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

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The debate over the impact of televised
violence
and digital games on societal
behavior
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behaviour
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ignites strong opinions.
While
some attribute a corrosive effect on societal norms to these
media
forms, others question their significant influence.
This
essay contends that
such
content can indeed foster aggression and desensitization to
violence
, focusing on the psychological implications and the erosion of
empathy
as critical discussion points.
Firstly
, the psychological effects of prolonged exposure to violent content cannot be understated. Studies have demonstrated that individuals, especially young people, who frequently engage
with
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in
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violent television shows and video games exhibit increased aggression and hostility.
This
is attributed to the normalization of
violence
, where repeated exposure not only desensitizes individuals but
also
embeds aggressive
behaviors
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behaviours
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as acceptable responses to conflict.
For instance
, a research study published in the Journal of Personality and Social Psychology found a direct correlation between high consumption of violent
media
and aggressive
behavior
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behaviour
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in adolescents, suggesting a mirroring effect where fiction bleeds into reality.
Moreover
, the erosion of
empathy
is a significant consequence of continuous engagement with violent
media
. As viewers and players become accustomed to the brutality depicted in these formats, their ability to empathize with real-world suffering diminishes.
This
detachment fosters a society less sensitive to the pain and needs of others, undermining social bonds and compassion. An illustrative example is the decrease in empathetic responses observed in individuals after playing a violent video game, as highlighted in a study by the University of Michigan.
This
phenomenon illustrates how virtual
violence
can numb the human capacity for
empathy
, thereby impacting interpersonal relationships and societal cohesion. In conclusion, the assertion that
violence
in television and computer games has a deleterious effect on society is well-founded. The documented psychological effects and the significant erosion of
empathy
among consumers of
such
content underscore the need for a nuanced understanding of
media
consumption.
While
it is essential to recognize the complexity of human
behavior
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behaviour
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, minimizing exposure to violent
media
could mitigate these adverse effects, fostering a more compassionate and less aggressive society.
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Enhancement of Argument
To further improve, aim to integrate a wider range of studies or real-life examples to substantiate your arguments even more compellingly. While the use of studies is strong, additional, varied examples could add further depth.
Balanced Discussion
Consider exploring a counterargument more deeply to show a balanced understanding before affirming your stance. Acknowledging and refuting opposing viewpoints can strengthen your argument's persuasiveness.
Structure
Your essay presents a well-structured and coherent argument, effectively using paragraphs to distinguish between different aspects of the topic.
Introduction & Conclusion
You've successfully introduced and concluded your essay, clearly stating your viewpoint and summarizing your argument, which supports a strong coherence and cohesion.
Use of Evidence
Your arguments are supported with relevant studies, which significantly strengthens your position on the impact of violence in media on societal behavior.

Your opinion

Don’t put your opinion unless you are asked to give it.

If the question asks what you think, you MUST give your opinion to get a good score.

Don’t leave your opinion until the conclusion.

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...do you agree or disagree?...do you think...?...your opinion...?

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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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