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Gabriel Patrick Balajadia

12-STEM

Violence Among Media and


Entertainment Specifically
Video Games and Music
Violence has been described by the World Health Organization as
"intentional or actual use of physical strength or power against yourself, other
people and a group or community that leads or has an elevated probability to lead
to injury, death, psychological harm, mismanagement or deprivation."

In the United States, aggression takes place at an unprecedented pace. Two of the
top three causes of death are murder and suicide by Americans between the ages of
15 and 34. More US kids will die in one year from firearms than combined cancer,
measles, influenza, asthma and HIV/AIDS will die in the United States.

Music plays a vital role in young adults and adolescents, allowing them to calm
their thoughts, bond with specific social groups and cultivate their feelings. Kids
aged between 8 and 18 years listening to music a day for at least two and a half
hours.
Less research has explored the impact in music of aggression. An American
Psychological Association (APA) research showed that violent lyrics and offensive
ideas and feelings are interrelated but not behavior.

For decades, music videos became a medium of violent content. Content research
has found that more than 80% of abuse is committed by beautiful persons in music
videos and that violence towards women and minorities in large part is portrayed.
In certain cases, violence was sexual with a study which shows that 81% of the
violent videos often entangled with sexual images. In addition, imaginative
features and editing may mix brutality and stunning scenery with pleasurable or
pleasant experiences.

Several research focussed on rap music and found more violence in other genres.
They also observed that audiences are more likely to accept abuse, accept violence
against women, and commit acts of violence or hostility themselves.

Virtually all US adolescents – a 97% poll – play video games. The average time
spent playing about 13 hours a week has been seen in research. Many games have
strong contents and research have found that violent content has dramatically
influenced increased hostility, conflict de-sensitisation, decreased constructive
social activity, and increased crime behaviour. Video games provide players with a
chance to become 'virtual offenders,' while aggressors and soldiers play their part.
This immersive games also acknowledge good aggressive actions for the players.
Here are some things that a parent can do for avoiding it.

Consider learning about the use of television during children's clinical visits.

Promote content management by parents and caregivers. Several academic, social


and physical effects, including violent behaviour, were covered by parental
surveillance.

Whilst film ratings and advisory marks can help parents determine which services
can be stopped, the dependence on the scheme poses two major issues. Firstly,
some labels have been shown to be of interest to children, particularly to boys such
as "parental discretion advised" and "R." Second, there is a lot of violence that is
not known as violent, such as cartoons for children.

In ensuring that children appreciate the division between actual and fictionalized
power, instructional initiatives should be created to restrict the exposure to violent
media. Such media literacy initiatives have proven successful both in mitigating
the harmful impact of media and in exploring the social benefits of media.

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