Video games and TV show breed violence in children
In today’s world, television and video games have become essential in the growth of any child as it helps in providing entertainment, education and social interaction. Notwithstanding the growing benefits that they bring like exposure, there has however been a concern among parents and teachers on the negative effects that these mediums have on children. The landscape of entertainment has undergone a sporadic shift in recent future, with television and video games occupying an ever-growing space in our lives, particularly for children. This rise has brought forth a contentious debate on whether the content presented in these mediums has become increasingly unsuitable for young minds or not. While proponents of stricter boundaries raise concerns about violence, desensitization, and addictive tendencies, others argue for the potential benefits of media, emphasizing its educational value, creativity-boosting capabilities, and social connection opportunities. This essay analyses the cons of video games and TV shows taking into account various aspects such as content, behavior, parental supervision, educational value, and the positive aspects of these mediums.
The question as to whether television and video games are suitable for children has persisted for a while now and it has become a very controversial topic that has split many people in the middle. This battle pits parents most of whom argue that they bring harmful effects to children against entertainers and the makers of the video games who only look at the positive side alone. Opponents are of the opinion that the T.V. has become unsuitable for children as it mostly makes them aggressive towards family and friends (Mwangi et al. 15). There is also the argument that video games have become unsuitable for children due to the fact that it leads to changes in the brain. On the contrary, television entertainment stakeholders and video game makers disagree with this argument. Could it be that this argument is driven by self-greed since these stakeholders happen to reap majorly from the sale of these games? While proponents of stricter boundaries raise concerns about violence, desensitization, and addictive tendencies, others argue for the potential benefits of media, emphasizing its educational value, creativity-boosting capabilities, and social connection opportunities. From whichever angle one looks at it, there is no dispute that the disadvantages of video and TV games outweigh the advantages.
TV and Video games instil violence in children
Televisions and video games have become part and parcel of almost every American home. The change that the television has gone through has left many parents with key concerns on the levels of violence that their children are getting exposed to. From a young age parents teach their children not to talk to strangers but on the other hand they allow strangers to talk to them and shape their growing up through television’s view (Grubb and Chad 51). According to a study done by Media Awareness National Network on the effect of television violence between 1996 to 1997, it was established that children cannot differentiate between what is real and what is not. The study noted that children become more exposed to foul language, violent and sexually graphic content at an early age. The way violence is portrayed goes on to encourage children to learn aggressive behavior from an early age. Many children look at some of these characters as heroes and try to imitate them regardless of whether they are good or bad. As a result, most of these children go on to become aggressive towards their siblings and school friends. It also causes them to have dreams and nightmares that deny them sleep generally affecting their mental health and confidence.
Certain television programs often blur the lines between good and evil, presenting morally ambiguous characters and situations. While navigating complex ethical dilemmas can be valuable for older audiences, exposing young children to such grey areas can be confusing and detrimental. The glorification of violence and problematic stereotypes also raise concerns about shaping young minds with biased and potentially harmful perspectives.
Away from TV programs, video games too come with graphic violence that is presented to children. From animated brawls to hyper-realistic gun battles, children get exposed to a regular bombardment of violence, desensitizing them to real-world consequences and theoretically influencing their own behavior. Studies by the American Psychological Association link exposure to media violence with increased aggression in children, particularly those under the age of eight. The fear of copycat behavior, as seen in some tragic real-life incidents, further fuels anxieties about the impact of violent content on vulnerable minds.
The captivating nature of video games can quickly turn into an unhealthy obsession, especially for children with developing self-regulation skills. Excessive screen time can lead to physical health problems like obesity and poor eyesight, along with neglecting essential activities like playing, reading, and socializing. Studies suggest that excessive gaming can even lead to behavioral addictions, negatively impacting sleep, attention spans, and academic performance.
Age-inappropriate content is another major concern. With readily available streaming services and online gaming platforms, parental control becomes a constant challenge. Children can easily stumble upon violent, sexually suggestive, or offensive content, leading to emotional distress, confusion, and a warped understanding of healthy relationships and adult themes. Parents teach kids from an early age not to play violent or inappropriate video games but at the same time they are not keen enough to see that this is adhered to. Children will need guidance and supervision all through since they cannot tell what is appropriate and what is not in video games (Giomi and Sveva 23).
Kids who play video games for long can become overweight which ultimately leads to them becoming isolated and stigmatised by other children which in turn affect their self-esteem levels. Some video games have vulgar language and tons of disrespect for women as well as inappropriate sexual content (Pozner 16). Games will impart kids with skills like how they can easily harm others among other things. A case in point is the Columbine High School massacre that took place on April 20 1999. Two students namely Eric Harris and Dylan Klebold walked right into the school cafeteria and shot indiscriminately killing thirteen of their colleagues and wounding twenty three upon which they later committed suicide. As the police were trying to look for clues into what motivated their heinous act they happened to stumble on a cache of weapons and hard drives. It was uncovered that Harris and Klebold enjoyed playing blood videogames and had even gone to an extent of making videotapes that resembled the events of their massacre (Andrew 61). In one of the videos Harris and Klebold were dressed in trench coats, carrying concealed guns and later killing individuals at school.
Arguments against the claim that TV and Video games instil violence in children
Notwithstanding all the wrongs associated with television and video games, they have some advantages too. For instance, they offer numerous educational opportunities thereby exposing children to numerous topics and hence igniting curiosity and a thirst for knowledge. Educational video games can teach them various subjects like history, science, and problem-solving skills in a fun and engaging way. The interactive nature of games can be particularly effective in solidifying information and promoting active learning. The games and tv programs act as fertile grounds for creativity. Some of the games allow children to solve puzzles and build on their imagination. In the games that involve multiple players, there is better communication, teamwork and strategic thinking. The children also happen to create online communities which go on to provide a sense of belonging and connection especially for those children who may be struggling with social interaction in other settings. Television and video games also offer a healthy escape from the pressures of daily life. Watching a fun show or playing a relaxing game may act as a form of stress relief for children, providing much-needed downtime and enjoyment.
Way forward
Video games and television are two components that we have to deal with in this era of technology. The essay has looked at the numerous disadvantages that come with these two mediums of relaying communication and entertainment. This therefore means that there is need for moderation so that children can get to reap more from the benefits rather than the disadvantages.
One of the ways of rolling out moderation includes exercising more parental controls and media literacy. Parents are required to play a more crucial role in setting boundaries, monitoring viewing habits, and discussing the content with their children. Instituting media literacy programs will help equip children with the critical thinking skills needed to analyze the information they encounter, discern fact from fiction, and make informed choices about their media consumption. Parents must actively engage with their children’s media consumption, establishing clear guidelines, monitoring screen time, and fostering open communication about the content they encounter. Discussing the messages conveyed, identifying harmful stereotypes, and promoting critical thinking skills are crucial steps in mitigating the potential negative impacts. The harmful effects can also be controlled through age-appropriate content and filtering tools. The filtering tools and parental controls offered by streaming services and gaming platforms can be valuable allies in managing content exposure. However, relying solely on technology is not enough. Parents must actively curate their children’s media choices, selecting age-appropriate shows and games that prioritize education, creativity, and positive values.
Conclusion
The essay has captured the effect of TV shows and video games and it has shown that the disadvantages outweigh the advantages. This problem can be solved by having kids doing things like playing outside, reading books, and playing with siblings or friends. Parents should spend more time with their kids by playing games, cooking, and going on outings with them. It is important to realize that parents can and should set rules on how much television their kids can watch and how much video games their kids can play. Another point is that parents who buy video games for their children can monitor what is appropriate and what is not appropriate for them. This can be the same with television programs because with cable you are able to stop your children from being on certain channels and from seeing certain shows. Parents have control of what their children can and can’t do and should therefore use this to their advantage.