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Sunday, January 31, 2010

Who's To Blame?

Aaron Johnson

Brian Lewis

English 1022 55

Collaborative Blogging Project

January 31 2010

Who’s To Blame?

When a person acts out in a negative way, possibly with violence, the first thing looked at is why they acted out and what could have caused the act. One of the first things to be blamed is usually the influence certain types of media may have had on that person. The National Institute on Media and the Family states exposure to media violence is positively related to aggressive behavior, aggressive ideas and anger (Children and Media Violence). When movies, television or video games are blamed for being a bad influence on children I feel that is simply the first reaction to assign responsibility. There seems to be less responsibility put on the individuals involved, including the parents supervising their children and the children themselves. There should be less emphasis placed on the television content, movies and games, and more emphasis placed on the personal responsibility of the people directly involved. I also feel that if used correctly these forms of media can have a positive effect on the people who use them.

When looking into the reasons and causes for someone’s negative behavior, one of the types of media that gets a lot of attention is video games. Some people immediately assume that because of what a person saw occur in a video game, this caused them to act out in real life. In the online article “Video Games,” it is stated that games may be a contributing factor to aggressive behavior. However there is really no proof that it causes people to act out violently. Most people who act out with violence probably had a predisposition for such behavior (Glazer 12). This goes to show that unless you have an aggressive or violent disposition, you probably won’t be pushed to act out by a movie or video game. It seems a little ridiculous to think the main reason for a person acting out would be caused by something they saw in a television show, movie or game. I think if you are violent or angry to begin with you may be drawn to all types of violence, including violent forms of media.

Another point that is rarely appreciated is the rating systems for television shows, movies and video games. These rating systems are in place to make people aware of the content being inappropriate for certain age groups. The fact that some people still allow their children to see things that are out of their age group isn’t nearly focused on as much as the actual content of the media. If people followed the provided ratings, there would be less children being exposed to things that are meant for adults. Video games seem to get the worst reputation when it comes to rating systems. I feel this is because games are assumed to be for kids and not so much for adults. Even though games are rated much like a movie, if a child is in possession of a game rated for adults it seems somehow not as bad as if a child was at a rated R movie. I think people would frown on a child at an R rated movie, but parents allow their kids to have video games rated for 17 years and up like it is no big deal.

Now there are some real negative side effects of overexposure to electronic media sources. For example, “Excessive television watching has been associated with childhood obesity, poor school performance and more aggressive behavior” (Monitoring the Media, On-Screen and Online). This statement has a point but it fails to mention what could be considered the root cause, which is the lack of responsibility of the parents and individuals who are over indulging in TV. If the parents would assume responsibility and monitor their children’s television watching, this issue basically disappears. All it would take is for mom and dad to get their kids off the couch and outside doing something active. This is an example of how the blame is assigned to the TV instead of the people who have control over how much TV is actually watched.

When you think of television, video games and movies you most likely think of zoning out in front of the TV with little to no physical movement. Something that has more recently come to be part of electronic media are video games that involve physical movement. Although you can’t argue these are a substitute for all physical activities, the games can provide some degree of physical activity when people find themselves stuck inside. When compared to other physical activity, a game that involved movement was shown to be on the same level as moderate-intensity walking on a treadmill (Kids Wii Their Way Off the Couch). This is much more beneficial than just sitting there, but for some reason this aspect of electronic media doesn’t get nearly as much notice as the negative side does.

Electronic media may seem mindless when it comes to too much TV or too much video games, but some of the content offered on TV or in games can be educational or challenge a person’s mind more than you think. Playing some video games can actually challenge a player by putting them in situations where they must think their way through puzzles or strategy related problems. In reference to playing a football video game, Glazer states “To win, players must have a sophisticated understanding of strategy and make split-second decisions about which play to choose” (3). I think this goes to show that with certain games the mind is challenged in ways that it may not be in day-to-day life. It has to be good for you to think of things other than the every day routine many of us find ourselves in.

The debate on the positive or negative effects of media on people will go on and will be forever changing with the advancements of such media. Overall people are quick to look at the negative issues related to television, movies and games. If people would look just as closely at their own responsibilities and the measures put in place to insure the proper media reaches the proper people, they may realize there are many positives that are being overlooked. If more notice was given to the positive points of media people may not be so quick to judge in a negative way.


Works Cited


“Children and Media Violence”

mediafamily.org. National Institute on Media and the Family, June 2009.

Web. 31 January 2010

http://www.mediafamily.org/facts/facts_vlent.shtml


Glazer, Sarah. "Video Games." CQ Researcher 16.40 (2006): 937-960. CQ Researcher. Web. 2 Feb. 2010.

http://library.cqpress.com/cqresearcher/cqresrre2006111000


"Monitoring the Media, On-Screen and Online." Harvard Health Commentaries. Harvard Health Publications Group, 2006. Health Reference Center Academic. Web. 30 Jan. 2010.

http://find.galegroup.com.cenproxy.mnpals.net/gps/start.do?prodId=IPS&userGroupName=mnacenturycl


"Kids Wii Their Way Off the Couch." Harvard Reviews of Health News. Harvard Health Publications Group, 2009. Health Reference Center Academic. Web. 30 Jan. 2010.

http://find.galegroup.com.cenproxy.mnpals.net/gps/start.do?prodId=IPS&userGroupName=mnacenturycl

2 comments:

  1. I like your introductory paragraph it has a good grasp of things and it is very strong in content. It moves threw smoothly and everything just slips off the tongue. I like the argument and how you also have statistical evidence to back things up. Overall really good thesis in your introductory paragraph.

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  2. It is true that not only a parent or the media can be blame when it comes to kids getting the negative impacts from shows, movies, and video games. I feel most people doesn't notice the positive aspect of media much due to the fact that everyone only knows one thing when it comes down to it, media is there for entertainment only. Having a good time is what people only realize. I do agree that without being angry a person will not carry out violent acts. But in a sense media is to be blame from some violence. The individual would have never know how to act in a certain violent way if they haven't seen it from somewhere before. These violent acts must be learned from somewhere and the media is showing that individual how to.

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