Assignment 2 Lasa 1: Protecting Children From Media For His

Assignment 2 Lasa 1 Protecting Children From Mediafor His 10th Birth

Analyze the issue of exposure to videogame violence in today's society as illustrated by Greg's situation. Discuss the prevalence of media violence among children, considering factors such as age, gender, and racial diversity. Examine the potential dangers of media violence exposure for Greg's developmental level, addressing cognitive and socioemotional development. Evaluate risk and protective factors, including predispositions to violence, and identify protective strategies that could mitigate harmful outcomes. Explore possible consequences if Greg's behavior remains unaddressed and review community intervention strategies available through local centers, schools, and social services. Propose a comprehensive plan for Greg's parents to address his media exposure. Compare the dangers of videogame violence with other forms of violence, analyzing similarities, differences, societal costs, and impacts on families and communities. Support your discussion with appropriate academic sources, including the textbook, Kaiser Family Foundation Study, and other credible references, formatted according to APA (6th edition). Include a cover page, abstract, and reference list, and ensure the paper is between 4-5 pages.

Paper For Above instruction

The proliferation of violent media, particularly video games, has become a significant concern regarding its influence on children and adolescents. As seen in Greg's case, a typical 10-year-old boy, exposure to violent video games is widespread and often normalized within societal contexts, raising questions about its implications on youth development. This paper discusses the prevalence, potential dangers, risk and protective factors, intervention strategies, and societal costs related to children's exposure to media violence, with a focus on Greg's situation.

Prevalence and Demographics of Media Violence Exposure

Media violence, particularly through video games, is highly prevalent among children and adolescents worldwide. According to the Kaiser Family Foundation's (2010) study, children from diverse backgrounds—across age, gender, and racial lines—are increasingly exposed to violent content. The study reports that 86% of 8- to 18-year-olds play video games, with a significant portion engaging with violent genres, which often feature graphic scenarios of aggression and combat (Rideout, 2010). Men and boys tend to be more frequent players of violent games, though the demographic has diversified over recent years. The ubiquity of such content indicates that exposure is a normative, though concerning, facet of modern childhood.

Developmental Risks for Children Like Greg

At Greg’s developmental stage—pre-adolescence—the brain undergoes critical changes in cognitive and socioemotional domains (Blakemore & Choudhury, 2006). Exposure to violent media can interfere with healthy emotional regulation, empathy development, and impulse control. Cognitive functions such as decision-making and understanding the consequences of violence are still maturing, making children like Greg potentially more vulnerable to desensitization or normalization of aggressive behaviors (Anderson & Bushman, 2001). Socioemotionally, repeated exposure to violence may influence attitudes towards aggression, reducing empathetic responses and increasing acceptance of violence as a means of conflict resolution, which could lead to behavioral issues like temper tantrums, defiance, or even aggressive acts.

Risk and Protective Factors

Although violent media exposure is associated with increased aggression, not all children who engage with violent games exhibit violent behaviors. Literature suggests that risk factors include pre-existing aggressive tendencies, family environments with poor supervision, and lack of positive role models (Gentile et al., 2014). Conversely, protective factors—such as strong family bonds, effective parental monitoring, emotional literacy, and engagement in prosocial activities—can buffer negative effects (Huesmann et al., 2003). For instance, Greg’s negative behaviors could potentially be mitigated if his environment promotes emotional regulation, critical thinking, and healthy leisure activities, reducing reliance on violent media for entertainment.

Consequences of Unchecked Behavior

If Greg’s exposure to violence via media remains unchecked, he risks developing heightened aggression, social withdrawal, and problematic behavioral patterns that could persist into adolescence and adulthood. Academic performance may suffer, as his late-night gaming could impair concentration and memory (Anderson et al., 2010). Longer-term, continued exposure without intervention has been linked to increased likelihood of violent behavior, difficulties in peer relationships, and challenges in emotional regulation, potentially leading to involvement in delinquent activities or mental health issues such as anxiety and depression (Huesmann et al., 2003).

Community-Level Intervention Strategies

Community resources play a vital role in addressing media violence exposure among children like Greg. Schools can implement media literacy programs that teach children to critically analyze content, fostering resilience against harmful influences (Radesky et al., 2015). Community centers and social service agencies can offer extracurricular activities that promote social skills, emotional regulation, and pro-social behavior, providing alternatives to violent media consumption. Mental health services, including counseling and family therapy, can also support children and their families in managing behavioral issues linked to media violence exposure (Gentile et al., 2014).

Recommended Plan for Greg’s Parents

Given the developmental risks, Greg’s parents should adopt a multi-faceted approach. Firstly, establishing clear boundaries around media use—such as limited screen time and supervised internet access—is essential. They should promote engagement in non-violent leisure activities, including sports, arts, and social clubs, which foster positive social interactions. Parental involvement in discussing media content, encouraging critical thinking about violence, and modeling appropriate behavior are also crucial. Additionally, consulting mental health professionals or behavioral specialists could help address Gregg’s emotional and behavioral responses, providing tailored interventions for anger management and social skills development (Huesmann et al., 2003).

Comparing Videogame Violence with Other Forms of Violence

While violent video games are a popular and accessible form of media violence, they share similarities with other types of violence, such as exposure to violent television, movies, or community violence. All these forms of violence share the potential to desensitize viewers and amplify aggressive attitudes; however, video games have a unique interactive component that may intensify their impact by allowing children to actively participate in violent acts (Anderson & Bushman, 2001). Unlike passive viewing, gaming involves decision-making and reinforcement of violent behaviors, which may strengthen aggressiveness more robustly. Conversely, other forms of violence, such as community violence or family aggression, often involve direct real-world consequences, whereas media violence is virtual and can be more easily distinguished from reality if properly contextualized (Huesmann et al., 2003).

Societal and Family Costs

The societal costs of media violence are considerable, including increased aggression, desensitization to violence, and potential escalation to real-life criminal behavior (Gentile et al., 2014). Families bear emotional and financial burdens, such as managing behavioral problems, seeking mental health services, and implementing media restrictions. The community experiences strains on educational and social systems, and society at large faces increased healthcare and law enforcement expenditures. In comparison, other forms of violence, like community or familial violence, often carry direct physical and emotional trauma, with equally profound impacts. Therefore, addressing media violence is essential in reducing societal harm, promoting healthier developmental environments for children (Huesmann et al., 2003).

Conclusion

Greg’s case exemplifies the complex interplay between media exposure and child development. While violent media is prevalent and appealing to children, it poses risks to their cognitive and socioemotional growth. Protective factors and community resources can mitigate adverse effects, emphasizing the importance of parental supervision, community intervention, and educational programs. Comparing violent media with other violence forms reveals shared dangers and societal costs, underscoring the need for comprehensive strategies to protect children and promote healthier community environments. Addressing media violence proactively can foster resilience in children like Greg, ensuring their development aligns with societal and individual well-being.

References

  • Anderson, C. A., & Bushman, B. J. (2001). Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature. Psychological Science, 12(5), 353–359.
  • Blakemore, S.-J., & Choudhury, S. (2006). Development of the adolescent brain: implications for executive function and social cognition. Journal of Child Psychology and Psychiatry, 47(3-4), 296–312.
  • Gentile, D. A., Coyne, S., & Walsh, D. A. (2014). Media violence, aggressive behavior, and youth: A 10-year review of evidence. Psychology of Popular Media Culture, 3(4), 1–16.
  • Huesmann, L. R., Moise-Titus, J., Podolski, C.-L., & Eron, L. D. (2003). Longitudinal Effects of Violent Video Games on Aggressive Behavior. Child Development, 74(5), 1259–1276.
  • Kaiser Family Foundation. (2010). Generation M2: Media in the lives of 8- to 18-year-olds. Henry J. Kaiser Family Foundation.
  • Rideout, V. (2010). Media Violence and Youth. Journal of Adolescent Health, 46(3), S15–S20.
  • Radesky, J. S., Schumacher, J., & Zuckerman, B. (2015). Mobile and Interactive Media Use by Young Children: The Good, the Bad, and the Unknown. Pediatrics, 135(1), 1–3.