Essay The Problem Of Entertaining Violence
Eitzen’s (2013)m evaluation of the modern tendency for the viwer to become dissociated with the act of villence being potrayed in film and TV, which defines the effect of villence in the desensitization process. Eitzen (2013) relies heavily on studies done on video game usage and film industry entertainment that suggest that the reality of violent actions is not being properly understood as a real-time event. Children and adolescents tend to find violence as a form of escapism with no real consequences when being projected through a video game or a film that is being viewed. More so, the broader community-based ramifications of these video games and shared cultural values in entertainment expand this type of desensitization of violence in American culture. This evaluation of video game culture and the entrainment industry define the massive impact that children and adolescents endure as they are being conditioned to accept and to even enjoy watching violence through these mass media mediums. These forms of dissociative tendencies in video games users is a sign of a popularized form of propagandized violence, which is having a greater effect in generating fear and violence in American mass media culture.
Fournis, Gale. "Violence, Crime, and Violent Video Games: Is There a Correlation?" Psychiatric Times 31, no. 9 (2014): 13-26.