ACCESSIBILITY
This is the most serious issue at the heart of
this growing problem. Although they may not know
it, parents
are supporting and helping to make Entertainment
Violence easily accessible to their children.
What would you do if your child
were to be given lessons in the ‘Art of
Violence’ to learn how to plan, organize and
execute a violent act? Would you:
-Think, it’s OK, and forget about
it;
-Discipline your child;
-Talk to the teacher;
-Call the appropriate authorities to complain,
or;
-Continue to pay for lessons.
You certainly wouldn’t
consciously pick the last option would you? But
you are choosing this option when you continue
to allow your children to watch inappropriate
content on television and multimedia.
a. Television and Cable
In
the United States, 105.44 million households
have a television (as of Jul. 2002), an
estimated 96.7 percent or 98.6 million household
are linked to cable (Dec. 2001) and 73.55
million households pay for cable television (as
of Jul. 2002).[i][v]
The National Television Violence
Study evaluated almost 10,000 hours of broadcast
programming from 1995 through 1997 and found
that 61 percent of the programming portrayed
interpersonal violence, much of it in an
entertaining or glamorized manner. The highest
proportion of violence was found in shows aimed
at children.[ii][vi]
By paying for the cable, which
shows our children this violence, we are
choosing the last of the above options.
b. Computer and Videogames
Around 59 million children – 92
percent of all children between two and 17 years
old – play video/Internet games according to the
national survey by the National Institute on
Media and the Family (Dec. 13, 2001).[iii][vii]
The Sixth Annual Video and
Computer Game Report Card (2001) states that,
while the number of high-quality games for
children increases, the concern about youth
access to inappropriate games also continues to
grow. For the first time in several years, it is
likely that both the top-selling videogame and
the top-selling computer game will carry the M
(Mature) rating. Metal Gear Solid 2
(Playstation2) and Return to Castle Wolfenstein
(computer) are both on track to be the market
leaders.
We are paying dearly for these
videogame consoles and CDs.
c. Movies
According to the CMPA’s 1998-99
report, moviegoers who had attended 50 of the
top-grossing (most successful) theatrical films
released in 1998 would have viewed a total of
2,319 violent incidents, about three-fifths
(1,377) of which constituted serious acts of
violence. This averages 46 violent acts per
film, 28 of them serious. Again, it is parents
who pay their children to visit the movies and
witness these scenes.
The truth is undeniable: parents
pay for and support multimedia. They pay for the
very same media that encourages violent thinking
in young and vulnerable minds, and they continue
to pay as children are inundated with its
content. Worse still, they probably started it
all by allowing their children to sit in front
of the ‘idiot box’, as TV is sometimes known,
when they were toddlers. By encouraging this
‘electronic babysitter’, parents stamped their
approval to the process of multimedia watching.
Just because in our day we didn’t
become violent as a result of exposure to this
medium doesn’t mean that our children are safe.
The look and feel of today’s multimedia has
radically changed over the last 20 or 30 years.
We’re not talking black and white images or
computerized ping-pong game anymore, today’s
multimedia is lifelike virtual reality, in which
children can often feel as close to its virtual
characters as they do to real human
relationships.
Unfortunately, the answer to this
problem is not as simple as just hiding the
remote, selling the game box, switching off the
computer or to stop going to the movies. Our
world is more complicated than this.
The problem lies with:
-
Our acceptance of media
glorifying, glamorizing and trivializing
violence;
-
Our support of such media
content;
3.
Our blurred vision of its adverse impact on our
children.
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