I Believe That We Learn Alot Of What We Do In Our Lives From

I Believe That We Learn Alot Of What We Do In Our Lives From The Ti

I Believe That We Learn Alot Of What We Do In Our Lives From The Ti

Human development and behavioral psychology suggest that much of what individuals learn and observe in their early lives are influences that shape their behaviors and actions throughout their lives. From the moment of birth, humans are immersed in a social environment where they observe, imitate, and internalize behaviors demonstrated by those around them, particularly caregivers, peers, and media figures. This observational learning process, rooted in social learning theory by Albert Bandura, indicates that much of our behavior is acquired through watching others and modeling their actions.

One illustrative example is children watching television shows or movies that depict violent behavior, such as movie scenes where cowboys draw guns and shoot, or characters in "Willy Wonka & the Chocolate Factory" aspiring for the golden ticket while being influenced by external suggestions. Children often emulate these behaviors, which can lead them to imitate what they see onscreen or in their environment. The concern arises when exposure to violence in media influences children to mimic aggressive acts in real life, sometimes as a response to observed violence originating from their environment or media consumption.

Research supports the idea that media, especially violent television, video games, and movies, play a significant role in influencing aggressive behaviors. Bandura's famous Bobo doll experiments demonstrated that children who observed aggressive models were more likely to imitate violent actions themselves. Moreover, television crime shows often depict acts of violence being committed and cleverly covered up, which may give young viewers skewed perceptions of reality, leading to learned behaviors associated with violence and deception. The normalization of violence in media can make aggressive behaviors seem acceptable or even rewarding, reinforcing the cycle of learned violence.

In addition to media influence, real-life encounters also significantly impact children's behaviors through observation. For instance, witnessing domestic violence such as a parent physically abusing another can profoundly affect a child's emotional development. Such children may react aggressively, as exemplified by a personal anecdote where a friend's rough play was linked to witnessing a violent environment at home. According to psychological theories, observational learning explains how children internalize these behaviors; they see violence happening around them and, without proper intervention, may imitate such behavior in their interactions with others.

Theoretical frameworks like classical and operant conditioning further clarify how children develop violent tendencies. Classical conditioning suggests that exposure to violent stimuli can create associations that prime children for aggressive responses. Meanwhile, operant conditioning involves reinforcement; if a child observes or participates in violent behavior and perceives it as rewarded—either through attention, power, or peer approval—they are more likely to repeat these behaviors to attain similar rewards. For example, children engaging in violent online games like Roblox’s "Brookhaven" may learn that hitting, killing, or kicking others results in certain responses or rewards within the game, which may inadvertently reinforce aggressive tendencies.

The influence of violent media extends into digital gaming, where violence is often a core element. Many popular video games, such as "Grand Theft Auto," involve shooting and bloodshed, receiving high ratings and widespread popularity. These games present violence as a normal, even entertaining, activity, which can desensitize players to real-world violence and foster aggressive behaviors. Such exposure can diminish emotional responsiveness to violence, making it seem less harmful or consequential—an effect supported by psychological research into media violence and desensitization (Anderson & Bushman, 2002).

Furthermore, children’s online environments, including multiplayer games like Roblox's Brookhaven, often include violent elements such as fighting or "killing" simulated in a virtual context. These scenarios are often conducted without real-world consequences and are reinforced visually and through in-game rewards. This can shape a child's understanding of acceptable interactions and escalate aggressive tendencies, especially if such behaviors are not appropriately moderated or discussed by caregivers.

Addressing the impact of media violence on children requires an understanding of the mechanisms behind observational and operant learning. Educating children about the distinction between virtual and real violence, setting boundaries around media consumption, and promoting positive role models can mitigate some adverse effects. Parental supervision and open discussions help children process violent content critically, reducing the likelihood of imitation. Moreover, incorporating social-emotional learning that emphasizes empathy and conflict resolution can serve as protective factors against the normalization of violence.

The societal implications of children learning violent behaviors from media are significant. Increased aggression and desensitization to violence can contribute to an environment where violent acts are more common and less stigmatized. Policymakers and media producers have a responsibility to regulate violent content appropriately for children and to foster media literacy programs that teach young audiences to critically assess the content they consume. Encouraging the creation and dissemination of non-violent, constructive media messages can also promote healthier behavioral development among children.

Conclusion

In conclusion, behavioral psychology and observational learning theories confirm that children learn a great deal of their behaviors from their environment, especially through media and social interactions. Violent content in television, movies, video games, and online environments significantly influences children’s perceptions and behaviors regarding violence. While exposure alone does not automatically lead to violent conduct, it increases the likelihood of imitation and reinforcement of aggressive tendencies, particularly when accompanied by environmental factors such as family dynamics and social reinforcement. Addressing this issue involves concerted efforts from parents, educators, content creators, and policymakers to promote responsible media practices and foster healthier social and emotional development among children.

References

  • Anderson, C. A., & Bushman, B. J. (2002). The 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.
  • Bandura, A. (1977). Social Learning Theory. Englewood Cliffs, NJ: Prentice Hall.
  • Huesmann, L. R., Moise-Titus, J., Podolski, C. L., & Eron, L. D. (2003). Longitudinal relations between children’s exposure to TV violence and their aggressive and violent behavior in young adulthood. Developmental Psychology, 39(2), 201-221.
  • Gentile, D. A., Coyne, S., & Walsh, D. A. (2011). Media violence, aggressive cognition, and aggressive behavior in children and adolescents: A review. Aggression and Violent Behavior, 16(4), 427-434.
  • Huston, A. C., & Wright, J. C. (1994). Scripts, television, and children’s understanding of violence. Journal of Applied Developmental Psychology, 15(3), 287-312.
  • Paik, H., & Comstock, G. (1994). The effects of televised violence on aggression: A meta-analysis. Communication Research, 21(4), 516-546.
  • Calvert, S. L., & Tan, S. (1994). Impact of entertainment-education on children’s aggression. Journal of Broadcasting & Electronic Media, 38(4), 445-460.
  • Ferguson, C. J. (2015). Does media violence predict societal violence? It depends on what you look at and when. Journal of Communication, 65(1), E1-E22.
  • Martino, R., & Addy, S. (2010). Media literacy and adolescent health. Journal of Adolescent Health, 46(4), 319-322.
  • Olson, C. K., & Hesse, M. (2007). Violent video games and youth violence: A review of the literature. Aggression and Violent Behavior, 12(4), 340-356.