Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 4

Review of Related Literature

Comparative Analysis of Media Consumption and Children’s Behaviour Ages 5-12 in


Naval, Biliran

In a research in relation of children behaviour and media information conducted by


Osario, B. (2019). How the Filipino child consumes media: results shows that children at
Grades 1 to 3 pupils on average watch TV for less than an hour during weekdays and less
than two hours during weekends, while Grades 4 to 6 watch TV for an average of three hours
during weekdays and almost six hours during weekends. Children still watch television on
weekdays; however, usual peak time is at 5 p.m. to 8 p.m., the prime time on Philippine
television. The majority of the respondents watch television as a family activity or a form of
bonding, where programs parents and children usually view together contain heavy themes
on violence, death, sex, extramarital affairs, drugs and revenge.

A deeper insight from Jensen, HS. (1984). From Superman to Social Realism:
Children’s media and Scandivian childhood. John Benjamins Publishing Company. As
discussed on her book that media and types of content were deemed to be inappropriate failed
to fulfil the informal education role expected as it teaches in young age, specially back at the
time where children’s story book was supposed to promote peace and international
understanding, the crime and superhero comics were accused of leading children to violence
and war, thus they had to be carefully supervised to help them correct media choices.

From an online source in relation war and children by Liu, M, M. D. (2017).War and
Children.https://ajp.psychiatryonline.org/doi/full/10.1176/appi.ajp-rj.2017.120702past as the
children may experience acute PTSD, with hyperarousal, re-experiencing, and sleep
disruption, or chronic PTSD, characterized by dissociation, restricted affect, sadness, and
detachment as where internalizing reactions, such as depression, suicidal thoughts, worry,
and anxiety were prevalent among Liberian youths exposed to armed conflict and in a study
of 300 Syrian refugee as the children who had been exposed to war commonly exhibited
anxiety and excessive fears, manifested by dependent behavior, clinging to parents, and fear
of being left alone or sleeping in the dark, as after 9/11, 15% of New York City school
children surveyed had developed symptoms of agoraphobia, 12% developed separation
anxiety, 10% developed generalized anxiety, and 9% developed panic attacks and
externalizing behaviors, such as delinquency, bullying, and drug and alcohol use, also appear
to increase after trauma.
To another feasible research from Wahl R., Aldous M., Worden K., & Grant K.,
(2008). Echinacea purpurea and osteopathic manipulative treatment in children with recurrent
otitis media: a randomized controlled trial, ClinicalTrials.gov Identifier: NCT00010465.,
stated on paper recurrent otitis media is a common problem in young children as they have been
inadequately studied, where patients were aged 12–60 months with recurrent otitis media, defined as
three or more separate episodes of acute otitis media within six months, or at least four episodes in
one year (44% white non-Hispanic, 39% Hispanic, 57% male) were enrolled, of which 84 had follow-
up for at least 3 months. Echinacea was associated with a borderline increased risk of having at least
one episode of acute otitis media during 6-month follow-up compared to placebo (65% versus 41%;
relative risk, 1.59, 95% CI 1.04, 2.42) compared to sham (44% versus 61%; relative risk, 0.72, 95%
CI 0.48, 1.10). In otitis-prone young children, treating colds with this form of echinacea does not
decrease the risk of acute otitis media, and may in fact increase risk. A regimen of up to five
osteopathic manipulative treatments does not significantly decrease the risk of acute otitis media.

In an online article. Violence and Media, (2019). Retrieved from;


https://www.apa.org/action/resources/research-in-action/protectadvent, illustrates that video
games raised new questions about the potential impact of media violence, specially children a
2010 review by psychologist Craig A. Anderson and others concluded that “the evidence
strongly suggests that exposure to violent video games is a causal risk factor for increased
aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy
and prosocial behavior.” Anderson’s earlier research showed that playing violent video
games can increase a person's aggressive thoughts, feelings and behavior both in laboratory
settings and in daily life. "One major conclusion from this and other research on violent
entertainment media is that content matters," says Anderson.

Other researchers, including psychologist Christopher J. Ferguson, have  that video


game violence harms children. While his own 2009 meta–analytic review reported results
similar to Anderson’s, Ferguson contends that laboratory results have not translated into real
world, meaningful effects.. His work has found that children who are already at risk may be
more likely to choose to play violent video games. According to Ferguson, these other risk
factors, as opposed to the games, cause aggressive and violent behavior.
Definition of Terms

 Black propaganda a propaganda that does not come from the source it claims to come
from Compare grey propaganda, white propaganda.
 Media consumption or media diet is an information and entertainment media taken in
by an individual or group. It includes activities such as interacting with new
media, reading books and magazines, watching television and film, and listening
to radio. An active media consumer must have the capacity for skepticism,
judgement, free thinking, questioning, and understanding.
 Media manipulation is a series of related techniques in which partisans create an
image or argument that favours their particular interests. Such tactics may include the
use of logical fallacies, psychological manipulations, outright deception, rhetorical
and propaganda techniques, and often involve the suppression of information or
points of view by crowding them out, by inducing other people or groups of people to
stop listening to certain arguments, or by simply diverting attention elsewhere.
 Media Violence is the kind of an extreme form of aggression that is
produced due to constant exposure to aggressive and violent behavior
in mass media, resulting in human suffering, lost lives, and economic
hardship to our society as well as an atmosphere of anxiety, fear, and
mistrust.
 Toxic Masculinity. social science term that describes narrow repressive type of ideas
about the male gender role, that defines masculinity as exaggerated masculine traits
like being violent, unemotional, sexually aggressive, and so forth. Also suggests that
men who act too emotional or maybe aren’t violent enough or don’t do all of the
things that “real men” do, can get their “man card” taken away.
  War a state of usually open and declared armed hostile conflict between states or
nations  as the period of such armed conflict.
Cited Research

 Anderson, C.A., Ihori, Nobuko, Bushman, B.J., Rothstein, H.R., Shibuya, A.,
Swing, E.L., Sakamoto, A., & Saleem, M. (2010). Violent Video Game
Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and
Western Countries: A Meta-Analytic Review. Psychological Bulletin, Vo.
126, No. 2. Anderson, C. A., Carnagey, N. L. & Eubanks, J. (2003).
 Exposure to violent media: The effects of songs with violent lyrics on
aggressive thoughts and feelings. Journal of Personality and Social
Psychology, Vol. 84, No. 5. Anderson, C. A., & Dill, K. E. (2000). Video
games and aggressive thoughts, feelings, and behavior in the laboratory and in
life. Journal of Personality and Social Psychology, Vol. 78, No. 4.

 https://en.m.wikipedia.org/wiki/Media_consumption

 https://en.m.wikipedia.org/wiki/Media_manipulation
 https://www.dictionary.com/browse/black-propaganda
 https://www.urbandictionary.com/define.php?term=media%20violence
 https://www.merriam-webster.com/dictionary/war

You might also like