Marketing violence (and fear of it)
No one knows better than the media industry that children and youth represent a huge market, due to both their own spending power and their influence on family spending decisions.
No one knows better than the media industry that children and youth represent a huge market, due to both their own spending power and their influence on family spending decisions.
While parents may find certain representations of violence wholly appropriate for young people, there’s a wide continuum of content that exists online and in the media. Anything from a cartoon cat having an anvil comically dropped on his head to video images of real-life injuries and deaths can be accessed online by children and youth.
It’s hard to clearly define the effect media violence has on consumers and young people. This is mainly because terms like “violence” and “aggression” are not easily defined or categorized. To a child, almost any kind of conflict, like the heated arguments of some talk-radio shows or primetime news pundits, can sound as aggressive as two cartoon characters dropping anvils on each other.
Media violence has been taken up as a public policy issue by a number of Western countries. Central to the debate has been the challenge of accommodating what may appear to be opposing principles—the protection of children from unsuitable media content and upholding the right to freedom of expression.
The Internet offers young people important opportunities to socialize with their friends and families as well as to find people who share common interests and communities that can provide emotional support. It is also inevitable that at an age where young people are starting to explore their sexuality offline, they will do so online in these interactive environments as well.
The nature of online sexual exploitation is widely misunderstood: “Instead of pedophiles (ie individuals with sexual interests in children) preying on young children, most Internet-initiated sex crimes involve young adults (mostly men) who target and seduce teenagers into sexual encounters.” Similarly, child sexual abuse material is most frequently produced by victims’ family members, with fathers being the single most common perpetrators. Even in cases of sextortion, 60 percent of youth who are victims know the perpetrators offline.
As adults, we want to foster resilience in young people, starting when they’re young. This can be done by teaching them how to handle harassing messages or requests that make them feel uncomfortable – on the internet or in the schoolyard – and, as they get older, by teaching them how to spot and respond to emotional manipulation. The good news is that most teens are effectively handling online requests from strangers – the bigger challenge is helping them handle sexual advances from people they know.
The video game sector is the fastest growing entertainment industry and second only to music in profitability. Global sales of video game software hit almost $17 billion U.S. in 2011. [1]
Popular culture, news media, and the way we consume violence on social media all play significant roles in shaping and reinforcing narratives of violence against women and diverse communities.
Questions about media violence have populated the headlines for almost as long as mass media has existed. Every few years, there’s a new line up of suspects: music, social media platforms, video games, television shows and movies.