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Media Violence the Role of Media Content


The violent activities have been increased over the period of time with the increase in time that is spent with media-content and the accessibility of individuals with these contents. The violent theme of movies, cartoons and comic-characters has made the individuals to perceive that these activities are not harmful and are morally right and hilarious to be carried out (Browne and Hamilton-Giachritsis, 2005)

Media Violence the Role of Media Content


e. hero or villain is not punished in any manner with respect to the violent activities that they carry out or the punish for violent activities is not too big and in this way the individuals perceive that the violent activity that they are carrying is right and is not considered unethical in any manner (Carter, 2003)

Media Violence the Role of Media Content


Real-Life Evidences The real-life event, that took place on 12th February 1993, in which a two-year boy was killed by the two boys, who were aged 10 years old. Both kids were found to be the youngest murderers in the history and the experts suggest that the violent content of media made the children indulge in the violent activity of killing a two-year-old boy (Franklin and Petley, 1996)

Media Violence the Role of Media Content


Both perpetrators were found to be exclusively involved in the violent video-games and tend to possess the aggressive behavior. Their aggression that was stimulated from their access to violent video-games was transferred in the real world and their imitated behavior towards the action and killings in video games caused the real life event of massacre (Ferguson, 2008)

Media Violence the Role of Media Content


Catharsis theory presented by Feshbach and Singer, (1971) suggests that the continuous exposure to violent situations by means of television and video-games make the individual resistant towards the violent situation and makes the individual being able to deal with such situations in real-life. The study conducted in this respect represents the idea that the energy that is being captured by an individual during the exposure of aggressive video games is often used in real-life which has increased the individual's tendency to act violently in some situations (Gentile, 2013)

Media Violence the Role of Media Content


These individuals like to carry guns and weapons as a part of being influenced by the media contact that shows the fads and fashion of weapons. Therefore, the indulgence of media content in this respect is found to be questionable by means of youth's involvement in the violent activities in real life (Herrington, 2011)

Media Violence the Role of Media Content


Theories -- Analysis and Evaluation The theory of desensitization refers to the decreased tendency of an individual to respond to the real life situations, however, the notion with respect to the media indicates the individual's inability to respond in actual real-life violent situations which are usually the causal effect of individual's exposure to violent situations in transmitted media. The media source could vary from television to video games and comic-series and the adherence of violence in these sources of media makes the individual to encounter with hostile thoughts in terms of observing and perceiving the actions of the people whom they are surrounded with (Huesmann, 1982)

Media Violence the Role of Media Content


Some authors believe that only aggressive people are involved in violent activities and use media as intermediary support to take ideas and strategies to conduct their violent activities whereas, some experts believe that only such individuals adhere in such activities that prevail some psychological disorders and stay unable to distinguish between right and wrong. The media targets the over-all population, whereas, the occurrence of events with respect to violence is not as much as the accessibility of violent content to people and this notion overrules the perspective of violent media in relation to violent behaviors in real life and it entirely depends on an individual that how he wants to carry out his activities that are being transmitted through the media sources either negatively or positively (Livingstone, 1996)

Media Violence the Role of Media Content


The perpetrator was found to be obsessed with the video game named ManHunt and followed the exact way of killing his friend by using the hammer. The video-game contained the violent content in which players are supposed to kill people with the most brutal ways and the influence and perspective of game was clearly illustrated in the perpetrator's mind and caused him to kill his own friend by following the rules and type of weapon in accordance with the video game (Mac-Sithigh, 2010)

Media Violence the Role of Media Content


For instance, the people become involved in the TV-programs and represent their emotions with respect to what they see;they feel anger when they watch something offensive is happened and feel happy when they watch that something pleasant has been happening. The research study conducted in this respect provided the empirical evidence that the individual's behavior is changed and manipulated in accordance with the media-content with which they are exposed (Zillmann, 1971)

Violence in the Media and


As violence is played for laughs and cheers on TV and in the movies, our kids eat their favorite snacks and giggle as the body count rises. We are raising generations of children who learn at a very early age to associate horrific violence with pleasure and excitement -- a dangerous association for a civilized society (Grossman, 1999, p

Violence in the Media and


Media and games producers know that children are at a vulnerable age where they cannot truly distinguish the right from the wrong and make rational and moral choices. Nevertheless, recent movies such as Spider-Man and video games like Grand Theft Auto III, although not really for kids, were marketed to attract kids as well as adolescents (Kumar, 2003, p

Violence in the Media and


Even if children do not try to imitate violent scenarios in movies and TV shows they see, there is abundant evidence demonstrating that continuous exposure to violence increases the likelihood of aggression and violent behavior among children. An average American child sees 8,000 acts of murder and 100,000 acts of various kinds of violence by the time he or she completes elementary school (Simmons, 2010, p

Violence in the Media and


Some of them point out that there is no clear definition of "violence in media." Does it include accidents and disasters? How about psychological torment? Critics also argue that eliminating violent movies, TV shows, and games "on the basis of violence alone would also rule out important films like Saving Private Ryan (1998), Schindler's List (1993), or Hotel Rwanda (2004) -- not to mention popular children's films from the Lion King (1994) to the Shaggy Dog (2006)" (Trend, 2007, pp

Gap Inc.\'s Social Media: Selling Feminism and


If you take a look at the social media accounts of parent company Gap GPS Inc. And you'll see the 45-year-old retail giant has been carefully cultivating a web presence focused on feminism, equal pay and progressive values (O'Connor, 2014)

Social Media and the Peril of Looking


At the end of the day, the kid gets his likes, and the company gets a clear picture of its influencers and potential customers. When he says that the kids "pay with their likes, their favorites and their follows, and get paid with a new path to popularity or fame," and that "they must demonstrate that they have social media followings in order to find distribution and sponsors," the writer appeals to ethos, trying to put himself in some positive light with the audience by showing his impartiality and appreciation of both perspectives (Rushkoff)

Social Media and the Peril of Looking


Further, the writer depicts how multi-dollar companies have made this "like" and "favorite" business a money-making spot, and how they would do anything to reap financial gain, even if it means blatantly taking advantage of unsuspecting kids who are perhaps so eager for sponsorships, and also too young to understand exactly what this kind of exchange entails. The writer employs ethos (expert testimony) and pathos (guilt and worry), which he uses to create sensationalism and engage the audience in a bid to manipulate their emotion (Wright)

Technology and Social Media


(2006) contend that proximity is a key construct of relationship satisfaction. In face-to-face interactions, proximity/closeness is derived from the physical contact shared by partners; however, in the case of online relationships, where parties communicate on Facebook, Skype, and Twitter, and perhaps never interact physically, it may depend primarily on the frequency and quality of communication (Anderson and Emmers-Sommer, 2006)

Technology and Social Media


They will be selected using the simple random sampling technique and will be required to fill out the questionnaire and hand it back to the interviewer. The random sampling technique is deemed appropriate for this study because it often results in an unbiased test sample, whose results could provide the researcher with a valid basis for predicting the likely trend in relationship development (Babbie, 2010)

Technology and Social Media


Additionally, survey administrators will be required to maintain the confidentiality of all records and information collected during the survey, and will reiterate the significance of confidentiality to participants during the data collection process. In line with the voluntary participation requirement, a provision will be made, allowing participants to withdraw from the process at any time, or to refuse to respond to any question that they feel infringes on their personal space (Cozby & Bates, 2012)