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    Brian Rapp Media Literacy and Research Methodologies December 6‚ 2012 The Entertainment Industry‚ Media Practices and Violent Content: Its Impact on Children: A Conceptual Analysis The entertainment industry has regularly attempted to influence the audience in an aggressive manner‚ with marketing practices and newer information‚ by ever changing technology and mixed media types. However‚ show business is not

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    homework or had stimulating interactions with adults or other children‚ "On average‚ children aged 2-5 watch 14 hours of network television‚ per week" (Television project). This fact is further supported by a report in CNN news quoting the latest annual Media in the Home survey‚ conducted by the Annenberg Public Policy Center that "The average child in the United States spends about 25 hours a week in front of the television (including the use of VCR)"‚ and "By grade 12‚ the average American child will

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    which a large number of players interact with one another in a fantasy world. Players use them as traditional games in which to explore new friends‚ new adventures‚ and themselves. Video games such as MMORPG lead to increased aggression and also violence most especially those teenagers who are very attached to the video games. Violent video games are significantly associated with: increased aggressive behavior‚ thoughts‚ and affect; increased physiological arousal; and decreased pro social or helping

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    shows‚ music songs‚ and video games are filled with violence: murder scenes‚ nonstop profanity‚ rape and torture scenarios. By placing scenes like these in the movies for the children and teenagers to see‚ the media is causing them to become more violent than it already is. What has our society come to these days? Everywhere we look‚ violence is present; in the streets‚ back alleys‚ schools‚ and even at home. Even if one might be a pacifist‚ violence will keep its way into our homes through the television

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    entertainment (video games and other interactive media) on young people‚ preliminary studies indicate that the negative impact may be significantly more severe than that wrought by television‚ movies‚ or music. Playing violent video games has been found to account for a 13% to 22% increase in adolescents’ violent behavior; by comparison‚ smoking tobacco accounts for 14% of the increase in lung cancer. Epidemiologists studying factors associated with violence‚ including poverty‚ racial discrimination‚ substance

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    hope gets heavy‚ and you feel like the whole world is against you. Presently‚ our children are growing up in the information age. The media is at their fingertips. Everywhere you look‚ with every press of the remote or the click of a mouse‚ there is an ever-increasing

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    violent acts do not get punished. Television is a powerful teacher and if children are always viewing their favorite characters using violence or aggression to get what they want‚ children will do the same. While TV violence is not the only cause of aggressive or violent behavior‚ it is clearly a significant factor. Parents can protect children from excessive TV violence in the in different ways pay attention to the programs their children are watching and watch some with them‚ set limits on the amount

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    severity of who is to blame for the amount of violence in society today and is it to blame on television. TV is being called a “major determinant” regarding media violence. The author is matter of fact and provides support in the majority of his statements. The premises of this article are on if television contributes to the violence in our society today. When reading this article it gives you a lot of insight on how the media can contribute to a lot of violence on the street. The author states in the

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    The Desensitized Youth With the advent of video games‚ the world’s thirst for reality in the violent gaming realm has increased. In the alter-reality children have become desensitized and obsessed with violence. As each game becomes more bona fide and tolerable children cannot disconnect fact from fiction. Today’s video games have become an ever-rushing stream of death and gore; they have become a part of our culture‚ and have caused the modern young person to become more aggressive and

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    that violent media desensitizes people from the suffering of others. Desensitization is a major factor in stopping an individual who is encountered with a victim from helping said victim. The individual who is desensitized may be less likely to notice the victim‚ have a reduced perception of seriousness injury or emergency‚ and decreased sympathy for the victim—as a result of normalized violence. The studies provided were testing the cognitive and numbing effects of media violence. The desensitizing

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