Television remains the single most influential medium in the lives of young people. However, a three-year National Television Violence Study found: "two-thirds of all programming contains violence; children's programs contain the most violence; the majority of all entertainment programming contains violence; violence is often glamorized; and the majority of perpetrators go unsanctioned" (Muscari 2002).
Television violence is graphic, realistic and involving, shows inequity and domination, and portrays most victims as women, children and the elderly (Muscari 2002). Children tend to focus on the more intense scenes, such as violent moments, rather than story components, and these "aggressive acts lead to a heightened arousal of the viewer's aggressive tendencies, bringing feelings, thoughts and memories to consciousness and can cause outwardly aggressive behavior" (Muscari 2002).
When video games were introduced in the 1970's, they quickly became a favorite pastime for children, and now make up a $10+ billion industry. Today, children average 90 minutes of game time per day, and may experts believe that the "mechanical, interactive quality of 'first-person shooter' games make them potentially more dangerous than television or movies" (Muscari 2002). In fact, many of the young school shooters, including those at Columbine, were obsessed with video games, yet had little or no experience with real guns prior to their shooting sprees (Muscari 2002). For example, the 14-year-old killer in Paducah, Kentucky, never moved his feet as he fired at each of his victims as if they were popping up on a screen, and the Columbine killers "methodically moved from room to room, stalking and killing their victims, laughing; a hallmark of video game, as well as movie and television violence, known as 'funny violence'" (Muscari 2002). Rebecca M. Chory-Assad reports in the December 2005 issue of the Journal of Broadcasting and Electronic Media that "not only do video games contain violent material, but higher levels of aggressive thought and behaviors have been observed among individuals who play these types of games" (Chory Assad 2005).
Music plays an important influence on adolescents because it helps to define important social and sub-culture boundaries, and while music...
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