Send the link below via email or IMCopy
Present to your audienceStart remote presentation
- Invited audience members will follow you as you navigate and present
- People invited to a presentation do not need a Prezi account
- This link expires 10 minutes after you close the presentation
- A maximum of 30 users can follow your presentation
- Learn more about this feature in our knowledge base article
Do you really want to delete this prezi?
Neither you, nor the coeditors you shared it with will be able to recover it again.
Make your likes visible on Facebook?
You can change this under Settings & Account at any time.
Transcript of Media
Facebook, Myspace, Tweeter, Tumblr, Instant Messaging Set maximum level of privacy
Place computer or laptop in a common area in the house
Educate Avoiding Effects Cyber bullying
Unsafe from predators Risks of Social Network Sites Anxiety
Low self esteem and sense of Security
Suicidal thoughts Emotional Development Reduction of real person interaction Social Development Entertainment
Staying connected with others
Babysitter Reasons to use Social Network Sites About 90% of children and adolescents between the ages 5–17 use computers, and about 59% use the Internet.
Roughly 69% of adolescents have their own computer or laptop, which they keep in their room and can use at their own time when desired.
27% even use their mobile phones to retrieve access online when they are not home and when Wi-Fi is available.
24% of those teens also use their gaming console to connect online and interact with other gamers. Statistics Chapman, C. & DeBell, M. (2003). Computer and Internet Use by Children and Adolescents in 2001. U.S. Department of Education.
Rideout, V. J., Foehr, U. G., Roberts, D. F. (2010). Generation m2: media in the lives of 8- to 18- year-olds: a Kaiser family foundation study. Henry J. Kaiser Family Foundation.
Thomas, Taylor. (2013). 30 Statistics about Teens and Social Networking. Top Ten Reviews. Retrieved Apr. 17 2013, from http://facebook-parental-controls- review.toptenreviews.com/30-statistics-about-teens-and-social-networking.html. Refereneces Reduce learning and research capabilities
Using the internet as an easy way out of doing actual research
Lower grades Cognitive Development All together, about 63% of adolescents go online every day
Youth, ages 11 - 14 years old, spend around 1 hour and 50 minutes daily on social network sites
15-18 year old spending 1 hour and 39 minutes
The most popular website right now is Facebook with 20 million users. Of all the members, there are about 7.5 million Facebook users who are under the age of 13 years Violent Video Games The Effects of Media on Adolescents Other Types of Media Television Television is society’s primary source of socialization for everyday information. (Bryant & Oliver, 2009) In 2003, children spent 14 hrs per week watching TV, an increase from 13 hrs in 1997. (Hofferth, 2010) Not accurately portrayed
Gender roles Watching too much television can lead too... Poor academic achievement
Negative psychosocial adjustment Other Types of Media Continued... Magazines Media and its Relationship to Health Childhood Obesity Fashion and beauty magazines, in particular, have been identified as a potent source of unrealistic thin ideals. (Tiggemann, Slater, Bury, Hawkins, & Firth, 2013) Magazines are more strongly related to a distorted self-image than television. (Bell & Dittmar, 2011) Young adolescent males see pictures in their fitness magazines and covet the cover model’s body. Media and its Relationship to Health Continued... Sedentary Lifestyle Media and its Relationship to Health Continued... Distorted Image of Self
Diablo 3 death: Teen dies after playing game for 40 hours straight. (2012, July 18).
The Huffington Post, p.1.
Gentile, D. A., & Anderson, C. A. (2006). Violent video games: The effects on youth,
and public policy implications. In N. Dowd, D. G. Singer, & R. F. Wilson (Eds.),
Handbook of children, culture, and violence (225-246). Thousands Oaks, CA: Sage
Indiana University School of Medicine (2011, December 1). Violent video games alter brain function in young men. ScienceDaily, Retrieved from http://www.sciencedaily.com/releases/2011/11/111130095251.htm
Whitaker, L. J., & Bushman, J. B. (2009). A review of the effects of violent video games on Children and Adolescents. Washington and Lee law review, 66, 1033-1051. Retrieved
from http://scholarlycommons.law.wlu.edu/cgi/viewcontent.cgi?article=1065&context=wlulr References The implications for teachers and parents of adolescents that play violent video games is they become obese, more aggressive, anti-social with others, and have poor grades in school. Implications The long exposure to violent video games has made adolescents become desensitized to violence in video games. In addition, they are unable to show emotion toward tragic events like the death of a family or friend.
Besides that adolescent’s playing emotions can be all over the place from playing violent video games. For example, the player can be emotionally happy for the main character’s actions. Although, other actions of the main character like killing a group of civilians can make the player upset instantly. Adolescents should be expressing their emotions for more important events in their lives. Emotional Development Adolescents are affected by violent video games by becoming isolated from interacting others. Instead, they are more focused about playing with their online friends and ignoring family and friends, while not going outside to get physical activity.
Violent first person shooting games make adolescents imagine they are actually shooting something in games. Players act like zombies investing hours into the game. This results in adolescents lacking the necessary social skills to interact with people in the real world.
Adolescents with a weak social development can lead to horrible acts of violence like school shootings. Social development Adolescent’s cognitive devolvement has been rewired due to violent video games making them think aggressively regarding all situations.
Adolescents playing violent video games changes how they think about situations, because of different aspects of violence taking place and weapons (Whitaker & Bushman, 2009)
A study from the Indiana University school of medicine (2011) involved adolescents playing a violent shooter and results revealed adolescents low use of their frontal brain region. The frontal brain region is the center for an individual’s behavior, memory, and judgment.
Violent video games make adolescent’s trigger aggressive thoughts in order to complete an objective or level in a video game. Cognitive development Adolescent’s physical development has suffered by playing violent video games.
Adolescents eat unhealthy food and even die to constant hours of playing violent video games.
For instance, last year in Taiwan, an 18 year old adolescent died from playing Diablo 3 for 40 hours without eating any food. The cause of death was from a blood clot due to sitting for long hours (Huffington post, 2012)
Adolescent’s physical development is affected in another way by making adolescents violent towards one another, because they assume there capable of performing a violent movie in games like Grand Theft Auto. An example is the player going up to a bystander and beating them to death with a baseball bat. Physical Development This topic interested me because I enjoy playing video games and violent video games has always been surrounded by controversy.
It is important to know how an adolescent’s human development can be affected through violent video games. Topic Interest and Importance
Video games have become a cultural phenomenon such as the Call of Duty franchise that is known for the realistic warfare setting, guns, and other technology. The series has midnight releases around the world and timers counting down towards the game’s release. This cultural phenomenon has effects on adolescents that could be positive or negative depending on what material is presented to them. It is clear that violent video games have become a significant part of American culture.
In 1976, the first violent video game released was known as Death Race. The objective was to run over stick figured individuals that screamed turning them into gravestones. Sales increased dramatically due to the controversy and consumers wanting the game (Gentile & Anderson, 2006).
Consumers now had an urge for more violent video games and video game companies would not disappoint by creating more violent video games. In 1993, Midway released Mortal kombat, which generated headlines because of the graphic ways you could kill an opponent after the match. Violent Video Games Violent video games and adolescents has become a heated topic due to school shootings.
The content in violent video games affect an adolescent’s 4 domains of development which are Physical development, Cognitive development, Social development, and Emotional development. Violent Video Games and Adolescents Violent video games have a serve affect on adolescent’s human development and prevents them from functioning in society. There are numerous television ads that encourage children and their parents to eat at local fast food chains. Junk food and screen time are inversely related to a poor diet. (Montoye et al., 2013) Media contributes to an unhealthy diet which could possibly lead to childhood obesity A sedentary lifestyle is a lifestyle that has very limited to no physical activity. Video games, television, and magazines consume children's free time and by doing this create a sedentary lifestyle. Watching television or playing video games is not bad but parents need to be aware of how much media their children consume. “The presentation of the media-prescribed ideal body shape is considered to be one of the key sociocultural risk factors in the development of body dissatisfaction and body change strategies” (Mulgrew, Volcevski-Kostas, & Rendell, 2013) Many girls suffer from low self-esteem and eating disorders due to media’s projection of what young girls are “supposed” to look like. Young males are dissatisfied with their weight and muscularity. (Mulgrew, Volcevski-Kostas and Rendell, 2013) Benefits Develop computer technology skills
Easy way to stay connected
Another way to express themselves
Effecting adolescent in negative ways... Social network sites are very popular and have been around since 1997. These sites attracted millions of users, many of whom use social networks on a daily basis. The most popular sites right now are Facebook, Tweeter, Tumblr, Instant Messaging, and many more. Individuals use these websites to reconnect with old friends and family in a more convenient way. There are also new social applications on mobile phones to keep people in contact and to be entertained; some of the applications are Instagram, snap chat, vine, and many others. Social Networking Sites This topic is important to me because I wanted to learn how much social network sites affected me and if I can confirm theses effects. I personally use social network sites everyday and knows it constantly distracts me from my education I am also a teacher and will have children in the future so I want to gain knowledge about this topic so I can be prepared for the future. Social network sites are an important topic to learn about because almost everyone uses a variety of sites everyday. It is beneficial to parents, students, teachers, children and many others so they can become aware of what these types of websites can cause. If people gain more knowledge on the topic they may be able to make changes to their lives and also their children. Significance, Interest, & Importance What can parents do to limit media influence? Questions?