The document examines how media representations of violence in movies, video games, and music can negatively influence youth culture and behavior. It argues that exposure to violent content through these mediums can desensitize youth to violence, normalize aggressive behavior, and potentially cause youth to imitate violent acts. The document calls for increased censorship and responsibility from media companies to curb the glorification of violence that is targeted at impressionable youth audiences.
The document examines how media representations of violence in movies, video games, and music can negatively influence youth culture and behavior. It argues that exposure to violent content through these mediums can desensitize youth to violence, normalize aggressive behavior, and potentially cause youth to imitate violent acts. The document calls for increased censorship and responsibility from media companies to curb the glorification of violence that is targeted at impressionable youth audiences.
The document examines how media representations of violence in movies, video games, and music can negatively influence youth culture and behavior. It argues that exposure to violent content through these mediums can desensitize youth to violence, normalize aggressive behavior, and potentially cause youth to imitate violent acts. The document calls for increased censorship and responsibility from media companies to curb the glorification of violence that is targeted at impressionable youth audiences.
The document examines how media representations of violence in movies, video games, and music can negatively influence youth culture and behavior. It argues that exposure to violent content through these mediums can desensitize youth to violence, normalize aggressive behavior, and potentially cause youth to imitate violent acts. The document calls for increased censorship and responsibility from media companies to curb the glorification of violence that is targeted at impressionable youth audiences.
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Exemplar 2
What is the aspect of youth culture being examined in this script?
Violence is the aspect of youth culture being examined in this script. What is the speaker’s opinion on representations of this aspect of youth culture? The speaker’s opinion on representations of this aspect of youth culture is negative.
Structure Persuasive techniques used to
Opinion position the audience to accept Ideas used to support opinion the speaker’s opinion Knowledgeable cultural critic, Wendell Berry, once said, “Violence breeds violence. Acts of violence committed… prepare and justify its continuation”. 200,000 homicides are executed by youths aged 10-29 years old each year. This is our future generation, a generation desensitised to and active participants in antisocial activities. A generation that has become victim to the media’s ignorant preaching of violence as an inconsequential, trendy behaviour. I, ____________, a 16-year-old, have witnessed first-hand the effects of these representations; the anger bred, the hatred instilled, and the violence worshipped. I am glad to have a platform here, at the Australian United Nations Youth Voice, to reveal the destructive nature of media glorification of aggressive behaviours. Exposure to such violence encourages core values of violence within youth culture, normalising acts of aggression and instilling the principle that partaking in harmful behaviours resolves issues. As a result, youths develop imitative violent behaviours, which if not addressed, will contribute to the recurrent cycle of violent crimes within society. Media, a vehicle of mass influence, exercises pernicious manipulation over the highly impressionable teenage demographic through films, video games, and songs which glamorise violence.
Films have become a fundamental
foundation of our society, evolving into a powerful instrument for entertainment, education, and act a means of connecting with other individuals. Through the representation and glorification of teenage violence, they have the power to influence the culture and ideals of our youth. Youths are the backbone of our nation and are active viewers of these negative media representations. Gang violence and warfare on the streets is subconsciously endorsed in classic teen films such as ‘Boyz n the Hood’. The movie’s depiction of teen-on- teen violence as an effective means of resolving petty disputes strengthens youth perceptions that status and respect are gained from such behaviours. In the film, it is the environment of violence that the young protagonists are frequently subjected which instigates their own aggressive behaviours. As young children, they stumble across a dead body, another lost to the rivalries of gangs within the community, decaying, and abandoned on the street. This is one of the many instances where they are exposed to violence and its devastating results in their neighbourhood. Such can be likened to the environment films create within modern society. Rowell Huesmann, an expert in the field of psychology states, “exposure to violence in…movies…increases the risk of violent behaviour on the viewer’s part just as growing up in an environment filled with real violence increases the risk of them behaving violently”. When someone has wronged you, violence is the solution. When someone insults you, violence is the solution. When someone threatens you, violence is the solution. These are the values we are teaching the youth – your children are being brainwashed by mass media to believe violence is acceptable. The breeding of these mentalities has the capacity to trigger imitative violent behaviours and juvenile crime. Reform is needed. The media must address and take responsibility for their harmful portrayal and glamorisation of teenage antisocial behaviours for the sake of our youths’ futures.
Blood and massacres. Hyper realistic
murder. Personalised killings rewarded. This is the reality of teen video games. Through parental neglect due to busy lifestyles, youths are left with their virtual babysitters, unsupervised, developing harmful obsessions and absorbing appalling behaviours. Call of Duty, a highly popular videogame series, has an extremely large teenage following, with 62% of young gamers reportedly playing the war game. The simulated battlefield endorses brutality through its blatant depictions of torture, child combat, and shooting of unarmed citizens, providing incentives for acts of violence - the gorier the better. This communicates to its young viewers that violence is socially acceptable and has little to no consequences. As a result, youths become desensitised, manifesting practiced behaviours in their personal lives, and acting on violent impulses. Validating these statements, Birkbeck University of London affirms, “[teens] who play violent video games…then engage in violent behaviour, or even copy acts of violence experienced during game play”. Is this what we want? A generation of callous individuals who use violence to manage conflict. The media incites hostility within our youths; that is the harsh reality. Now is not the time for complacency. It is time for game developers and media giants to own up to the damage they are causing society through their glorification of aggressive, pugnacious behaviours.
Music is a media type where virtual
violence meets real-life. No longer is murder and bloodshed purely fictional, a prop on a movie set or a simulated war field. Music poses as a medium where celebrities are able to simulate acts of violence, often based on reality. “If you saw what I did that day in Brookmill Park you’d stay at home, I backed my blade I grabbed his neck, I splashed him down I felt his bones”. Need I say more? The message is in the music. The message is clear. Violence is acceptable. The actions described in this song by Lucci are an actual account of crimes he has personally committed. Yet, the song remains uncensored, readily available for youths to download at their pleasure, no restrictions. The American Psychological Association describes the harmful consequences of such unrestrained content in their statement that, “aggressive music lyrics increase aggressive thoughts and feelings, which…perpetuate aggressive behaviour...influencing listeners' perceptions of society and contributing to the development of aggressive personalities”. Idolising advocates for violence, teens consequentially mimic destructive behaviours, typically adopting the mentality and values of their malicious leaders. As a result, 46% of youths have identified rap music as being the founding media type which inspires thoughts of committing crime and their execution of criminal fantasies. This viral strain of music infects the minds of helpless youth, endorsing their pursuit of crime and spiral delinquency. Greater media monitoring and censorship is a necessary step we must take as a collective force to ensure the safety of our teens, and ultimately our safety as a nation. Restricted but not enforced, it is time for a change. Movies, videogames, and music act as a vector for youth development. Movies, videogames, and music all unequivocally glorify violence. Such an unchecked culture of violence ingrained within the media poisons the malleable minds of our youths. This initiates their development of violent imitative behaviours and demonstrates the repetitive sequences of violence within society. A cycle which stops with you. We must confront this issue as a united front. Together we must force the media to be more critical of the explicit messages they are conveying to teenagers, through advocating for increased media censorship. Increased censorship, reduced violence. Let us raise our voices and fight for a brighter, more harmonious future for our youth.
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