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ENG 102-06
Mr. Trent Kays
April 23rd 2017
Why does media impact the physical and mental health of ages 10-19?
The media industry has allowed room for innovation and creativity to be established. All
ages are able to access information at any time of the day without interruptions. And although
this is beneficial and useful to todays society; it has unfortunately given the youth difficulties
succeeding in the future. Todays youth sees media as a source of entertainment and an outlet for
communication. And although that has played a beneficial role for ages ten through nineteen;
however, the physical and mental health of pre-teens and young adult has drastically changed
from the dawn of social media and other media outlets. Music, television and video games are
the three areas of media that impact the media generation significantly.
I have never met anyone on this Earth that genuinely did not enjoy music. For centuries,
music has captivated emotions and inspired other genres to be created. Without music, I firmly
believe that the world would lack enjoyment and emotional appeal. Although, music has created
multiple uses of genre; however, specific genres, such as rap rock music, have allowed the use of
drugs and derogatory language to be enforced specifically upon younger generations of listeners.
As a result, that specific music gives them the idea that what they discuss in their songs is
morally and legally right. Research was conducted to see how males and females use music to
affect their overall being. Female adolescents are more likely than male adolescents to use
music to reflect their emotional state, in particular when feeling lonely or down (Hakanen,
445-454). Male adolescents, on the other hand, are more likely to use music as a stimulant, as a
way to boost their energy level, or to create a more positive image of themselves
Malcolm Lot
ENG 102-06
Mr. Trent Kays
April 23rd 2017
(Hargreaves,255-272). This research shows how music moves individuals and although it
Television has brought a mental impact on the teenage adults in todays society.
Although, television can be educational and informative; what is produced and debuted to the
public is not always painted in a positive light and affects the mindset of todays youth. Thus
allowing the younger generation to believe that everything that is on television is factual and
representative in everyday society. Which as a result, constitutes while our young teens have
difficulties communicating with one another. And believe that what happens on television can be
a reality of their lifestyle. In addition, obesity is the physical impact that results from childhood
television. Children who have TV sets in their bedrooms are also more likely to gain excess
weight than children who dont (Boone, 2007). Television has kept children from embracing the
outdoors and obtaining physical activities and instead have wasted time inside lacking the
In addition, the medias negative effects not only involve the lack of physical activity but
affects the communication between young individuals. Cellphones have disallowed face-to-face
conversation and that is not helpful towards future careers. All humans must have the ability to
communicate effectively towards one another. Therefore, when individuals would rather
communicate through their cellular devices; it cancels the growth of communication between
others in the physical realm. As a result, the literacy for todays youth has been drawn towards
vulgarism, less vocabulary words and poor grammar. The future adults do not see this as an
issue; however, this will not benefit their English and communication skills, in the near future.
Malcolm Lot
ENG 102-06
Mr. Trent Kays
April 23rd 2017
Video games have been an essential source of entertainment for almost twenty years. And
although, they have produced millions of dollars worth of game consoles. 155 million
Americans play games regularly (This means 3 or more hours per weeks). 4 out of 5 households
own a video game console. The average age of gamers is 35. The average number of years
gamers have been playing games is 13 (Lofgren, Trends and Statistics). The amount of hours
spent playing video games has disallowed the young adults to exercise and maintain a healthy
body.
However, teens do not understand the negative effects of excessive use of video games
can result in a high level of obesity. Obesity has targeted the youth of todays society rather than
the adults. A random sampling of 552 adults, aged 19 to 90Roughly 45 percent, or 249
people, were found to be video game playersThe men who played games weighed more on
average,(Saltzman, CDC study). Obesity has been a constant issue in the American lifestyle.
Due to fast food locations in almost every are, video games are just an additional reason for why
In addition, video games also assist in the violent activities of teenagers. Games such as,
Mortal Kombat, Grand Theft Auto and Call of Duty, have given teenagers a false sense of reality.
In a video game, if you die; you are able to respawn and continue the game. However, in the real
world, being shot or killed or committing crimes in real life, will not respawn your life. Video
games are a source of entertainment, but the user need to be more mindful of their shared reality
and sometimes need to turn the game off and socialize with others.
Malcolm Lot
ENG 102-06
Mr. Trent Kays
April 23rd 2017
For centuries, the media has played a vital role on a global scale. Although, there are
many technological advances with the media. It has prevented communication skills in a face to
face setting to become more modified. Technology has drained an excessive amount of the
worlds time.
We as a whole cannot allow the media to persuade our minds into believing what we are
exposed to is 100 percent accurate. We must be cognizant of what we expose ourselves to and are
WORKS CITED
1. WellsA,HakanenEA.Theemotionaluseofpopularmusicbyadolescents.Journal
Q.1991;68(3):445454
2. NorthAC,HargreavesDJ,O'NeillSA.Theimportanceofmusictoadolescents.BrJ
EducPsychol.2000;70(pt2):255272
3. Boone JE, Gordon-Larsen P, Adair LS, Popkin BM. Screen time and physical
activity during adolescence: longitudinal effects on obesity in young adulthood. Int
J Behav Nutr Phys Act. 2007;4:26
4. Lofgren, Krista. 2016 Video Game Statistics & Trends Who's Playing
What & Why. 18 February 2016. 1 May 2017.
<http://www.bigfishgames.com/blog/2016-video-game-statistics-and-
trends/>.
5. Saltzman, Marc. CDC study: Average U.S. gamer overweight and depressed. 21 June
2009. 2 May 2017.
http://content.usatoday.com/communities/gamehunters/post/2009/08/cdc-study-average-
us-gamer-35-overweight-and-unhappy/1#.WQqsqlKZOCR