Media-effects research studies have been carried out for years.These studies are driven by the need to investigate why the mediagreatly impacts the society and possibly come up with findings on thesame. One of the best research study carried out on media-effects wasChild’s play by Alissa Quart. The question on video gamesengendering violence or enriching life has been a scholarly battlewith many opinions.
According to Quart (2001), children watching bloodthirsty videos,martial arts competitions and teenagers being vulnerable prey ofmarketed violence are a real concern. As children watch sweatingplayers rip each other apart and get involved in violent acts, theylearn to become consumers of violence. The problem is far morereaching that just to viewers. Media effect has its roots in theSecond World War era when scientists, sociologists, psychologists andpolitical scientists studied the impact of propaganda on the Americansoldiers. The government funded research into media reception afterthe world war, bolstering a new discipline in the communicationindustry. Media effects scholars are however able to speak about thisstudy more effectively.
Surveys carried out to study media-effects on children and teenagersreveal disturbing trends. According to Quart (2001), the amount ofmoney that the media uses to market violent amusements to childrenand minors is increasing at a fast rate. Children on the other handspend time watching or playing violent games or movies daily.Deregulation laws against violent games and movies have not takenfull effect thus making it impossible for children to be protectedfrom viewing the violent media.
Psychological experiments on the effects of media violent exposurerevealed interesting findings.
Children who are exposed to watching violent games were placed inone room with bobo dolls while those who do not watch violent gameswere placed in another room with the same doll.
Those who had been exposed to violent games beat up the bobo dolland smacked it just as they saw in the videos at times ripping itwhile those not exposed to violent games and films did not touch thebobo doll. The results of such behavior in children was said to be asa result of the exposure to violent games and films. The videosarouse aggressive thoughts and children desensitizing them intoscenes of violence just as they have been seeing in the violentvideos.
The media and economic aspects are almost inseparable. Daniel andBenjamin describe the question of time as money and mediaexpenditures in economic and turbulent technology. According toMcDonald and Benjamin (2013), recent years have seen shiftingtechnologies and uncertain economic climate. This article focuses onthe audience or media consumers and how they have dealt with theeconomic times as well as the time and money, they spent during sucheconomic and technological times. The audience time is paramount tomass communication as the more they spend time, the more the mediasells and generates income. Since the network radio era, totelevision era and now the internet era, the media has always reliedon people’s time to contribute to the economy. Spending time forthe media means getting attention and spending money mostly in thecommercials.
New developments in video games are just an increase in the mediaproducts. Video games as earlier discussed have the ability to impacta child positively or negatively. The media should restrict violenceor market video games that do not promote violence but educate andinstill virtues to children.
McDonald, D. and Benjamin, J, K. (2013). “Is time money? Mediaexpenditures in economic and technological turbulence,” Journalof broadcasting& electronic media, 57 (3), 282-299 retrievedfrom http://www.academia.edu/4684754/Is_Time_Money_Media_Expenditures_in_Economic _and_Technological_Turbulence
Quart, A.(2001). “Child’s play,” Lingua Franca: The reviewof academic life, 11(7), 50