Richard Rhodes the author of “Hollow Claims about Fantasy Violence” expresses that the media’s portrayal of violence has no influence on those that view it. One of the first tactics that Rhodes used was by attacking the flaws of Organizations who blamed entertainment for the issues of violent behaviors. He claims that due to increased social control over the years has caused a decline in violence. Rhodes’ used thought-provoking tactics attempting to disprove that violence is influenced from the media instead he believes that violence is stemmed from personal violent encounters. Although Rhodes brought about very good points to dispute that violence is not caused by entertainment, it is not convincing. Rhodes article got published in The New York Times on September 17th 2000. He is also a well-respected author with a fair share number of books under his belt. Rhodes’ audience is New York Times’ readers, who might be parents of young children. The author’s intention is to both persuade and debunk the notion that the media is the only source to blame for violent behavior. He is writing in a formal style that although there is a target audience, it is still unknown because other audiences can read it due to being published in a public news outlet. He is using objective facts and interpreting it in a subjective manner to prove his point. Rhodes writing formed a very interesting pattern. He interestingly used a counterargument pattern in which he agreed that violence could be
The main purpose of the article written by Gerald Jones is to change the public perception of violent media for kids. He argues for this by saying violent media can actually have positive effects on young people because a violent media help the young people to gain self-knowledge and sense of potency through heroic combative storytelling. In addition to this, when young people are growing, watching a media action full pool of blood, killing, stabbing, screams of agony and pleas for mercy help them pull out of the emotional trap by plunging themselves into violent story. Jones also believes that violent media are a positive influence on children because pretend to have a superhuman power helps children defeat the feeling of impotent that inescapably
THESIS STATEMENT: The world’s media today seem to have more violence than ever. Video games have vivid depictions of accident catastrophes, fighting and murder. Television news programs generally lead with a violent story in order to gain an audience. This is free society people can stay what they want. ‘’ Media violence has many negative effect on youth today to commit crimes in society.’’
Violence expression is not new to daily life; furthermore, it is seen in the popular activities that include video games. Players of video games spent many hours engaging in acts of violence that include fighting, shooting, booby traps, and assaults. Yet, these games are in a cartoon like format that attempts to approximate real life. This form of violence is unrealistic; however, it satisfies the need for violence in a positive way using non-living things. In the article, “8 Misconceptions Non-gamers Have About Video Games, there is an emphasis on the point that gamers focuses on the skills necessary to master the game, rather than the video violence. Nonetheless, this video violence is ramped in our society with much time, money, and thought put into developing the next level of violence. If there is a reason for videos leading to violence, then it is due to psychological and sociological issues (Alert). This is very much the same reasons for violence in the Crucible as the people were thinking and acting in violent ways. In my opinion, violence is a problem when becomes destructive. Knowing the limits of violence is important, especially when the lives of others are involved. While video violence is entertaining, it is important to ensure that it is
From early childhood, parents, teachers, and other adults instill in us that violence is bad and unethical. We can all agree that we should avoid certain forms of violent behavior if possible; however, it is incorrect to assume that all forms of violence is bad. In his article "Violent Media is Good For Kids", Gerald Jones argues that "creative violence" such as gory video games, Comic books, and play fighting give children tools to master rage and actually help more kids than they hurt. What the author is saying here is correct because children use these types of influences in imaginary play at a young age,
Sissela Bok opens a controversial topic on violence as entertainment which explores the effect of the increasing of violence both in fiction and in real life. Not only do films, television shows, and video games evidence an escalating level of graphic violence, but daily news of war and other human brutality are as bad as well. As less time pass on doing physical activities and an increase in using electronic devices as increases, particularly by teens, there is growing concern about a possible link between violence viewing content and actual behavior. Bok draws a balanced image, naming some possible benefits from violence. One of the benefits could be the redirection of human physical and verbal aggression and the confrontation of fears in
In society, video games have been criticized as an inducer for violent in children. The ongoing debate instigates research on the correlation between video games and violence. In Craig Anderson’s article, “Violent Video Games and Other Media Violence, Part II”, the author criticizes the opposing side and states that violence in media reflects violent behaviors in children. John Glynn’s article, “Guns and Games”, reasons on the benefits of video games and points out the true perpetrator for violent behaviors of youth in the United States to be the gun culture.; While Glynn’s article contains some form of pathos, there is a lack of pathos in Anderson’s. Both articles utilize logos and ethos. However, Glynn offers a more well-rounded argument to support that video games are beneficial and are not the true cause of aggression in children.
In Gerard Jones' essay “Violent Media is Good for Kids,” he argues a position not taken by many in today's culture. Jones advocates children should be exposed to violent media in order to overcome real life hardships. The problem with Jones' argument arise when he fails to develop his somewhat dated ideas and leaves his audience questioning how effective such exposure would be.
Some scholars argue however that violence in television, films and video games has in fact the opposite effect. As individuals become ‘saturated’ with violence, it can lead to a catharsis where videogames, television and films become a safe outlet to for aggressive feelings and emotions; as a result, individuals become less violent. Naturally, this argument goes against the idea that children are highly influenced by modelled behaviour as they try to replicate what they see (Freedman 2001). The influence of video games is therefore highly complex to resolve. Poole (2000) therefore argues that videogames may simply be part of many factors that lead to violent behaviour. Videogames as films and television may influence real life violence by having a particular style that is imitated. Pool argues that it is possible that the teenage murderers in America may have imitated the way in which people are killed in the video game Doom, however it is not possible to say that without playing the game they would not have killed their classmates. Research conducted in America reiterates this statement,
John Leo’s “When Life Imitates Video” is a persuasive work against violent media with children. Many of Leo’s points are first person with reaching correlations between violent media and life violence. Leo states that many of school shootings are related to video games. One of facts, he states is that because of shooters aiming for heads means they received that from videogames. Even if that was true, the way he states it may not have been the correct way. Leo’s stretch of the correlation between both real-life violence and media violence was unsupported. Leo’s work was supported by personal opinions on each issue at hand. If he could add statistic into the work, then he could have appealed with the ethos and pathos of the work. His major point to consider is that violent media is an opening for real life violence. As media violence creates a sense of violence being an acceptable thing in society, and it must be stopped at the source. While the need to stop violent media to prevent major massacres or school shootings is important, it’s also equally important to understand that it isn’t the only thing to create these incidents. Many factors contribute to these incidents for the future.
In 2000, Pulitzer-winning journalist Richard Rhodes published an article titled “The Media Violence Myth,” through the “American Booksellers Foundation for Free Expression,” a liberal establishment dedicated to the protection of the First Amendment right to free speech. Despite coming from a background plagued with violence and abuse, Rhodes has studied nuclear history and weapons use for over 20 years and has developed a unique opinion about the media’s effect on public violence. In “The Media Violence Myth,” Rhodes aims to convince his readers that the media does not contribute to violence through its portrayal. He attempts this in discrediting his key opponent, Dave Grossman, through ad hominem, red herrings, and violent diction. These
The article “Violence As Fun” by Randall Sullivan brings up this issue, arguing that parents need to be educated on the dangers of allowing their children to watch violent TV programs. The author supports this with evidence from a report conducted by The American Psychological Association, where they concluded that early substance abuse, access to weapons, isolation, and widespread display of violence in media; the latter being greater, contributes to the violent behaviors in adolescents. He also points out that since the 1950s, aggravated assaults have increased seven times. The passage further emphasizes that many TV outlets know the damaging effects that violence in media has on juveniles, yet only a few acknowledge this fact. Sullivan’s
In “Violence Media is Good for Kids”, Gerald Jones described how violence is not always bad for kids, but can have a positive impact for them. Children learn from violent media how to solve problems in a different way. Violent media shows children that every obstacle they face is not the end of the world. By exploring the pages of violent media and exposing the children to violence it prepared the child for experiences in the future.
In the article titled Violence Media Is Good for Kids Jones stated that “When we try to protect our children from their own feelings and fantasies, we shelter them not against violence but against power and selfhood” (Jones 184). This quote embodies how many teenagers have felt throughout time. In addtion, violence has been surrounding us for many years however people seem to blame the influx of violence on media. Further,
In their research of violent videogames and the effect on children, they have found that “the simplistic belief that exposure to media violence will lead directly to individual violence is clearly wrong.” (Kutner, Olsen, 2008) I am going to ask you to look deeper than this. I assert that although violent video games are thought to encourage real world violence, they actually help to prevent it.
In the book Critique of Violence ,author Walter describes Violence as "The intentional use of physical force or power, threatened or actual, against oneself, another person, or against a group or community, which either results in or has a high likelihood of resulting in injury, death, psychological harm, male development, or deprivation .The violence that is portrayed in the media has been debated for decades ,and it has rose a question about how does it influence the youth?. From movies to video games society has been accustom to seeing violence in their everyday entertainment. Since children are easy to be influence by their environment, it is safe to say that violence in the media can and will contribute to violent behavior.