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Media Violence FROM THE AMERICAN ACADEMY OF PEDIATRICSAbstract. Exposure to violence in media, including television, movies, music, and video games, represents a significant risk to the health of children and adolescents. Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed. Pediatricians should assess their patients' level of media exposure and intervene on media- related health risks.

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Pediatricians and other child health care providers can advocate for a safer media environment for children by encouraging media literacy, more thoughtful and proactive use of media by children and their parents, more responsible portrayal of violence by media producers, and more useful and effective media ratings. Office counseling has been shown to be effective. INTRODUCTIONAlthough shootings in schools around the world periodically prompt politicians and the general public to focus their attention on the influence of media violence, the medical community has been concerned with this issue since the 1. The evidence is now clear and convincing: media violence is 1 of the causal factors of real- life violence and aggression. Therefore, pediatricians and parents need to take action. In 1. 97. 2, the US Surgeon General issued a special report on the public health effects of media violence that was based on a growing and nearly unanimous body of evidence.

Ten years later, the National Institute of Mental Health issued a comprehensive review of the research on media violence and its effects, which outlined concerns about children's psychological health. At a Congressional public health summit in July 2. American Academy of Pediatrics (AAP) was joined by the American Medical Association, the American Academy of Child and Adolescent Psychiatry, and the American Psychological Association in issuing an unprecedented joint statement on the impact of entertainment violence on children. Also in 2. 00. 0, the Federal Bureau of Investigation released a report on shootings in schools that stated that media violence is a risk factor. In 2. 00. 3, a panel of media- violence experts convened by the National Institute of Mental Health, at the request of the US Surgeon General, published its comprehensive report on the effects of media violence on youth, which revealed media violence to be a significant causal factor in aggression and violence.

Most recently, in 2. Federal Communications Commission (FCC) released its report on violent television programming and its effects on children and agreed with the Surgeon General that there is “strong evidence” that exposure to media violence can increase aggressive behavior in children.

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The weight of scientific evidence has been convincing to pediatricians, with more than 9. Yet, the entertainment industry, the American public, politicians, and parents all have been reluctant to accept these findings and to take action. The debate should be over. EXPOSUREAmerican children between 8 and 1. Internet). 1. 3 Children between 0 and 6 years of age spend an average of almost 2 hours each day using screen media (television, movies, computers). Televisions are also commonly present in bedrooms, with 1.

The effects of having a television in a child's bedroom are only beginning to be studied, but the early indications are alarming. Children with a television in their bedroom increase their television- viewing time by approximately 1 hour per day. Their risk of obesity increases 3. In addition, if children have a television in their bedroom, parents are less able to monitor what is seen; parents are less able to have consistent rules for children's media use; children participate in fewer alternative activities such as reading, hobbies, and games; and children perform more poorly in school. A large proportion of children's media exposure includes acts of violence that are witnessed or “virtually perpetrated” (in the form of video games) by young people. By 1. 8 years of age, the average young person will have viewed an estimated 2. The National Television Violence study evaluated almost 1.

The highest proportion of violence was found in children's shows. Of all animated feature films produced in the United States between 1. In a study of the top- rated PG- 1. An estimated 1. 2% of 2. More than 8. 0% of the violence portrayed in contemporary music videos is perpetrated by attractive protagonists against a disproportionate number of women and blacks.

Similarly, teenagers' music has become more violent, especially rap music. And, as teenagers increasingly use the Internet, they are exposed to violence there as well; a survey of more than 1. Internet. 2. 9 Video games also are filled with violence.

A recent analysis of the Entertainment Software Ratings Board (ESRB) ratings of video games revealed that more than half of all games are rated as containing violence, including more than 9. E1. 0+ and T ratings). Prolonged exposure to such media portrayals results in increased acceptance of violence as an appropriate means of solving problems and achieving one's goals.

American media, in particular, tend to portray heroes using violence as a justified means of resolving conflict and prevailing over others. Television, movies, and music videos normalize carrying and using weapons and glamorize them as a source of personal power.

Children in grades 4 through 8 preferentially choose video games that award points for violence against others, and 7 of 1. Watch The Dog Who Saved Christmas Online Full Movie. M- rated (mature) games, with 7. M- rated games. 3. Of 3. 3 popular games, 2. Because children have high levels of exposure, media have greater access and time to shape young people's attitudes and actions than do parents or teachers, replacing them as educators, role models, and the primary sources of information about the world and how one behaves in it. After the tragic shootings at Columbine High School in 1. Federal Trade Commission (FTC) investigated whether the motion picture, music, and video- game industries specifically advertised and marketed violent material to children and adolescents.

Working with industry- provided documents, the FTC determined that, despite the fact that their own rating systems found the material appropriate only for adults, these industries practiced “pervasive and aggressive marketing of violent movies, music, and electronic games to children,” such as promoting R- rated movies to Campfire girls. Studies have revealed that children and adolescents can and do easily access violent media that are deemed inappropriate for them by the various rating systems and parents.

In a study of PG- , PG- 1. R- rated films, the rating did not even predict the frequency of violence in the various films.

Many parents find the entertainment industry's media- rating systems difficult to use. The movie ratings are used by approximately three quarters of parents, but only about half of parents say they have ever used the video- game ratings, the television ratings, or the music advisories to guide their choices. Many parents find the ratings unreliably low, with an objective parental evaluation revealing as many as 5. TV- 1. 4 to be inappropriate for their teenagers. At the same time, most parents do not even know that their television is equipped with a V- chip (“V” for “viewer” control), and only 2.

Video games with higher ratings may actually attract more young children (the “forbidden- fruit” hypothesis).