Abstract
The scientific project deals with the problem of media sociology, in other words, how harmful or beneficial various types of media are to society members. Video games, movies, music, and social networking are four major types of media discussed in the project. The opinions of influential problem-related experts are cited as a major evidence of the tendencies discussed.
Key words: media, music, video games, social networks, networking, movies
Media or the means of mass communication, such as, for example, television, are apt to have both positive and negative impact on society, whether it be adults or younger generations. So are video games, music and social networking that are considered somewhat unconventional media categories, possessing the exact same potential of defining and influencing human lives as television does. It is well-documented that all these categories of the contemporary media can clearly have a plethora of both positive and negative psychological effects upon their recipients from broadening audience’s mental outlook, boosting information exchange through social networking, entertaining and investing into child’s development to generating health problems, causing adults and children to develop psychological deviations and dysfunctions.
There are persistent assumptions that guns do not kill people, but video games do. It is every so often after children spend multiple hours playing actions games, which are mostly about killing that they have something snap inside their head, making them go get some ammunition and claim the lives of their innocent school fellows in a dramatic hostage-taking emergency. Since children are risk group members it is necessary that video games psychological impact be addressed in terms of young players that have mature psyche, being prone to the slightest impulses from outside. According to Prot, McDonald, Anderson, and Gentile (2012), children and adolescents find particular enjoyment in playing computer games, with about 90% children and teens seen engaged in such pastime activities.
Violent computer games are thought to impact the so-called aggression-related variables as well as influencing attention deficit, having children develop gaming addiction. The increase in the number of screen time is inversely proportionate to the decrease of school performance. Also there has been a research conducted proving a firm correlation between attention problems, or the lack thereof, and video games. It was concluded that children’s attention dispersal was due to overexposure to computer games. Nor was the longevity of their attention spans desirably extensive inasmuch as strong was the desire to switch over to far more exciting type of activity. More than that, highly aggressive shooters may become the source of violent thoughts, behaviors and feelings that may well transition to an outright aggression. There is also the possibility of players’ being desensitized to violence, helping, and empathy (Prot et al., 2012). Since empathy, the ability of sharing and empathizing other people’s feelings, is targeted by computer games violence, so is psychological projection that underlies it as one of human defensive mechanisms, helping people shift undesirable feelings on others to relieve themselves of responsibility. There is no wondering why aggression that begets the lack of empathy and psychological projection on other people for their failures causes children and teenagers to resolve their problems in a violent way, thus making their peers appear guilty and pay for ostensible faults.
According to Prot, McDonald, Anderson, and Gentile (2012), other affected aspects include prosocial behavior, aggressive cognition, physiological arousal, and affects, as is reflected in 136 problem-related articles, based on 130,000 individuals studied. Overexposure to a violent game content can produce aggression as well as being instrumental in generating anger and hostility sentiments among players who start feeling no ill will against aggression and develop the attitudinal perception of other people as being malevolent of behavior. As per scientific observations, such young individuals were to be witnessed physically or verbally confront their peers (Prot et al., 2012).
However, video games do have positive effects in amending visual and spatial abilities. Educational games can teach specific skills and knowledge while exergames, or fitness games, are capable of improving the level of physical activity. Prosocial games – that is to say, games developing social behavior develop empathy, cooperation, charity urge as well as volunteering (Prot et al., 2012). Cognitive effort, intrinsic motivation, and cumulative effort are what video games can develop just as well as sport and club games. Skills building in sequential order and leveling up with an eye to the final objective are accountable for shaping children’s cumulative abilities. Also, video games require that a player master a number of problem solving skills in order to succeed. This is where cognitive efforts and concentration evolve. Other research efforts suggest that the studied were reported to be showing positive signs as well as high levels of activity involvement, family closeness, attachment to school, and good mental health. Far more favorable self-concept and doubtful friendship networks involvement were reported among other positive effects (Shapiro, 2013).
Movies are an important segment of media that is very influential, American Hollywood being the single most imposing movie producer. Not only are movies entertaining, but they also have collaborative expression of influence carrying ideas (Davis, 2007). If truth be told, movies have a well-documented record of them being used for influencing people through movie translated ideology by totalitarian countries, such as North Korea, China, and the now defunct USSR. Davis (2007) admitted that films’ negative impact may come in the shape of a wrong behavior being showcased as a glorious demeanor while good attitude may be depicted as being less appealing. “Bad guys on destruction trip” movies or those featuring antiheroes are sure money for box-office oriented moviemakers. The only way for movie producers to accumulate money is by having their stars land major roles in big draw movies that will meet the taste of bread and circuses demanding audience. This is why Hollywood is eager to showcase cruelty movies in “amphitheater” cinema halls, which audience will not stop calling for more undisguised brutality just as 2,000 years ago.
This is American capitalism at its finest since people receive just exactly what they pay for. According to Davis (2007), there is nothing to bring more profit than adventure, sex, action, and violence. Contemporary cinema does not seem to have room for morality and ethics any longer, being viewed as exclusivistic and the sign of poor taste. People are more likely to buy into sex, drugs and violence. So, what moviemakers sell on spectators is sexual promiscuity as well as explicit erotic scenes. However, what movie producers fail to do is show the dark side of the picture, with actors hardly contracting venereal deceases, becoming pregnant, being subjected to sexual harassment and manipulation. Drug dealers and alcohol as well as proscribed substance abusers are rarely shown to be put behind the bars for their crimes or perish from overdosing. They always end up finding a way out and there are no consequences, much less punishment. Action-packed movies have plenty of blood scenes, explosions and pointless physical violence in store for their audience. Hollywood’s is the world of zero repercussions; however, the reality tells a different story (Davis, 2007). Movies are also excellent at misrepresenting the reality, creating false notions. Law is also held in low esteem by audience favorite rogues (Advantages and Disadvantages of Movies, 2013).
Without seeing the possible consequences and seeing the appealing side of such asocial attitude, more children and young adults are sure to embark on the same lifestyle. There is the chance of their maturing quicker than expected; what is more, they do not have to visit cinemas with plenty of unrestricted downloadable movie content in the internet. Audience may get misled into thinking drug abuse and sexual harassment will go unnoticed and unpunished, if tried in the real life environment. After watching favorite movie stars punching people left and right, without them getting legally punished, toughness-spurred children and adolescents may go as far as to try and see if they can handle what they saw in a movie back there and then by turning their peers into human punching bags.
According to “Advantages and Disadvantages of Movies” (2013), movies possess a good number of positive features. They arouse out imagination, being based adaptations of dramas or novels or on comic books characters, which literally revives the imagination requiring inanimate. Movies do a lot to show people a variety of aspects of other cultures and different art forms that greatly enriches mental outlook, providing the opportunity of travelling to the far outs of the globe, without leaving a convenient armchair. Themed movies may educate people, featuring historical, scientific, cultural, and political nuances, to name a few. Different time lines and geographical areas are conducted in the course of various documentary movies, giving people the opportunity of a three-dimensional perception of the world’s past, present, and future. Movies are used for expressing opinions attitudes in terms of versatile art forms. Movies are a solid source of employment and revenue opportunities that transpire, helping people get employed and box office takings be increased not only at the expense of tickets selling, but also by virtue of peripheral commerce forms, such as film training, merchandising, and tourism. Movies are a true inspiration to its spectators, demonstrating the eventual overcoming of the good over the evil as well as the “never give up” attitude, serving as a strong psychological motivator (Advantages and Disadvantages of Movies, 2013).
The positive effect of music have known for thousands years. Ancient Greeks were aware of music major effect in catharsis, the purification of emotions through music. McCammon (n.d.) suggested that music was a good tool of easing anxiety and elevating mood. Rock music is considered the best of tools available that enable children and adolescents to handle life problems that provoke serious psychological discomfort as well as identifying with peers. Children may face serious psychological problems, when avoiding communication with parents or their guardians they particular problems to get accustomed to. Rock musicians, in turn, tend to address those same issues, helping their spectators regain hope and find encouragement, to say nothing of tolerance and open-mindedness that identifications with lyrics produce (McCammon, n.d.).
Hormonal rush, being accountable for depression and mood swings may be treated by rock music with great success, being a real distractor that gives an abstraction opportunity as well as handling interpersonal conflicts. Rock music may serve as a strong and efficient learning stimulator, keynoting a needed learning rhythm and musical awareness. Sound brakes are particularly instrumental in enhancing the attention of young learners. Similar music tastes helps identification with peers, handling isolation, if such (McCammon, n.d.). According to Dr. Katrina McFerran (2011), parents ought to mind children who are used to listening to the heavy metal music on a too regular basis since it may point to a child’s having the unhealthy signs of depression. A young individual may have serious anxiety as well as entertaining suicidal sentiments. In such cases, parents should seek every opportunity to communicate with their children on whether there is something that troubles them, or else serious psychological complications may ensue, with interpersonal conflicts or outside problems being developed into suicide attempts (McFerran, 2011).
According to Jung (n.d.), social networks, such as Facebook or MySpace may have a clear negative impact on its participants. Steven Strogatz from Cornell University opined that in resorting to social networks and concentrating psychic energy on casual communicative connections, people risk losing the ability of differentiating between meaningful relationships they could have in the real life and casual social acquaintances. Social network regulars are exposed to cyber-bullying, which is the way of anonymous terrorizing online victims, creating psychological pressure on various purposes, with “mental scars” left by these attacks bringing people to the point when they committed suicide. Youth members are risk group members, with 42% of the quizzed reporting cyberbullying attempts against them. Social networking does decrease the productivity of work among some unscrupulous employees who may be seen surfing on Facebook instead of performing their direct duties. British companies were reported to be losing 2,2 billion every single year due to such a trend. Ali (2012) pinpointed such negative effects as psychological addiction that prolonged spending may cause as well as isolation, yet another psychological issue that does not speak in favor of social networking. However, Ali (2012) noted advantages that social networking still grants to its users. There should be no denying social networks are excellent at connecting family members and friends regardless of distance. This media resource has made it possible for people to lift communication barriers and express their opinions freely on various topics, with plenty of audience involved. Social networks are indispensable when it comes to promoting business, brands, and their production online (Ali, 2012).
Conclusions
Different types of media may have either positive or negative effects upon recipients. Video games may develop cognitive and cumulative skills as well as attention while shooters are more likely to disclose violence, prosocial behavior, aggressive cognition, physiological arousal. Cinema art is a strong tool of influence; if not ideological it is commercial that leaves audience overexposed to violence, erotic and drug abuse, sometimes glorifying them and creating erroneous examples for spectators to follow. Clearly, if we do not want children to get major roles in another sequel of an action-packed movie, involving bruised classmates and police officers arriving on the scene shortly thereafter, Hollywood had better start thinking less commercial. Speaking of music, it depends on what kind of music a person listens to. Constant habitual overexposure to heavy metal may be reflective of depression and suicidal feelings that may aggravate, if not addressed in time. Good rock music has a contrary by helping children cope with their problems and regain psychological balance. Social networks may be both beneficial, providing communicative and business opportunities, and harmful, making people get isolated, develop serious psychological addiction or be exposed to cyberbullying, with all repercussions for psychic that it implies.
References
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Davis, B.M. (2007, June 16). Does Hollywood have a negative impact on the world? – Yes. Entertainment Scene 360. Retrieved from: http://www.entertainmentscene360.com/index.php/does-hollywood-have-a-negative-impact-on-the-world-yes-12-43436/
Jung, B. (n.d.). The negative effect of social media on society and individuals. Chron. Retrieved from: http://smallbusiness.chron.com/negative-effect-social-media-society-individuals-27617.html
McCammon, S. (n.d.). The positive and negative effect of rock music & how it affects teenagers. Global Post. Retrieved from: http://everydaylife.globalpost.com/positive-effect-rock-music-affects-teenagers-18385.html
McFerran, K. (2011, October 20). Heavy metal music has negative impacts on youth. The Melbourne Newsroom. Retrieved from: http://newsroom.melbourne.edu/news/n-666
Prot, S., McDonald, K.A., Anderson, C.A., & Gentile, D.A. (2012, June). Video games: good, bad, or other? Pediatric Clinics of North America. 59(3). Retrieved from: http://www.psychology.iastate.edu/faculty/caa/abstracts/2010-2014/12PMAG.pdf
Shapiro, J. (2013, January 29). New research emphasizes gaming’s positive impact on psychological development. Forbes. Retrieved from: http://www.forbes.com/sites/jordanshapiro/2013/01/29/new-research-emphasizes-gamings-positive-impact-on-psychological-development/