Electronic Media In Daily Life

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Electronic Media in Daily life

Introduction

Electronic media play a pivotal role in our daily life. It has a profound effect on our daily activities and perception making. One of the most important roles of media is broadcasting the news and how this news does has a tremendous impact on our lives. The history of the media in the US dates back to three centuries ago (Mark, p. B7). The media in the US are a powerful information and communication tool which Americans from across the cultural diversity depend on for getting news on social issues, cultural issues, international issues, political issues or religious happenings not only within America but internationally. Media keeps us up to date about the global issues every day.

Cognitive element

Young children have trouble telling fact from fiction, which makes them more vulnerable to the effects of electronic media violence. They may become more aggressive and fearful when exposed to high levels of violence in video games. Violence found in video games is usually humorous; children have easy access to video games and violent computer. Many retailers sell and rent games to buyers who are younger than the recommended age. The entertainment industry made a strong promotion of products violent for young children (Nicholas, 2008).

In the U.S., the Federal Trade Commission (FTC, equivalent to our CRTC) announced in July 2000, the results of an investigation that exposes how the electronic media industry is intensively with young children for violent content to adults. According to the FTC, almost every manufacturer of video games under investigation is a regular promotion to children of violent games rated (17 years or more) Toys representing characters from games for adults are often offered to young children. Duke Nukem, an ultraviolent video game for players 17 and over, is the star of figurines including the promotion is for ages 8 and under; perceptions of children about what it means to be a boy or a girl may be negatively influenced by stereotypes propagated by the electronic media. Video games are designed by men for boys and usually include some female characters. The few female characters are often depicted as victims, while the male characters are often aggressor (Sherry, 2011).

Psychosocial element

From a psychosocial perspective when we see these on internet or television. They have a huge impact on our lives. For example, any retail outlet ads comes on TV the presentation of food is very tempting, due to which we go for that product. Similarly, the images shown on the electronic media also have an effect on children as they can serve as a bad influence for them. Media also provides information sharing as a way to empower Americans to understand their rights and liberties Sherry, 2011). The media have made it possible that Americans have a greater influence on how they want the government to do business. The media play a prominent role in the lives of Americans that many see it as an opportunity to leverage and seek economic opportunities in ...
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