People use media to communicate with one other. It illustrates the wide range of means through which individuals in society connect with one another. This means that everything from a phone conversation to the news is defined by media. Print and radio are only two examples of media. Everything from newspapers and magazines to journals and reports falls under the umbrella of print media. There are two main types of broadcast media: radios and TVs. Media violence shown in movies, video games, and music is becoming the most talked about issue. The impact of media violence is multifaceted. In (Anderson et al., 2018). As an example, it may lead to a loss of sensitivity to violence, angry conduct, hallucinations, and a fear of being injured. Playing and viewing violent video games and movies is a major part of children’s lives. Many studies have shown that young children who watch a lot of violent movies develop aggressive conduct later in life. Taking media violence into account is important since it may have a wide range of effects on various individuals.
There is a link between the media and violence. There seems to be a clear link between violent entertainment and violent conduct on the part of the general public. There are several unfavorable impacts related with witnessing violent conduct on TV. This does not directly cause and effect relationship nonetheless the exposure to media depictions of violence enhances the risk that the observer may presumably engross in subsequent violent activity. It’s impossible to eliminate media violence, but there are ways to minimize it (Olson, 2004). Violent conduct is closely linked to the media, although the relationship is complex. When it comes to the violence’s potential impact, the most important factors are the audience’s age and where it is being shown. Violent conduct might be encouraged because a person’s perception of the reality of violence is skewed, leading him or her to act without considering the repercussions. Playing video games has the same educational value as reading, learning to play the piano, or using a map to find your way around. Strengthening neural circuitry that can grow the brain, much like working out muscles, requires a combination of attention and pleasant surges of dopamine (Tumbokon, 2022).
People have diverse responses to media violence. Despite the prevalence of violence in the media, only a tiny percentage of people engage in violent conduct in the actual world. The precise level of violence shown in the media can only be replicated by a person’s unique differences. Continued exposure to violent media leads in magnified acceptance of violence as a means in which issues and objectives may be accomplished. For example, in the American media, heroes are shown as using violence as a legitimate means of settling conflicts and gaining prominence over others. Using weaponry as a source of individual strength is a common theme in television, music videos, and movies. Video games that reward players for doing harm on others seem to pique the curiosity of children (Gentile, 2011)
Since the widespread adoption of television in the 1950s, the issue of media violence has been a contentious one. Anti-media violence protests are taking place all around the world. Americans and authorities have expressed renewed concerns about the influence of violent media consumption on aggressive conduct in America. It is the media that has had the most impact on the way violence is portrayed in popular culture in the United States. In the realm of media violence, there have been a number of publications. Media violence is a serious issue that needs to be brought to light. A simple movement centered on media violence may have significant impact, despite the fact that eliminating it is a difficult task.
As a worldwide problem, the response to media violence is likely to be different for everyone. According to a number of academics, the media has practical issues and has been excessively overstated. It’s still at its pinnacle in terms of complaints about the media’s impact. Some individuals believe that being exposed to media violence may contribute to the development of unfavorable attitudes and health-related behaviors, such as elevated blood pressure, unpleasant emotions, and physical aggression towards others. The fact that youngsters are exposed to media violence at such a young age makes it inevitable that some of them would act out in aggressive ways against their peers. If the youngster has constant access to media entertainment, this may be the situation (Linz, 2003).
Currently, the most common mediums of media violence include television, video games, mobile phones, and the internet itself. There is a growing perception that the media has a significant influence on how people think, behave, and value. The negative impacts of a certain electrical element in the media are transmitted to the viewer’s health. As a result of the increased opportunity for social connection provided by youth’s constant use of mobile phones, the risk of aggressiveness towards them has increased, perhaps leading to increased victimization (Phillips, 2017). It has been shown that playing more violent video games might lead to an increase in children’s aggressive behavior as well as a decrease in adults’ prosocial behavior. Aggressive video games have been shown to increase the likelihood of young people becoming violent in real life, according to a wide range of international studies. Exposure to too much video game violence may lead to an increased tolerance for it, and an increased desire to participate in violent conduct in youngsters.
A number of individuals have been affected by media violence, particularly children and adolescents. Anger, violence, bullying, sadness and nightmares are all examples of physical and mental effects that might occur as a result of exposure. A number of initiatives have been launched in an effort to shed light on the problem. Among the major reasons for the popularity of mass media like video games is the prevalence of information systems. The information systems include movies and music.