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Chapter II REVIEW OF RELATED LITERATURE AND STUDIES Local Literature and Studies Some Cause of Violence and Aggression

Children in metro manila now spend about 2-3hours a day in front of computer and television. Internet has become a potent agency because like the family, school, and peers, it directly provides the child with experience who forms their attitude and influence on what they see or watch. Affecting children age 4 all the way to 45 year-old adults, this movie have called for concern in our society regarding issues such as addiction, depression, and even aggression related in watching violence movie. A recent study of children in their early teens found that almost watching pornographic movie in internet daily and that 21% for violence show whereas killing person. The media industries even put signs like "Real-life violence" and "Violence level - not recommended for children under age of 12" on their box covers, arcade fronts, and even on the game CDs themselves. In the manila, the popular game is counter strike that opponent will no longer disappear in a cloud of smoke when killed. Instead they perform an elaborate maneuver when

killed. For example, those shot in the neck fall to their knees and then face while clutching at their throats. Other

games such as Unreal Tournament and Half-Life are gorier. In these games when characters get shot a large spray of blood covers the walls and floor near the character, and on the occasions when explosives are used, the characters burst into small but recognizable body parts. In spite of the violence, the violent video games are also the more popular games on the market. There seems to be a strong correlation now between the violent natures of games these days and the aggressive

tendencies in game players. Unlike books, television programs are easily accessible to children. In a book culture, parents exercise control over the flow of to information the by selecting reading the type of books

according

childs

readiness.

Television

presents the same information to adults and to children of all ages; and so parents often find it difficult to censor their childrens viewing without censoring their own. In addition to modelling violent behavior, entertainment media inflate the prevalence of violence in the world,

cultivating in viewers the "mean world" syndrome, a perception of the world as a dangerous place. Fear of being the victim of violence is a strong motivation for some young people to carry a weapon, to be more aggressive, to "get them before they get me." For some children, exposure to media violence leads to anxiety, depression, and posttraumatic stress disorder or to sleep disturbances and nightmares. Some defend media violence

as an outlet for vicariously releasing hostility in the safety of virtual reality. However, research testing this "catharsis hypothesis" children found that after experiencing media overt aggression violence, of

displayed

increased

because

lowered inhibitions. Numerous studies have shown that the most insidious and potent effect of media violence is to desensitize all of us to real life violence.

Children learn by observing and trying out "behavioral scripts." Repeated exposure to violent behavioral scripts can lead to increased feelings of hostility, expectations that

others will behave aggressively, desensitization to the pain of others, and increased likelihood of interacting and responding to others with violence. Active participation increases

effective learning. Video games are an ideal environment in which to learn violence. They place the player in the role of the aggressor and reward him or her for successful violent behavior. Rather than observing part of a violent interaction, video games allow the player to rehearse an entire behavioral script, from provocation, to choosing to respond violently, to resolution of the conflict. Moreover, video games have been found to be addictive; children and adolescents want to play them for long periods of time to improve their scores and advance to higher levels. Repetition increases their effect.

Homicide,

suicide,

and

trauma

are

leading

causes

of

mortality in the paediatric population, resulting in cumulative death rates of 22.8 per 100 000 in those 5 to 14 years of age and 114.4 per 100 000 in those 15 to 21 years of age. Among urban youth, interpersonal violence is the most prevalent cause of injury (33%), and the incidence of gunshot wounds has

increased dramatically in the past decade. Gun violence is now a leading killer of children and adolescents. Each year,

3500 adolescents are murdered and more than 150 000 adolescents are arrested for violent crimes. Non-whites black males, in children and

adolescents, suffer the

particularly effects as of

disproportionately communities murderers as

violence The

their of

aggressors and

victims.

number

15 to

17 years of age increased by 195% between 1984 and 1994, when 94% of juveniles arrested for murder were male and 59% were black. The murder rate of young black males rose 300% during the 3 decades after television's introduction in the United States. Although exposure to media violence is not the sole factor contributing to aggression, antisocial attitudes, and violence among children and adolescents, it is an important health risk factor on which we, as paediatricians and as

members of a compassionate society, can intervene.

Foreign Literature and Studies Violent video games affect behavior Adolescents distinct who play in violent brain video games on demonstrate functional

alterations

activation

magnetic resonance imaging; investigators have shown for the first time. There is a huge hype mostly in American that launch of every new movie such American pie, The rise of chukie doll, and Virginity Territory being just few of the latest.

In

study

of

44

healthy

adolescents,

the

teens

who

played violent video games demonstrated less activation in the frontal lobes associated with inhibition, concentration, and self-control, and more activation in the amygdale, which

governs emotional arousal, Dr. Vincent Mathews reported at the annual meeting of the Radiological Society of North America. Additional combination of research effects is could needed make to determine if this more

these

individuals

likely to engage in violent behavior. But for now, the study provides parents, physicians, and scientists function with exist data in proving that that play differences violent in brain games,

teens

video

compared with those who don't.

"The fact we are seeing something should at least alert people to the fact something is going on, and that they should be concerned with the types and amount of media they and their children are exposed to," Dr. Mathews said in an interview. He and his colleagues at Indiana University,

Indianapolis, randomly assigned the adolescents to play either "Medal of Honor," a violent video game, or "Need for Speed," an equally exciting but nonviolent game, for 30 minutes

immediately before imaging. Functional MRI data were acquired on a 3-Tesla scanner using a 2D gradient echo-planar imaging sequence during two modified Stroop paradigms.

Violent TV, DVD, Video, PC Game Show badly effect on Kids Health and Behavior It is generally accepted that pathological violence is a combination of factors, both biological and psychological, but brain studies of violent criminals haven't revealed much.

However, a new brain imaging study suggests that men with a history of violent behavior may have greater gray matter volume in certain brain areas, whereas men with a history of

substance use disorders may have reduced gray matter volume in the other brain ideas.

The substance

researchers use

compared

violent and

offenders, without,

both along

with with

disorders

(SUDs)

nonviolent men, both with and without SUDs. The first group was recruited from penitentiaries and forensic hospitals, and the second group was recruited from psychiatric outpatient and by advertisements and employment the agencies.

programs

Experienced

psychiatrists

assessed

participantsmales

between 23 and 54 yearsfor

mental disorders, psychopathy,

aggressive behavior and impulsivity. All study participants underwent structural magnetic resonance imaging at the Iloha, University, Texas hospital. The researchers identified differences in the brains of men in the various categories. Participants with a history of violence and had a greater volume of gray matter in certain brain areas than nonviolent participants, regardless of a

history of SUDs. The increases in gray matter volume among violent offenders appeared in the mesolimbic areas of the

brain, which previous research suggests are linked to feelings of desire and reward as well as antisocial behavior and

psychopathology. Further, gray matter decreases in other areas of the brain characterized men with SUDs regardless of a

history of violence.

Among men with SUDs, the study found smaller gray matter volume in areas as of the brain that The play a part call in for social more

behavior research specific

well

inhibition.

authors

"to link the deficits in

observed structural abnormalities to functioning assessed by both

neuropsychological tests and behavior in the real world and to the interactions of genes and environmental factors."

"Toddlers and young children who watch violent movies, including Halloween horror films, television shows or video games may be more likely to develop anxiety, sleep disorders, and aggressive and self-endangering behaviors; according to the Morgan Stanley and Children's Hospital Medical of New Yorkstudy.

Presbyterian

Columbia

University

Center

Studies in children have shown that playing interactive video games can lead to significant increases in heart rate, blood pressure and respiratory rate, "and thus a higher arousal

state of the central nervous system. Excessive television viewing is associated with physical

inactivity, eating foods high in unhealthy fats and sugar, and a higher risk for overweight, all of which may have longlasting adverse effects on health. By age 4 , children with excessive exposure to TV were nearly three times more likely to be overweight than those with less TV exposure.

Additionally, children who watched two or more hours of TV a day had more behavior problems.

"While the bad behavior being predicted is still behavior in childhood, society should be concerned about this effect, because the more aggressive child tends to grow up to be the more aggressive adult," he said. "So, if TV violence is

increasing the aggression of preschoolers, it is likely to increase how aggressive they will be later in life as well "The American Academy of Pediatrics recommends that children watch less than two hours of TV per day but reports that only half (51 percent) of pediatricians make this recommendation to patients. TV viewing is an attractive target for intervention, particularly among obese children with hypertension. Several studies have demonstrated that changing TV time alone can lead to weight loss, without any changes in physical activity," said Schwimmer, director of weight and wellness at Rady

Children's Hospital in San Diego.

Cases involving violence sh1ows On April 20, 1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although nothing is for certain as to why these boys did what they did, we do know that Harris and Klebold both enjoyed playing the bloody, shoot-'em-up video game Doom, a game licensed by the U.S. military to train soldiers to

effectively kill. The Simon Wiesenthal Center, which tracks Internet hate groups, found in its archives a copy of Harris' web site with a version of Doom. He had customized it so that there were two shooters, each with extra weapons and unlimited ammunition, and the other people in the game could not fight back. For a class project, Harris and Klebold made a videotape that was similar to their customized version of Doom. In the video, Harris and Klebold were dressed in trench coats,

carried guns, and killed school athletes. They acted out their videotaped performance in real life less than a year later. Calvert and Tan compared the effects of playing versus observing violent video games on young adults' arousal levels, hostile feelings, and aggressive thoughts. Results indicated that college students who had played a violent virtual reality game had a higher heart rate, reported more dizziness and nausea, and exhibited more aggressive thoughts in a posttest than those who had played a nonviolent game do. A study by Irwin and Gross sought to identify effects of playing an

"aggressive" versus "nonaggressive" video game on second-grade boys identified as impulsive or reflective. Boys who had

played the aggressive game, compared to those who had played the nonaggressive game, displayed more verbal and to inanimate objects and playmates physical during a

aggression

subsequent free play session. Moreover, these differences were not related to the boys' impulsive or reflective traits.

Thirdly,

Kirsh also

investigated

the

effects

of

playing

violent versus a nonviolent video game. After playing these games, third- and fourth-graders were asked questions about a hypothetical story. On three of six questions, the children who had played the violent game responded more negatively

about the harmful actions of a story character than did the other children. These results suggest that playing violent

video games may make children more likely to attribute hostile intentions to others.

CHAPTER III METHODOLOGY

The authors will use a descriptive method in the study. The research instrument use in collecting data will goes

through formulation of questionnaires which will truly give significant matters and information regarding the chosen

topic. The questionnaires will design according to the profile of respondents. The profile included their age, gender, class level, and how many time they spend in watching movies. The researcher will use a table for data gathering in order to come up with the expected result. The study was made possible and completed by getting facts and results from the surveys and research.

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