Some people believe that violence on television and in computer games has a damaging effect on the society. Others deny that these factors have an significant influence on people's behavior. What is your opinion?

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Physical assault is seen commonly these days on
entertainment
portals. A few think that these movies and games cause a bad influence on an individual's behaviour, while others feel that the people act by their own will.
This
essay will discuss that, watching violence continuously has a damaging effect on a person's thinking. In my opinion,
this
type of
entertainment
should not be encouraged. The fight scenes shown on television or combat games are often created utilizing the technology that give larger than life effects.
Moreover
, huge arms and machines are used for
this
purpose, so that the public can enjoy.
For example
, a man is seen slaughtering his enemies in a computer game Contra, is very popular among the teenagers.
Hence
, the producers tend to promote violent shows to earn higher profits. Despite all the
entertainment
, these programmes inadvertently cause damaging mental effects, especially on the younger generation.
In addition
,
this
often gets unnoticed and creates a negative perception towards various situations.
For instance
, a case was reported in which a school boy died, because of the serious injury he sustained in a fight with his classmate, when they tried to enact a fight sequence from a movie.
Therefore
, strict regulations should be enforced on
such
programmes. In conclusion, assault as a means of
entertainment
is very frequently used these days.
This
essay discussed that, violent games or movies should not be encouraged as they cause a negative influence especially on the youth. I opine that, there should be strict rules so as to limit the production of
such
forms of
entertainment
.

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Topic Vocabulary:
  • proliferation
  • desensitize
  • empathetic response
  • aggressive behavior
  • formative years
  • impressionable
  • catharsis
  • media psychology
  • mixed results
  • family environment
  • genetics
  • regulatory bodies
  • rating systems
  • vulnerable demographics
  • inappropriate content
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