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Teenage Issue

The objectives of this research about any teenage issue address some of the most important issues
facing by the teenagers. These include cyberbullying, teen violence, Internet use and abuse, online
gaming, gaming addiction, bullying, violence in T.V. and teen suicide. Parents, teenagers, and
communities across the country are concerned with these issues, which are caused by a number of
social, cultural, communal economic, familial and individual factors. While it may be hard to change the
nature of the Internet, T.V. or movies, there is always something that each one of us can do to reduce
violence and prevent cyberbullying, reduce the rate of teen suicide and help develop a balanced use of
the internet and online gaming. The underlying forces behind these teen issues and action that each of
us can take.
The researcher found out that the Internet and gaming addiction cause the young generation,
unlike their parents generation, often socialize, hang out and communicate online, rather than in person.
They prefer to text rather than to talk on the phone, and often prefer to socialize on Twitter or Facebook
rather than in the local bar, one the street or at the town square. Some young people spend too much
time in front of a computer screen, spending up to 20 hours a day, 7 days a week. Violence in media, in
some violent video games, players act as killers as the sole purpose of the game. This can include a
disturbingly realistic target over other figures in the game. Cyberbullying is defined as violence against
victims over the Internet and call phone technologies. This is an unfortunate natural offshoot of
participatory digital culture, and must be addressed with the same seriousness as violence in T.V. shows
and games. Teen suicide, is the third leading cause of death for adolescent and young adult. Young males
are much more likely to commit suicide than their female peers. Violence at home, one of the main
reasons that children become violent is because they are exposed to violence in their own homes,
whether it is directed towards them or towards others. Violence at home can be of a physical nature, or
it can be expressed verbally through neglect and abandonment. Abusive homes and violent
neighborhoods are stronger predictions of adult violent behavior that violence in the media. Most
abusive parents were physically or sexually abused as children.
It is possible and even common for young people to overuse technology, especially online gaming.
At the same time, parents and teachers would do understand children affinity for technology given their
status as digital natives. Young people are not addicted simply because they were born in and enjoy the
digital era. Violence in the media, whether it is reflected in music, games, cartoons, T.V. shows or movies,
desensitized children to the effects of violence, legitimizes and glorifies violence and can increases
tolerance and acceptance of violence and abusive behavior. After seeing violence in T.V., cartoons and
playing video games, violence offline seems normal. Violence video games can train our children to kill,
glorify violence, desensitizes than to suffering and legitimize and trivialize violence. One must remember
that there are more significant factors such as child abuse, domestic violence, gangs in the
neighborhood, or growing up in a war zone, that are likely desentizes people to violence or increase
violent behavior. The home and the neighborhood have an immense influence on children. Violent
children arise most likely to come from abusive homes and/or neighborhood. The teen suicide is a
significant problem in our culture. It is prevalent problem that will continue to grow unless we do
something about it.
The study resulted into a satisfactory results. The researcher recommends that further extended
studies on teenage issues or problems, is to learn about what the Internet means to your children by
talking than about it. Don't expose children under the the age of 10 to any violent content in
entertainment. Watch age-appropriate shows together, as a family. Discuss to them what they find
appealing about playing certain violent video games.

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