence reinforce the assertion that there is a strong link between over-exposure to violent films and subsequent aggressive behavior (Bushman 355-356). The issue of violence depicted in video games has elicited even more concern that the mere exposure to violent videos. There is suggestion that the real acts of violence as depicted in violent video games are much worse than watching the violent videos passively. In either case, parents and guardians are worried that exposure to violent content, either on video games, violent films or the internet has the potential to turn ordinary children into violent people.The exposure may turn them against their teachers, relatives or friends at the slightest provocation. Although there have not been evidence that indicate a direct cause-effect relationship between violent videos and aggressive behavior in the recent past. Most of the research concur that exposure to depictions of violence on media platforms increases the risk that the viewer will develop aggressive tendencies. The effects of over-exposure to violent content are inevitable, and they may be exacerbated or reduced by several other factors (Freedman 16-19). It is plausible that video games present the greatest danger even more than television or films. This due to the more explicit, violent content that they contain within the supervisory guidelines, and also because such content can be accessed with relative ease. Videos are available round the clock and their material ranges from wholesome stories for consumption by the whole family to “X” rated violent material that is the darling of many teenagers. In spite of the several classification criteria applied, these videos are readily available to persons of almost all groups at their convenient time. The “Copy Cat” concept as highlighted by psychologists with its application in video games can be used to explain many horrific events involving adolescents. For instance, there is a documented case in England of a child who was killed by his two ten-year-old friends. Apparently, the three children had watched a movie named Child’s Play together. Although violent films have the potential to influence the behavior of people, it must be noted that other factors also contribute to the development of violent behavior. It is important to note that exposure to violent films does not mean that there will be subsequent development of aggressive behavior. However, the fact the major concern among parents, teachers, psychologists and researchers are that the use of violent videos has a significant contribution to the development of a violent character. Another side of the debate concerning the effects of violent videos premises on the idea that over-exposure to video games and films leads to isolation. Teenagers are isolated from other positive leisure activities, such as playing outside with friends and peers. Due to the isolation, many teenagers seem to develop aggressive character towards their relatives or former friends, whom they perceive as the source of their uncomfortable lives. Thus, the relationship between such exposure to video games and films does not have a direct relationship to the development of a violent character but it has some contribution to the development of aggressiveness (Paludi 232-239). Many computer and video games possess some level of violence that, usually, requires the player to confront other characters in some fight. The rules of the game require that the player must ward off other potential enemies by killing them in order for them to advance to the next stages of the game. As a player advances to subsequent levels, more points, are earned, and this determines the overall winner. The major concern that arises from these games is the level of interactivity to which the players are exposed. This is because the players are actively engaged in violent behavior against their opponents. In the same case as video films or television, there is increasing concern that people are likely to become more aggressive as a result of prolonged exposure to violent films and video games. Moreover, people are feared they will become desensitized to violence (Paludi 353-357). The major concern has revolved around the development of aggressive behavior among teenagers and adolescents. The main reason is that young people are the most prone to influence by videos and games due to their limited ability to differentiate between reality and fantasy. In fact, research studies suggest that the likelihood of developing violent behavior due to exposure to violent content on the media decreases significantly with age. Apart from the ability to differentiate fantasy from reality, some scholars have proposed that older people have less time to concentrate on video games or film since they have other important matters that need their attention. There is a major concern that video games and films make the use of violence the only choice to achieve desirable results or help the individuals involved in the films to get out of undesirable situations. Therefore, violence is viewed to be justified, without any negative consequences. Over-exposure to such content leads to the development of negative cognitions and behaviors among the audience. Repeated violent choices depicted in the films lead to a continuous cycle of reward, and the individual may become wired to the effect that the use of violence is a normal way of life. When these individuals fail to mark the borderline between scenes of fantasy and real life, the slightest provocation can result to the display of extremely violent behavior with very dire consequences (Lynch & Walsh 277). A number of research studies conducted in the recent past conclude that depiction of violence in films has surpassed the actual acts of violence in real life. If individuals get exposed to these films, they eventually develop the perception that violence is normative. Finally, these individuals become desensitized and callous to violent actions in their real life (Bushman 354). Media depictions of justified violence also have the potential to alter the belief that violent behavior is unethical, thus encouraging the inculcation of pro-violence attitudes. As noted above, violent video games come with the added dimension that an individual creates and participates in violent actions. Violent games promote and justify the choice of violence while concealing the user from the realistic consequences of adopting such behavior. In this context, violence is accepted since it is not real, and the participants do not encounter any form of suffering. The inability of individuals to comprehend that violence in the videos is just a creation may lead to the development of cognitive tendencies that justify violence as a normal way of life. While real life requires that individuals should resolve their differences and disagreements through peaceful means such as dialogue and compromise, video games and films stipulate that the only suitable means of solving differences is through violence. Thus, individuals who have been exposed to violent films for a long time are very likely to result to the use of violence against those who may harbor differing opinions from theirs. In conclusion, it is apparent that violent films are characterized by non-adaptive empathy and non-existent moral evaluation. On their part, pro-violence behaviors and attitudes are continuously praised and awarded. Intense engagement is also a major reason for concern regarding video films since this form of engagement increases the likelihood that video behaviors will generalize outside the film situation. Works Cited Bushman, John. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and pro-social behavior: A meta-analytic review of the scientific literature. Psychological Science, 2001, 12, 354–358. Freedman, Jonathan. Media Violence and its Effect on Aggression: Assessing the Scientific Evidence. Toronto: University of Toronto Press, 2002. Print Lynch, Peter. & Walsh, David. The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 2003, 272-288 Paludi, Michele. The Psychology of Teen Violence and Victimization, Volume 1. California: ABC-CLIO, 2011. Print Read More
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