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To what extent is media violence related to aggressive and violent behavior - Research Paper Example

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Media Violence Related To Aggressive Violent Behavior Name: Author The debate of media roles and its effects has longer been in critiques. The analyzers are separated in two schools of thoughts defining two extremes of views. One believes that electronic media evolves violence among people while other criticizes over the varied belief by elucidating that media has a little role in spreading violence in society…
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To what extent is media violence related to aggressive and violent behavior
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The centralized point of aggression amplification is specified as media news coverage such as during war seasons. Another resource of increasing violence among kids is video gaming with violent actions. However the studies have been proven to be effective in short term. Longitudinal studies are still failed to explicate any long term effect in people which can be able to be generalized (Huesmann and Taylor 2006). The essentially admitted relationship between transformation in behaviors and role of media is traded off by the social influences and the potential outcomes.

Still it is enough hazardous that it posits a continuous threat to public health. While the role of media has become so essential in our lives in form of entertainment, education and professionalism through every aspect, the increasing interdependence over electronic media is going to be alarming. Simulated settings for social cognitive theory of media effects called for a two groups for experiment. One was called controlled group while the other was experimental group. Experimental group was shown violent content to observe the impact.

The experimental group was more affected by the real time violence scene as compared to the controlled group. In this way, the violent games like wrestling and boxing are also causing violent behavior among youth that is the reason of real life aggression in problem solving. The sources of news coverage related to criminal activities are premier cause of practical violence in society (Anderson et al 2007). People get ideas from previously committed crimes and try not to repeat the same errors or mistakes as the caught culprits have done.

According to a research, it has been noted that after the coverage of suicide cases, the real life suicides increased by 2.5 percent. Since the time bank robbery cases were covered by news media, the ratio of such cases rose rapidly in an observable manner. Psychology describes the phenomenon as human learning. People pick the matter of their attention very fast and exercise those (Savage 2008). According to the market statistics, 94 percent of the games which are rated for young kids involve violence in anyway.

Kids especially boys are fond of violent and aggressive games. Studies have also explicated that the sound effects used in video games are quite damaging for children’s minds. The real time aggression in kids is specifically through video games. For the beginning it has shorter term effect but by the passage of time it converts in to learning and then extends to long term effectual behaviors. 56 per cent of kids aging 8 years to 18 years play video games, out of which more than 70 per cent are male.

On an average each child spends around 50 minutes each day on video gaming activities (Anderson et al 2007). Violence pictured in films and entertainment media urges people to repeat the actions of their favorite stars. The affected population from this source of media violence is again adolescents. They are fond of being heroic and epic in their lives. For this purpose they try hard to copy the styles and even dialogues. In extreme cases people even become violent in intimate relationships just because they have learnt this in earlier age through any media source.

In the United States, children aging from 4 to 14 years spend 4 to 5 hours on television on an average. In Hollywood

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