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Medias
Influence on Adolescents
Student’s Name
Institutional
Affiliation
Medias
Influence on Adolescents
Introduction
Media is an undeniable part
of human beings in the contemporary world. Many people find it had to live
without using social media, but only a few contemplate the actual cost of using
these media to themselves, and more so, to their children. Over the last
decade, media platforms and outlets have gained popularity to the extent that
even young people (minor) are conversant about navigating and operationalizing
these platforms. Social media are like a two-sided coin; they have positive and
negative sides. On the benefits sides, people can interact with more efficiency
than it used to be before the emergence of different media platforms.
Additionally, the ideas that
these media are used to enhance personal performance makes them accessible. For
example, through platforms such as Facebook, Twitter, Instagram, among others,
people can showcase their products and attract prospective customers. On the
flip side, media can be criticized for the negative contribution to increased
immorality in different communities. For instance, an increase in gender-based
violence has a lot to do with how mixed media as they portray one gender being
superior to the other. This report investigates how video games, television
shows, and social media contribute towards violence as it related to
adolescents. Media add to adolescent abuse by hosting contents that portray
violence as 'cool,' causing many middle-ages youths to associate with it
easily.
Video games
Video games, as an outlet
media has a critical significance in society today. Other than educational and
essential thinking lessons, video games also help users to recreate and
reenergize. However, according to Dillon and Bushman (2017), over 80% of video
game users are children (under the age of 18 years). This statistic proves a very
disheartening situation where children not long take part in active leisure
where they can interact and make friends from different cultures; a failure in
this respect signals the possibility to adolescents' inability to tolerate each
other leading to violence. Video games have a way of entertaining children, but
with little consideration of the psychological implications of wellbeing.
Dillon and Bushman (2017) investigate the effect of video gaming on children's
mentality and opine that children are likely to develop a complex attitude
toward violence as being an acceptable way of life. Take an example of a child
playing online games the whole day; over time, such a child will have developed
a misconstrued perception of violence. This outlet media has significant
coverage considering that anyone can download video games from different
platforms such as Android's Play Store, iOS's Apple Store, Desktop’s window,
among other avenues of accessing video games.
Adolescents are no longer interested in 'soft' video games such as 'Candy Crush'; they are appealed by games that have extreme violent graphics such as 'Mortal Kombat,' 'Manhunt,' 'Dead Space,' among others. One of the critical features of these games is that they all portray the use of guns and explosive devices as an act of heroism. Bushman et al. (2017) contemplates a situation where children play such games for a long-time shooting zombie. This may lead to the possibility of perceiving...