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Pages:
2 pages/≈550 words
Sources:
4 Sources
Level:
APA
Subject:
Visual & Performing Arts
Type:
Essay
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 8.1
Topic:

The Surging Popularity of Violent Video Games and Horror Movies (Essay Sample)

Instructions:

i was required to discuss the existing relationship between prevalence in violence tendencies amongst the youth and the surging popularity of violent video games and horror movies.
Thesis: A divisive stance on the subject matter prompts discoursive analysis and insights on the causal nexus, precipitating the polarized attribution of escalating violent outbursts as well as behavioral aggression, to movies and video games containing or alluding to outright crime, misdemeanor, and violence.

source..
Content:

The Surging Popularity of Violent Video Games and Horror Movies
Digital media success draws from its ubiquity, adaptability, convenience, and the entertaining thrill derived from watching preferred films or playing virtual games. Nonetheless, a strong opposition castigates the trend, citing a precedented surge in violent and criminal activities akin to scenes from the movies and themes put forward by the design of and interaction with video games. A divisive stance on the subject matter prompts discoursive analysis and insights on the causal nexus, precipitating the polarized attribution of escalating violent outbursts as well as behavioral aggression, to movies and video games containing or alluding to outright crime, misdemeanor, and violence.
Claims that consumption of digital media products imparts information with a varying sense of integrity to the audience linger. Because imaginary, mimicked, or factual information concealed in movies and virtual games with violent anecdote resonates differently to different audiences, consequently exposing the unsuspecting consumer to knowledge capable of compromising transcendental morality. Lin (2013) posits that violent movies and video games present an evil opportunity to identify with virtual characters and familiarization with cues for imitation, choreographed by the witnessed or virtually perpetrated act of violence. Acquisition of violent tendencies from predisposing movies and video games occur, vide the incumbent latent and social learning processes. In contrast, the enticing digital model rationality with component processes and consequences of violent scenes or stages instill culpability to digital media-induced acts of violence in real life.
Extensive research probing the link between the castigated aggressive behavior, consumption of violent movies, and video games concur with the voiced critique. According to Onwukwe et al. (2017), the virtual learning process happens without reinforcement often needed at the point of execution; hence aggressive behaviors that are subtlety learned tend to remain docile in the human brain to the end ideal activation. Meta-analysis of data obtained from studies of the link between violence and digital media using covariates such as gender, geographical distribution, racial, and age differences shows that; the learning and execution process follows the attention, retention, motivation, and reproduction pattern of cognitive processing (Prescott et al., 2018). Such findings highlight the priming effect of aggressive scripts to yield noticeable salience manifest in acts of aggression or violence in the face of real-life prompts.

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