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    Violence in today’s society has greatly increased to the youth via video games and televisions. About ninety percent of U.S. kids ages eight to sixteen play video games‚ and they spend about thirteen hours a week doing so (Harding). Does this consistent image of violence have an effect on their behaviors and the way these kids grow up (Harding)? My task is to argue that kids who play lots of violent video games have more aggressive behavior than kids who do not play violent video games. What is

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    Killology Shana Marlow Gaston College General Psychology Misty Collier March 1‚ 2013 Killology Do violence in the media and interactive entertainment‚ such as video games and movies‚ influence children to have the will to kill? According to Lt. Col. Dave Grossman‚ an expert on the psychology of killing‚ both play a big role in child murders. There are several methods to this madness by which people can actually motivate themselves to take another human life‚ such as‚ operant conditioning

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    | | The topic I have chosen to discuss is the role that media violence plays in aggression children‚ specifically as related to Bandura’s experiments. Albert Bandura believes that most of human behavior is learned by observing a model or simply another person‚ which affects a child’s view of how this new behavior can be developed and ultimately believing that this new attained behavior is a guide for their actions. One notable experiment that helped to shed light on children being more susceptible

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    nature of violent games‚ though disturbing‚ makes them easily discernible from real life and suggests that the interactivity could potentially make such games less harmful. She raises the question of how these two behaviors can be linked if youth violence has declined over the last several years while violent video game playing has increased significantly during the same period. This analysis ignores the fact that such variation may be explained by factors other than the link between the two. A

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    Video Game violence and our youth In the past 20 years society has fallen victim to mass murders perpetrated by children‚ even though overall crime is down. In order to better understand this; social scientists are conducting studies on whether violent video games contribute to this cycle of violence or are they just a tragic coincidence. In “violent Video Games: Dogma‚ Fear‚ and Pseudoscience” Christopher Ferguson argues that there is no significant contribution to video game violence and the up-tick

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    times more likely to think favourably of smoking‚ and are more likely to smoke than those whose favourite stars don’t. • Smoking in film has a stronger impact on smoking uptake among young people than traditional forms of cigarette advertising. media images of smoking were perceived to be normal and acceptable. They identified with the stress-relieving and social aspects of smoking despite being aware of harmful health effects of tobacco use. I personally suggest it is technically possible

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    Gabriel Vara

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    officials have blamed today’s media on the acts of kids and young adults‚ how the impact of violence‚ drug‚ and alcohol abuse can ruin children’s lives. Parents need to notice that their own behavior has a major influence on their children’s lives and futures. He makes strong statements that the media does not influence adolescent violence‚ drug‚ and alcohol abuse. He supports his opinion with many examples including the comparison of television violence and real actual violence. Males notes‚ “Kids will

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    IN MEDIA Consequences of Fictional Depictions in Media: Effects of Media Violence on Criminal and Educational Behaviors Paul M. Short and Sharon E. Stein Ferrum College Abstract The present study investigated the relationship between exposure to media violence and behavioral problems in college students. Prior research has demonstrated a link between media violence and behavior. In this study college students‚ completed a questionnaire about their past and present media consumption

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    Violent Films and Their Impact on Children The film industry‚ in this generation‚ has produced several great and highly successful films‚ many of which contain some form of excessive violence. Some examples of these movies include The Boondock Saints‚ The Expendables‚ and Fight Club. Although these films are indeed wildly successful‚ it is important that such films are watched by only their intended audiences‚ namely adults. Many children are

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    Stephen Calcutt 9 October 2012 E-Portfolio Video Game-Playing is Unhealthy for Teenagers Effects of Violent Video games The amount of time invested in various media by adolescents rises every year due to the increasing technology advancements. In fact‚ between 2004 and 2009 the amount of time an 8- to 18 year old spent with media increased by 1 hour and 17 minutes a day‚ resulting in 7 hours and 38 minutes per day in 2009 (Reinburg‚ 2010). This amount of time is mind-blowing when added up and

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