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In 2003, the Federal Bureau of Investigation reports 378,895 instances of arrests in female groups under the age of 18 (fbi.gov, 275). The majority of these crimes included property crimes, larceny and various assaults (fbi.gov). With theft or damage to another’s property topping the list of crime varieties for this group, it might suggest that there is a trend toward materialism, essentially wanting more than their financial means can provide them, therefore they lash out at others who have more than they do. Even though this is not described as a probable cause in the article, the arrest rates for these types of crimes show a trend in theft and property damage that cannot be ignored. This could be caused by the high level of merchandise availability in retail stores versus their own socio-economic status, leading to aggressive behavior in an attempt to procure a better lifestyle through theft.
“Children who are exposed to violence undergo lasting physical, mental, and emotional harm. They suffer from problems with attachment, anxiety, or depression” (ncjrs.gov, 1). Violence exposure can occur within the household, in the school environment, or virtually any other location where the child is present and violence continues to occur. These negative emotional outcomes, such as problems with social attachment, cause further problems such as dating violence, delinquency or ongoing victimization of others (ncjrs.gov). Viewing images of violence in every lifestyle shows a strong linkage between emotional stability and the child’s ability to rationalize their own aggressive behaviors. There is a theory in childhood development that suggests many children model the same behaviors they witness others displaying, especially if they see these behaviors being rewarded. In an environment where a parent continuously expresses violence toward others and the female child witnesses other adult peers applauding these behaviors, the
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In a study among Dutch adolescent boys who were exposed to violent and non-violent games the author suggested that: those who were exposed to violent games were more aggressive than those who were not and they further wished they were like the violent characters in the game. Those children have the tendency to acquire violent behavior.
Title: Adolescents' TV Watching Is Linked to Violent Behavior Los Angeles Times Summary The Los Angeles Times claim that screen violence that adolescent watch in the television influence violent culture in real life. Los Angeles Times based this argument on evidence presented after 17 years of research, in which researcher George Comstock of Syracuse University asserted to be true.
(1997) as “a process for determining the reason or reasons why a student engages in inappropriate behavior by identifying predictable relations between the behavior and the environmental conditions in which it occurs (cited in Scott, Peter J. Alter, & McQuillan, 2010, p.
According to the discussion one of the claims of supporters of the violent video games-violence argument is that playing violent video games lead to violent crimes, but they ignore the reality that the relationship between playing violent games and acting violently against others through crimes is weak.
all personnel in the organization; selecting the right personnel who have the right qualifications; managing conflicts amongst the different stakeholders in most organizations; and communicating within and outside the organization (Shiba and Walden 43). When I was working as scripter for three years, all these skills were evident in all levels of management.
Once reviewed, if the protocol requires expedited review ONE full submission packet is sent to the IRB office by the Center Representative for review. If full review is required, the College/Center Representative will direct the principal investigator to submit 23 copies (AND 1 original) of the New Protocol Submission Form and all supporting materials (research protocol, consent/assent forms, checklists, letters of authorization, etc.) to the College/Center Representative who will forward to the Office of Grants and Contracts (OGC).
Studies show that the video game industry’s leader, Nintendo, sold an average of three games every second of the 12 years from 1983 to 1995, for a total of one billion games sold. For comparative purposes, that statistic amounts to; one game for every teenager on earth, or one game for every person in all of North America, Europe, and Japan.
dren and teenagers who frequently indulge in violent video games has been on the increase and continues to worsen with more involvement in these video games.
Data reveals that these children tend to increase their rate of slapping, beating or even kicking other children whether
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