revision
Running head: CHILD MEDIA 1
CHILD MEDIA 3
Child Media
Greg is one of the many children around the world who are victims of the issue of exposure to video game violence in today’s society. The first thing to consider in this case is the aspect of its prevalence. According to the Kaiser Family Foundation, a national survey by the National Institute on Media and the Family shows that up to 92 percent of children as well as adolescents play video games (Kaiserfamilyfoundation, 2016) . This prevalent rate serves to explain why Greg’s parents concluded that it wouldn’t be such a bad idea as most other children were playing the games. Other than this it is also indicated that the children and adolescents involved are aged between two and seventeen, a bracket within which Greg, at ten, belongs. Prevalence rates further indicate that not only do majority of the affected children live in homes with video game systems, but also majority have them in their bedrooms. It is no wonder then that Greg would rush to his room to play after supper or had the computer placed in his bedroom. Additionally, there is also the report that most of the children involved are male as well as white.
Given Greg’s developmental level, there are certain dangers of exposure to media violence. This is especially so in the context of his cognitive as well as socio-emotional development. Research indicates that after periods of exposure to media violence, children become less sensitive to the pain as well as suffering of other people. Other than this, there is also the tendency of developing fear towards the world in which the child exists. There are additionally possibilities of behaving aggressively and in harmful means towards others. Rowell, a psychologist, for instance, finds that children who are exposed to a lot of media violence in their elementary level revealed higher levels of aggressiveness in their teenage years. Socio emotionally, Greg for instance, has already exhibited tendencies of aggressiveness in throwing temper tantrums in his persuasion of his parents to have him get him a computer. There is also addiction effects realized in that he cannot seem to let go of violence related games to sleep or do his homework. According to the Kaiser Family Foundation, one out of every four children admits that playing video games interferes with their homework. Cognitively, therefore, his concentration in class work and performance is affected.
While the above effects of video gaming in children have been realized, it is also essential to note that not all children who play violent video games are likely to become more aggressive. There are certain risk and protective factors, including the predisposition to violence, that contribute to this. Individual risk factors for instance include a history of violent victimization, past early aggressive behavior, exposure to violent actions in the family, low IQ, among others. In the case of Greg, for instance, the fact that he has already displayed poor behavioral control through temperamental tantrums and being forced to go to bed makes him more prone to violence in future. There are also family risk factors involved such as the lack of parental involvement and poor monitoring of children (McCay, 2015). Since Greg’s parents have demonstrated keenness in Greg’s behavioral development, the risks of aggressiveness can be significantly reduced. This will further be aided by elimination of community risk factors such as the lack of community participation. Protective factors that might mitigate possible outcomes for Greg therefore include parental use of constructive strategies, involvement in pro social activities and even development of social skills for Greg.
As noted above, there are effects of media violence that faces Greg at his particular developmental level. Other than the tendencies of aggressive behavior, it is also indicated that his educational and socio emotional relationships are affected. Furthermore, it is indicated that tendencies to be aggressive in later years are significantly increased; the implication of this is that while certain mild effects of exposure to media violence may have already been witnessed in Greg, a continuation of the same was more likely to result in further aggressive behavior in adulthood. Studies indicate that exposure to violent video games predict adult aggression.
Of these strategies however, a good plan to recommend to Greg’s parents would be to get him involved in pro social community activities with his age mates. This will provide an opportunity for him to socialize with others as well as develop interest in other forms of entertainment other than video games. It will also make it easier for the parents to then direct his behavior at home as most of the children involved in the program would be going through similar instructions from their parents, as learned in the community gatherings.
The dangers of media game violence can be compared to those of domestic violence. In both cases the chances of the child developing aggressive behavior in future are significantly increased. Domestic violence, however, may be more difficult to address with parental involvement as most often the parents are the ones in need of intervention first, before the children. A child who grows up with domestic violence and is also exposed to media violence has even higher chances of being aggressive. Each of these forms of violence has an economic as well as social, physical economic costs to the families involved and the community at large, the individual is also affected. Violence to the economy is noted to lead to the loss of productivity as individuals become less industrious (McCay, 2015). Other than this, there is also the healthcare and intervention cost that may lead to a lot of significant losses for the family and community. Additionally, communities also get to witness an increased burden on the justice system in order to solve some of the effects of violent activities realized. This is other than the loss of social cohesion as the relationships between family and community members are strained (McCay, 2015). However, the cost of implementing interventions strategies to eliminate the long term effects are found to be much less that the costs realized if no action is taken, Consequently, the implication of this is that intervention is significant and thus a necessity.
References
Kaiserfamilyfoundation. (2016). Children and Video Games. Retrieved from https://kaiserfamilyfoundation.files.wordpress.com/2013/04/5959.pdf
McCay, M. (2015). The SURVIVE Community Project: A Family-Based Intervention to Reduce the Impact of Violence Exposures in Urban Youth. Retrieved from http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3045728/