Globalization has resulted in great changes in socialization, communication and the business system in general. The invention of various social platforms has led to great ease in communication as well as improved corporate operations. In the wake of all these advancement s, television productions are also increasingly being improved. Many people are spending more time viewing television and are immensely affected by the things they view on television. Although the programs are meant to be for entertainment, people also take the television programs to be educative and use them to create awareness of emerging trends in the world.
One of the most influential features of television programs is the increasing depiction of violence (Gentile 49). From the children’s programs to adult programs, the television is constantly providing new experiences for the viewers. Many people, especially children are affected by the violence they view on television and even tend to practice the same. The needs of clients inform the decision to include violent programs in television. This implies that the television programs are tailored to the viewer needs.
Several impacts are associated with the exposure to violent programs in television. For instance, exposure to violence in TV results in increased arousal towards anger and anxiety. As such, those who are exposed to violent television programs are more likely to be overly anxious and angry. Apart from this, violent television programs also results in increased aggression among children. This is so because those who are constantly exposed to violent programs tend to take them as normal instances in life and therefore become indifferent to violence around them. Violence in the television programs is also associated with gangs, criminal behaviors and exposure to alcohol and drug abuse. Consequently, those who are exposed to violence over prolonged periods of time are more likely to be engaged in such behaviors. They are also likely to engage in more antisocial behaviors involving aggression and violence (Lachjan and Others 320). This makes it difficult to spend time with their peers (Kirsh 50).
The rationale behind the argument that violent television programs result in anti social behaviors is that both television programs and video games result in greater isolation. This eventually leads to high potential for developing cardiac problems and suicidal thoughts due to the anxiety that video games and violent television programs result in. In addition to this, violent television programs also have the potential of causing violence and aggression due to the nature of music played on television, especially rock and roll music. The aggression comes about as a result of the explicit yet incomprehensible messages sent by this music genre. Those exposed to violent television programs are also more likely to be influenced negative by the sexually implied messages sent by the violent programs. They also reduce the capacity of students to achieve their academic goals as they divert attention from school work (Gunter and McAleer 48).
While most of the impacts that have been highlighted are negative, the proponents of TV violence are of a different opinion. For instance, various authors argue that television violence is a depiction of real world violence and that the programmers are influenced by the real world and not vice versa. Similarly, there are also arguments that television programs help to achieve greater education purposes as they increase the chances of learning. Besides this, it is also argued that the catharsis effect of TV violence results in the elimination of violent behaviors. It is therefore important that the right ways be used in examining the relationship between TV violence and real life violence (Xie and Lee 290).
Gentile Douglas. Media violence and children: A complete guide for parents and professionals. USA: Praeger, 2003. Print.
Gunter Barrie and McAleer Jill. Children and Television. New York: Taylor & Television, 2007. Print.
Kirsh, Steven. Children adolescents and media violence: A critical look at the research. New York: Sage Publications, 2011. Print.
Lachjan Kenneth, Smith Stacy and Tamborini Ron. Models for aggressive behavior: The attributes of violent characters in popular video games. Communication Studies, 56.4 (2005): 313-329. Print.
Xie Guang-Xin and Lee Moon. Anticipated violence, arousal and enjoyment of movies: Viewer’s reactions to violent previews based on arousal seeking tendency. The Journal of Social Psychology, 148.3 (2008): 277-292. Print.
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