Media violence is become one of the top investigated topic these days. Media which is considered as best source of communication has made our lives much easier. Rising technology is making progress and new gadgets each day are there to catch our sight and make our life colorful. But, on the contrary, if we have a glance on the other side, the same media is responsible for causing violence in our lives and it has its negative impacts more than its beneficial outcomes, this developing media has been becoming the biggest source of social violence nowadays. It is the source of correspondence or devices used to store and convey data or information. The term alludes to parts of the broad communications interchanges industry, for example, print media, distributing, the news media, photography, film, broadcasting, and promoting.
According to research it is found that youngsters are spending more than 33% of their time utilizing media, for example, online video or music — about nine hours overall, as indicated by another investigation from the family innovation instruction non-benefit gathering, Common Sense Media. Children between the ages of 8 and 12, the normal is about six hours out of every day. 'Our world is changing and kids are spending a lot of time with media -- and they are doing it in a variety of ways on many platforms,' said James P. Steyer, founder and chief executive of Common Sense Media, a nonprofit organization that focuses on helping families promote safe technology and media for children.
Children in their leisure time, spend most of the time watching television and playing games. Children learn from what they see. When they are exposed to violent games, they are more attracted towards them and they try to imitate those things in the same way, hence, develop aggressive behavior, nightmares, anxiety. Dr. Dimitri Christakis, who is executive of the Center for Child Health, Behavior and Development at Seattle Children's Research Institute. Said that, Violence generally when it is genuine however regardless of fictional it is unreliable, it is very terrible for kids with respect to their age. The children with aggressive behavior when grow up and become teenagers, the outcomes are much horrible. These teenagers are more likely to commit crimes and cause violence. Media brutality represents a risk to general wellbeing in light of the fact that it prompts an expansion in genuine savagery and animosity. Research demonstrates that anecdotal TV and film brutality add to both a present moment and a long haul increment in hostility and viciousness in youthful watchers. TV news viciousness additionally adds to expanded brutality, primarily as imitative suicides and demonstrations of animosity. Computer games are plainly fit for delivering an expansion in animosity and viciousness for the time being, albeit no long haul longitudinal investigations equipped for showing long haul impacts have been directed. The connection between media brutality and genuine savagery and animosity is directed by the idea of the media substance and attributes of and social impacts on the individual presented to that content. In any case, the normal in general size of the impact is enormous enough to put it in the class of known dangers to general wellbeing.
Inappropriate content at the wrong time can change our acts and deeds. According to WebMD A young person who watches sensual content are immensely bound to have sexual relations at their early age. Many youngsters get influence from movies to start drinking at very early age. Parents should be very much concerned about their children when they are young as their little lack of concern may cause them big troubles. Some way or another playing ruthless computer games can build an individual's forceful considerations, feelings and conduct in day by day life. According to the survey in 2010, one psychologist found that “disclosure to savage computer games is a hazard factor for expanded aggressive behavior, forceful acts, and for diminished in sympathy and flatly conduct”.