By Jared Curtis
The
world is changing every day. What
was popular with one generation
is old to the next. With increased
violence in the world, it only
makes sense that the media we
enjoy reflect the trend. But has
it gone too far? Video games,
television and films are becoming
more graphic featuring sex, drugs
and violence, and our culture
is obsessed with media stimulation.
Before the dawn of cable television,
video games and VCRs in the late
’70s and into the ’80s, what did
people do? Can you imagine not
being able to check your e-mail,
play a handheld video game or
DVR your favorite show to watch
it at a later time? Neither can
I, but people lived without them
for thousands of years.
The tension between media outlets
and families is not a new problem,
but it is one that continues to
grow. Would our kids grow up differently
if they weren’t plopped in front
of the TV all the time? Hopefully,
we can find some answers.
Research has shown that there
are negative effects related to
watching too much violence. Kids
are spending excess time in front
of a screen. It doesn’t matter
if it is a computer or TV; they
are engulfed with media when they
should be exploring the world
on their own, meeting new people
and learning ways to resolve problems.
Too much viewing also has an adverse
effect health-wise. Every year
in the U.S. about 15,000 kids
are diagnosed with Type 1 diabetes.
This rate is affected by how much
kids are eating, and how fast
food and processed food have become
staples of American meals, but
it also has ties to too much time
spent in front of the TV, playing
video games and not exercising.
Effects of TV and films
Since the dawn of television,
society has had a love/hate relationship
with the tube. To study the problems
and effects, the Surgeon General’s
Scientific Advisory Committee
on Television and Social Behavior
was formed in 1969 to assess the
impact of attitudes, values and
behaviors. The results by psychologists
L. Rowell Huesmann and Leonard
Eron led to insights including:
children may become less sensitive
to the pain and suffering of others;
they have become fearful about
the world around them; and they
may be more likely to be aggressive
or harmful towards others. They
also found that kids who watch
too much violence when they were
elementary students ultimately
had a higher level of aggression
when they were teenagers. Also,
by observing children into adulthood,
psychologists found that the kids
who watched a lot more television
violence were more likely to be
arrested for criminal acts when
they became adults.
“Kids are growing up in a much
more media engulfed society,”
said Douglas Gentile, assistant
professor of psychology at Iowa
State University and director
of research of the National Institute
on Media and the Family. Gentile,
along with ISU psychology professor
Craig Anderson and psychology
graduate student Munbia Saleem,
collaborated on a paper entitled
“Public Policy and the Effects
of Media on Children.”
“Research has shown that children’s
programming from the ’70s and
’80s promoted imagination. Where
as now the shows are less creative
and less imaginative. These shows
narrow the dimensions of the child.
They want to be Spiderman instead
of making up characters on their
own,” Gentile said.
A family just starting
on their journey
Sheila
and Dan Roberts are like a lot
of married couples. They have
a daughter, who is almost 4. They
enjoy spending time together,
but since they both work full-time
jobs, their life after work is
consumed with everyday chores.
Not only do they have few precious
hours with their daughter, Morgan,
before she goes to bed, but they
also have to find time to get
things done. Even though they
don’t like the fact that Morgan
watches television at night, there
just isn’t enough time in the
day to get everything done.
“As a full-time working mom,
I know that she is probably watching
more than she should. But you
have to get things done around
the house,” she said. “After a
full day of activities, they are
usually so drained and wore out
they just want to sit.”
The Roberts knew from the beginning
they didn’t want to infuse the
TV as a babysitter. They monitor
everything Morgan watches when
she is home.
“We let her watch a couple of
shows in the evening,” Sheila
said. “But they are broken up
between her bath and dinner. Her
attention span isn’t the greatest,
so a lot of times she’ll be watching
something, get bored and move
on to playing with her toys.”
The Roberts say the most Morgan
watches is two hours a day. Unlike
some parents, they have not put
a TV in their daughter’s room,
and have no plans to do so for
a while.
“We think TV should be a treat,”
she said. “But we won’t let her
have a TV in her room until she
is much older.”
Before Morgan was born, the
Roberts admit they always had
the TV on. The TV is still on,
just not as much as before, and
now the shows are different.
“We watch what she is watching,”
Dan said. “But since we have a
DVR, we just tape our shows and
watch them when she is in bed.”
The DVR is a recordable device
that allows you to record one
show while watching another. The
Roberts wonder if the instant
gratification of the DVR will
affect Morgan in the future.
“Growing up I watched cartoons
in the morning because that was
the only time you could watch
them,” he said. “But with the
DVR, we have shows that she likes
recorded. So if she wants to watch
‘Dora the Explorer,’ we can start
an episode at any time. We couldn’t
do that as kids. We had to figure
out something else to do. So I
wonder how that will affect her
later in life.”
Dan is a fan of horror movies
as well as video games. He has
a lot of memorabilia, posters
and ghouls and goblins around
the house. He enjoys his games
and films in small intervals when
it’s bath time for his daughter
or before or after she wakes up.
He tries not to play video games
or watch his favorite films in
front of Morgan, even though he
doesn’t believe it will affect
her.
“I want her to watch stuff that
she is interested in. I don’t
want to force anything on her,”
he said. “Maybe when she is a
teenager we can share a love of
horror movies. But she is too
young.”
Some of Morgan’s favorite things
to watch are “Dora the Explorer,”
“Sesame Street,” “Miss Spider’s
Sunny Patch” and “Franklin the
Turtle.” The Roberts try to make
sure the shows have informative
lessons.
“She likes ‘SpongeBob SquarePants’
but sometimes the show gets a
little crazy,” Dan said. “It has
no real lessons and a lot of adult
undertones. I like her to watch
stuff that will teach her lessons,
not just entertain her.”
The Roberts do like the Noggin
channel, which is a 24-hour network
focusing on preschool programming.
Before each show, the channel
displays a ratings system that
tells parents what lessons it
will offer, like help in social
skills, creative thinking and
discovering different colors.
“We have to be really careful
about what she is watching. I
mean look at the ‘Bratz’ cartoon.
It’s just a bunch of little girls
dressed like whores,” Dan said.
“I want her to make good decisions
and focus on learning and bettering
herself rather than what is popular.”
Rather than TV, the Roberts
like to keep Morgan busy playing
with her toys, reading to her
and listening to music.
“I grew up with not many limits,
and I turned out fine,” Dan said.
“But I’m trying to be a better
parent, so you have to set limits.”
According to kidshealth.org,
70 percent of child-care centers
use TV during a typical day. In
a year, the average child spends
900 hours in school and 1,023
hours in front of a TV. According
to the American Academy of Pediatrics,
kids watch about four hours of
television a day, even though
guidelines say kids who are older
than 2 should watch no more than
one to two hours a day. Kids who
watch more than four hours a day
are more likely to become obese,
they said. Also, children younger
than 2 shouldn’t have any screen
time because it is a critical
time for brain development.
With the research clearly showing
a problem, a ratings system was
created to help parents and children
understand what they are watching
and if it is age appropriate.
In 1990, Congress passed the Children’s
Television Act, which offered
new regulations for commercial
television stations. It required
stations to air at least three
hours of educational programming
for children 16 and under. The
programs usually contain direct
and indirect messages about sharing,
showing compassion and cooperation
instead of violence and aggression.
It also led to a rating system,
which informs parents about what
their children are watching.
“Studies
have shown that children should
have no more than one to two hours
a day of screen time, which includes
video games, handheld video games
and TV,” said Gentile. “A thing
like ‘Baby Einstein’ is not a
beneficial tool. There isn’t research
showing ‘Baby Einstein’ is any
good for kids, but there is some
evidence that it may hurt children.
Shows like ‘Sesame Street’ and
‘Mr. Rogers Neighborhood’ both
have helpful resources that are
helpful in long-term effects.
They will get better grades when
entering school if they already
know their letters and numbers.”
Many parents, however, still
wonder if it is acceptable to
plop children down in front of
the TV so they can get work done.
“There are many better choices
for activities than sitting your
children in front of the television
set. Regardless of content, television
should not be used as a babysitter
and should be moderated because
it decreases time that could be
spent on more productive and beneficial
activities,” said Kimberly Richman,
owner of The Learning Zone Child
Development Home. “The children
could be reading, playing outdoors,
playing with friends or family
or developing hobbies. There are
an endless number of activities
that you can do with your children
without the aid of electricity.”
Social effects of video
games
Children
of the ’80s were a part of the
first generation to grow up on
video games. Parents purchased
game consoles by Atari, Nintendo
and Sega Genesis. But the games
played then are different than
what is out there today. Kids
then played plumbers trying to
save a princess or underdogs boxing
Mike Tyson. They entered up, up,
down, down, left, right, left,
right, B, A, to unlock 30 guys
for the next “Contra” adventure.
In the “Grand Theft Auto” series,
however, players can kill people
on the streets by car or gun.
In “Manhunt” players hide in the
shadows waiting for the opportunity
to stab people in the throat with
shards of glass. In the “Resident
Evil” series, players fight hordes
of zombies and mutated creatures
ready to hunt them down and eat
their flesh.
“Game makers today cater to
the masses. Everyone has different
tastes, so anything you want,
chances are there is a game out
there for you,” said Jason Shreve,
owner of Jay’s CD & Hobby,
a specialty store that carries
used DVDs, videogames, vinyl,
CDs, action figures and other
memorabilia. “Do they need to
be as violent as they are? Probably
not, but there is a large audience
of gamers they are targeting.”
With themes of violence prevalent
in most popular games, how do
parents keep an eye on what their
kids are playing?
“I think parents should definitely
set limits concerning what video
games their children play,” said
Richman. “Parents can help children
by pointing out that although
the character has not actually
been hurt or killed, such violence
in real life results in pain or
death.”
According
to the NPD Group, a global market
research company, retail sales
reached more than $17 billion
in 2007. Total video game sales
grew 43 percent, up more than
$12 billion from 2006. In December
alone, Americans spent $4.82 billion
on games.
Forty-five percent of “heavy”
gamers and a third of “avid” gamers
are in the 6-to-17-year old age
range. The Federal Trade Commission
reports that 69 percent of kids
13 to 16 years old were able to
purchase mature (17+) rated games
from retailers.
“If a younger kid comes in to
buy a mature video game, we won’t
sell it to them,” said Shreve.
“We tell them they need a parent
with them. Most of the time the
kid will go outside and come back
in with a parent who doesn’t even
look at the box. That is why they
put the parental label on it,
to pay more attention to what
your child is playing.”
According to a study of more than
2,000 people ages 8 to 18, about
83 percent have a gaming system
in their house and 49 percent
have a system in their bedroom.
“Time flies when you’re playing
games, if you’re real serious
about it, it becomes a full time
job,” said Shreve. “I got wrapped
up in the fantasy and was playing
‘EverQuest’ 30 hours a week. I
would lose track of time and end
up playing for hours.”
Although the violence in games
is troublesome, society also needs
to think about the addictions
these games can lead to. As of
September, 9 million people worldwide
had signed up to play “World Of
Warcraft.” In June of 2005, it
was reported that a child had
died due to neglect by her parents
because of their “World of Warcraft”
addiction.
“If you don’t regulate the time
spent on these games, nothing
will get done,” said Shreve. “When
you’re playing, you don’t care
about homework, chores or your
job. When you’re not playing,
you’re just thinking about the
next time you can play.”
Some
research suggests that playing
video games may affect a child’s
physicality with effects ranging
from triggering epileptic seizures
to causing heart rate and blood
pressure changes. On the other
side, research suggests that games
may be a friendly way of introducing
children to computers and may
increase a child’s hand-eye coordination
and attention to detail.
“A few years ago, I took a great
course called ‘Program for Infant
and Toddler Caregivers (PITC),’”
said Richman. “I remember learning
that exposure to media violence
as a child causes children to
not only behave more aggressive
immediately, but it also causes
them to behave more aggressively
in the future.”
So what can you do? With more
and more games coming out every
week, even the so-called safe
games are going downhill, experts
say. One example is the popular
football series “Madden,” which
has added “hit stick” features
allowing for more violent hits.
Another football series, “Blitz:
The League,” allows athletes to
shoot up drugs when they are hurt,
and owners are able to send strippers
to the opposing team’s quarterback
before the game for a distraction.
With all the violent titles, sports
games were previously viewed as
the safe genre, but not any more.
What are the reasons for ignoring
this growing epidemic?
“What we find is that when you
watch media violence, you see
the world as a more hostile state,
and you care more about safety,”
Gentile said. “For example, incidents
involving guns in school increases
how much you accept violence and,
over time, it leads to becoming
used to violence and more willing
to be aggressive [when] faced
in a conflict situation.” CV
Rating Systems
Video Games
EC - Early Childhood — Titles
rated EC have content that may
be suitable for persons ages 3
and older.
E – Everyone — Titles rated E
have content that may be suitable
for persons ages 6 and older.
Titles in this category may contain
minimal cartoon, fantasy or mild
violence and or infrequent use
of mild language.
E10+ - Everyone 10 and older —
Titles rated E10+ have content
that may be suitable for persons
ages 10 and older. Titles in this
category may contain more cartoon,
fantasy or mild violence, mild
language and or minimal suggestive
themes.
T – Teens — Titles rated T have
content that may be suitable for
ages 13 and older. Titles in this
category may contain violence,
suggestive themes, crude humor,
minimal blood, simulated gambling,
and/or infrequent use of strong
language.
M – Mature — Titles rated M have
content that may be suitable for
persons 17 years and older. Titles
in this category may contain intense
violence, blood and gore, sexual
content and or strong language.
AO - Adult Only — Titles rated
AO have content that should only
be played by persons 18 years
and older. Titles in this category
may include prolonged scenes of
intense violence and or graphic
sexual content and nudity.
Television
TV-Y (Suitable for all ages) —
The themes and content in programs
issued this rating are specifically
aimed at a young audience, mainly
those ages 2 to 6.
TV-Y7 (Unsuitable for children
under 7) — These shows may be
suitable for all, but may not
be appropriate for children under
the age of 7. This rating may
include mild language, mild violence
and little or none sexual content.
TV-Y7-FV (may not be suitable
for children under 7; contains
fantasy violence) — Programs issued
this rating contain fantasy violence
that may be more intense than
other programs in the same category.
TV-G (general audience) — Programs
issued this rating are deemed
appropriate for general audiences,
however content in these programs
are not always specifically intended
towards children.
TV-PG (Unsuitable for young children
under 8) — This rating signifies
that the program is usually unsuitable
for children under 8 without the
guidance of a parent.
TV-14 (Unsuitable for children
under 14) — Programs issued the
TV-14 rating are usually unsuitable
for children under the age of
14 without the guidance of a parent
or guardian.
TV-MA (intended for mature audiences
ages 17 and older) — This program
is not intended for and may not
be suitable for children under
the age of 17. The program may
contain extreme graphic violence,
strong profanity, overt explicit
sexual dialogue, nudity and or
strong sexual content
Comment
on this story | Return
to top |