You are on page 1of 4

Nathalie Graciela Espejo Cuadra

MULTICULTURALISM
(participation)

P02. Media and social issues

Anderson and Tushman (1990) suggest an evolutionary model of technological change, in which a
breakthrough in one form of technology leads to a number of variations. Once those are assessed, a prototype
emerges, and then a period of slight adjustments to the technology, interrupted by a breakthrough. For example,
floppy disks were improved and upgraded, then replaced by Zip disks, which were in turn improved to the
limits of the technology and were then replaced by flash drives. This is essentially a generational model for
categorizing technology, in which first-generation technology is a relatively unsophisticated jumping-off point
that leads to an improved second generation, and so on.

Making Connections: Sociology in the Real World


Violence in Media and Video Games: Does It Matter?

Figure 8.5 One of the most popular video games, Grand Theft Auto, has frequently been at the center of debate about gratuitous violence in the gaming
world. (Photo courtesy of Meddy Garnet/flickr)

A glance through popular video game and movie titles geared toward children and teens shows the vast spectrum of
violence that is displayed, condoned, and acted out.
As a way to guide parents in their programming choices, the motion picture industry put a rating system in place in
the 1960s. But new media—video games in particular—proved to be uncharted territory. In 1994, the Entertainment
Software Rating Board (ERSB) set a ratings system for games that addressed issues of violence, sexuality, drug use,
and the like. California took it a step further by making it illegal to sell video games to underage buyers. The case led
to a heated debate about personal freedoms and child protection, and in 2011, the U.S. Supreme Court ruled against
the California law, stating it violated freedom of speech (ProCon 2012).
Children’s play has often involved games of aggression—from cowboys and Indians, to cops and robbers, to fake
sword fights. Many articles report on the controversy surrounding the suggested link between violent video games
and violent behavior. Is the link real? Psychologists Anderson and Bushman (2001) reviewed forty-plus years of
research on the subject and, in 2003, determined that there are causal linkages between violent video game use and
aggression. They found that children who had just played a violent video game demonstrated an immediate increase
in hostile or aggressive thoughts, an increase in aggressive emotions, and physiological arousal that increased the
chances of acting out aggressive behavior (Anderson 2003).
Ultimately, repeated exposure to this kind of violence leads to increased expectations that violence is a solution,
increased violent behavioral scripts, and an increased cognitive accessibility to violent behavior (Anderson 2003).
In short, people who play a lot of these games find it easier to imagine and access violent solutions than nonviolent
ones, and they are less socialized to see violence as a negative. While these facts do not mean there is no role for
video games, it should give players pause. In 2013, The American Psychological Association began an expansive
meta-analysis of peer-reviewed research analyzing the effect of media violence. Results are expected in 2014.

“How violence is promoted by video games”


Is video games today were a problem for children and young people because
they generate violence? Well, I will start with the opinion of Amlo in one of
his lectures where he said "We are going to send a message to families,
mothers, fathers, children, adolescents, about the risk of electronic games, of
the Nintendo. All this that is very violent and that, without a doubt, harms",
adding that I also invite parents not to let children play so young and spend
more time with them (all this I talk about thanks to two children were
kidnapped through a video game). Well starting here in my opinion video
games are not a way to express themselves and in a way if they incite
children, young people and adolescents to it because of how graphic it is and
the ecstasy that generates them to play it but it would also be doubly moral
to blame only video games since to begin with you should start the problem
of violence from the root with education as were guiding the child from if
childhood if he did not live with family violence of some kind, after how
responsible were the parents with what he did because if they influence they
are the first factor for a child, then he would follow school and although it is
always sought to be a healthy environment for everyone but the reality is
that it is not so the games that are promoted from children no matter how
harmless they are carry something implicit violence from a certain context
cowboys, catch a thief, since childhood they already know what a weapon is
and if you start to see them play with their hands that they are weapons
from there go small sparks, throughout my life thanks to so many schools in
which I have been (and the I do not see grown up in my kindergarten and
elementary school with a television, video games and my mother always
encouraging me to read and play with toys I can say that it is the best
education since the child does not grow up watching violence sexualization,
etc. and when he reaches a more mature age when entering the digital world
he will already know with the education that his parents have given him that
it is what suits him and that he does not lose interest in it and looks for other
ways of recreation that is from my personal perspective and my own
experience) I have noticed that every new generation the use of technology
is from more and more small you see a 6 year old and playing the most
popular games such as free fire, call of duty, etc at that young age they are
already seeing graphically all the violence to, the use of weapons, drugs,
sexualized women etc, and I return to the same everything begins at home
the supervision and education of parents is everything although returning to
my previous point is a double standard because video games are not the only
thing with which the little one grows up watching there is also television,
movies, the series he watches and that the father allows him to watch
although today it is "normal" for parents to leave an electronic device from a
young age without any supervision. my conclusion is that video games do
generate violence has already been seen in Mexico with many cases I see
well that the president of those councils adding that if it is a problem and it is
not minimal if it is since it is the education that they are giving to the children
that tomorrow they can commit something serious and that soon they will be
the Mexican citizens so if it is relevant, something also important to
conclude is that they also generate an addiction by being glued for so long,
which is why in some countries they are prohibited.
Is anything that doesn't generate some good edification or learning for the
person is good?

References:
Matas, F. G. (2021, 21 octubre). El presidente de México, contra los videojuegos y «el

Nintendo»: «Resulta muy violento». Vandal.

https://vandal.elespanol.com/noticia/1350748783/el-presidente-de-mexico-contra-

los-videojuegos-y-el-nintendo-resulta-muy-violento/

E. (2021c, octubre 20). AMLO critica otra vez a los videojuegos por promover la violencia.

El Informador :: Noticias de Jalisco, México, Deportes & Entretenimiento.

https://www.informador.mx/mexico/AMLO-critica-otra-vez-a-los-videojuegos-por-

promover-la-violencia-20211020-0054.html

Expansión. (2018, 2 marzo). ¿Los videojuegos incitan a la violencia?

https://expansion.mx/tendencias/2018/03/01/los-videojuegos-incitan-a-la-violencia

El PRESIDENTE de MÉXICO CONTRA los VIDEOJUEGOS: «El NINTENDO, resulta

MUY VIOLENTO». (2021, 21 octubre). [Vídeo]. YouTube.

https://www.youtube.com/watch?v=grWq7LmFOjI

¿Los videojuegos fomentan la violencia? Qué dicen los expertos. (2020, 10 enero). El

Universal. https://www.eluniversal.com.mx/techbit/los-videojuegos-fomentan-la-

violencia-que-dicen-los-expertos

You might also like