
How Does Violent Media Affect Young Adults and Adolescents?
Lesson Plan
Shelby Hersem
Objectives:
Students will understand the chemical reactions that occur in the brain when video games are played.
Students will be able to identify the leading causes of violence in young adults and teenagers.
Students will analyze and compare statistical data from experiments that questioned the effect of violent media on young adults and teenagers.
Lesson:
Why are Parents Worried? (Hook); - 1 min
Parents are worried about their children because their kids play a lot of violent video games
News sources, parents, and even Donald Trump have blamed violent video games for school shootings, disruptive behavior, and aggression.
Q: What do you think is the main cause of aggression and violent behavior in young adults and adolescents?
Models to Explain Violence (Introduction); Source: (Blackburn and Scharrer 313). and (Ferguson 377-379). - 2 min
Different Theories/Models to Explain Violent Behavior
The Cultivation Theory
Supporting Evidence
The Catalyst Model
Supporting Evidence
Weak Effects on Youth Aggression
Supporting Evidence
(Lecture); Source: (Ferguson 384). and (Humphreys). - 3 min
What qualifies as a rated ‘M’ for Mature game?
Supporting Evidence
Adolescents play games above their age rating
Supporting Evidence
The dangers of playing video games for an extended period of time
Supporting Evidence
(Lecture); Source: (Wagner). - 3 min
Video games promote healthy brain function
Supporting Evidence
Passive v.s. Interactive Entertainment
Supporting Evidence
Video games’ effect on masculinity: (Blackburn and Scharrer 314).
Q: How do you think we can protect vulnerable teenagers from playing violent video games? Should we?
(Activity) - 5 min
The audience participates in a range of voting activities
(Closing) - 1 min
Final remarks
Materials:
Pictures of video games, interesting visuals
Annotated Bibliography
Blackburn, Greg, and Erica Scharrer. "Video Game Playing and Beliefs about Masculinity among Male and Female Emerging Adults." Sex Roles, vol. 80, no. 5-6, 2019, pp. 310-324. ProQuest, doi.org/10.1007/s11199-018-0934-4.
This article helped me expand my overarching question into how video games affect adolescents. My lesson will use a few of the “theories” or “models” mentioned in a few sources--I will explain each through slides. The information and research done on male masculinity was very interesting and will be valuable to me when I mention it in my lesson. I plan to use the household statistics at the opening of my lesson. The entry about parents often forgetting to talk to their children about rape was very thought-provoking as well.
"Does Social Media Encourage Violent Teen Behavior?" Tell Me More, 15 Jan. 2013. Gale In Context: Science, www.link.gale.com/apps/doc/A315964294/SCICu=va_p_wakef_s& sid=SCIC&xid=adf6f8e7.
Because this source was an audio recording, I read the transcript of the 3 speakers: a mother of two young adults, a young mother of two young boys and one little girl, and Michel Martin from “Tell Me More.” I found their conversation well-rounded and easy-going while it also touched many important topics. The perspective of parents is important to me in my research progress because it provides my lesson with relatability and a break from statistical research slides. I enjoyed the conversation about male teenagers taking more risks and the way that female teenagers act online.
Ferguson, Christopher J. "Video Games and Youth Violence: A Prospective Analysis in Adolescents." Journal of Youth and Adolescence, vol. 40, no. 4, 2011, pp. 377-91. ProQuest, doi.org/10.1007/s10964-010-9610-x.
Surprisingly, I found yet another journal written by Chris Ferguson! His research and opinions always provide me with new leads and other sources. I found this particular article intriguing because it made me consider the effects of a troubled parental relationship on a child. Ferguson wanted to know whether or not a negative relationship between mom and dad would lead to violent behavior. The author also mentioned the “Catalyst” model which I will look into so I can present it in my lesson.
Humphreys, Gary. "Sharpening the focus on gaming disorder: The definition of gaming disorder is an important first step in developing a public health response to a new problem." Bulletin of the World Health Organization, June 2019, p. 382+. Gale In Context: Science, www.link.gale.com/apps/doc/A597961777/SCIC?u=va_p_wakef_s&sid=SC IC&xid=790cd1e3.
Humphrey’s research includes many great interviews from nurses and doctors at the “gaming disorder” facilities in Japan. The journal provided me with a greater world view when looking into violent media and adolescents. Hopefully, I will be able to expand and look into Japan’s rising issues with the gaming community. I plan to do more research on other countries’ issues with gaming and adolescent violence.
Wagner, Cynthia G. "Aggression and violent media: playing video games may lead to more violence than watching TV." The Futurist, July-Aug. 2004, p. 16. Gale In Context: Science, www.link.gale.com/apps/doc/A118586779/SCIC?u=va_p_wakef_s& sid=SCIC&xid =916ca51d.17.
I found this article knowledgeable yet curt, and I came across some great statistics as well. I questioned Wagner’s suggestion about boys promoting violence while girls promote high-level thinking. Other than that, I will use this article’s entries to sprinkle in my lesson plan slides.