It is often thought that the increase in juvenile crime is a direct influence of the increase in violence in media. To what extent do you agree?

In today's era, there is a massive growth in the usage of any type of
media
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. There is a common opinion amongst individuals that the main cause of the gradual rise in the crime rates is an increased rate of violation in
media
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, a viewpoint with which I entirely agree.
To begin
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with, there is easy access to
media
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with the advent of new technologies which may consist of violent
content
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. Primarily, the
media
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industry itself includes different types of mediums that make it accessible for people of all walks
as well as
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content
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creators for putting or getting related violation news at a finger click.
Secondly
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, being in touch with
this
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amount of violent
content
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makes it a controversial topic in every public place like a sports club or even family gatherings to discuss
for instance
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a live police chasing an armed thief who had 2 million online viewers in the USA.
Moreover
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, video games as a popular
media
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for juveniles have more violence in them compared to the past even though some of them have age-limited boundaries.
Initially
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, the effect of these games which are played dozen times a day is not inevitable
while
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the new gadgets like VR make it more reliable.More importantly, the concept of playing indoors online has its consequences
for instance
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being anxious or intolerant triggering violence. In conclusion,some might argue that the increase in juvenile crime is not a direct influence of the increase in violence in
media
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since there are some justifications like individuals' personalities or upbringing situations. In my opinion;
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however
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,however
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this
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idea is rather groundless and I feel that violent
content
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in mediums or violated video games can directly have a great impact on youngsters and their temper.

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Topic Vocabulary:
  • desensitize
  • media consumption
  • juvenile crime
  • antisocial behavior
  • socioeconomic conditions
  • psychological effects
  • parental supervision
  • content creators
  • ethical responsibility
  • prevalent
  • mitigate
  • negative influences
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