Movies and computer games containing violence are popular now

Movies and computer games containing violence are popular now. Some people say they have a negative effect on society and should be censored. Others say they are just harmless relaxation. Discuss both these views and give your own opinion hay nhất giúp bạn có thêm tài liệu tham khảo để viết bài luận bằng Tiếng Anh hay hơn.

Movies and computer games containing violence are popular now

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Đề bài: Movies and computer games containing violence are popular now. Some people say they have a negative effect on society and should be censored. Others say they are just harmless relaxation. Discuss both these views and give your own opinion

Movies and computer games containing violence are popular now - mẫu 1

Some feel that violence in entertainment is a root cause of problems in society and should thus be censored. In my opinion, while there is legitimate cause to establish reasonable boundaries, such content has little actual negative impact.

On the one hand, there is a general level of acceptance that gratuitous violence should be restricted. This is particularly the case if films are being broadcast on public channels or it is possible to gain easy access to violent games. In most nations, programming during the daytime has higher thresholds for acceptable content due to fears of influencing impressionable children. The worry is that very young children and teenagers will become desensitized to violence and potentially establish either a confrontational way of interacting or, in extreme cases, a pattern of behavior. Studies have not shown much evidence for these claims however they possess a commonsensical logic.

On the other hand, the majority of individuals have no difficulty distinguishing between fiction and reality. Consumers of violent entertainment are simply passing the time or experiencing a vicarious thrill. There is even the slight chance that by watching violent entertainment, audiences will be dissuaded from such behavior or feel their need for violence has been sufficiently expressed. For instance, an individual who plays violent computer games or is obsessed with horror films, according to research, is no longer likely to commit a violent crime or display abnormal behavior. The actual causes of problems in society relate to employment, economics, discrimination, income inequality, and various systemic barriers.

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In conclusion, though there are certain levels of violence that should be censored depending on the context, most explicit content ought to be permitted in games and movies. Efforts to heavily censor would be short-sighted and misguided.

Movies and computer games containing violence are popular now - mẫu 2

Horror movies and games are standard. Therefore, some perceive that these influence the community negatively and should be eradicated, whereas others think it is not harmful and serve as a relaxation technique for people. This essay will discuss both sides of the argument, and I will give my perspective.

On the one hand, some see violent movies and games as harmful and should be removed from circulation. This is because they make people unconsciously violent. One of the ways learning takes place is by observation; that is, people learn from what they watch. Hence, the content of their observations tends to influence how they behave. Thus, those that feed their eyes with damaging content will have a negative attitude, as they will always want to practice what they have learnt. To illustrate, it has been discovered that children who watch Jackie Chan, a popular Bollywood movie, tend to bully their colleagues because they want to act like Jackie Chan to show their power. Similarly, these kinds of films and games can make someone have a panic attack. They usually contain scary pictures and acts, and this can make someone unnecessarily fearful, especially when something related to these occurs physically. For example, when I watch snake on a plane, an American movie series, I always panic when it is dark, hoping that I might see a snake somewhere in the house.

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On the other hand, other people feel that horror videos and digital games are a means of relaxing and do not have a negative effect because they are entertaining. Movies and computer games that contain violence usually entertain people because they are never boring to watch. Moreover, they have graphics and sound effects that stimulate the brain, which help people feel relaxed when watching them. In addition, some lessons can be learnt from them, such as defensive mechanisms and how to be security conscious. For instance, I learnt from a horror film that leaving a radio switch on when not at home can prevent house bugling because the buglers will think the house owner is around when the radio is working.

In conclusion, violent entertainment media are now popular. Some think they are dangerous to society and should be banned, while others think otherwise. However, in my opinion, computer games and videos with horrible content negatively impact society. This is because they encourage abusive attitudes and crimes in the community. Therefore, it is recommended that the government should pass legislation that producers of such entertainment should place parental guardian control on them to prevent children from watching.

Movies and computer games containing violence are popular now - mẫu 3

In the concurrent era, films and digital games are popular in the country. Some individuals agree that it has a bad impact on society, so it should be banned in the country, while other people believe that they are very helpful for country people to relax their mind due to heavy workload. I agree with the letter statement and explain both views mentioned above in subsequent paragraphs.

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In the technological era, people have heavy daily routines in their job and business. In addition, pipal can work 8 to 10 hours a day, so their mind is very stressed. Thus, people play games on mobile phones to relax their minds. Furthermore, citizens have to work hard to achieve their dream goals. Hence, smartphones entertain the person and store all the important data in memory. That is why people can easily access any place and whenever they want. For example, most IT employees are stressed due to working on the computer, so sometimes they use smartphones to relax and play mobile games.

On the paradoxical side, smart gadgets such as smartphones can negatively impact country people. Elaborate that if citizens play games daily, sometimes they will be addicted to smartphones. In fact, children like to play games on mobile devices at a very early age, which can lead to eye weakness. They may need sunglasses at a young age. For instance, the Indian government has banned some games due to violence, such as PUBG.

To conclusion, nowadays, most people have busy schedules in their job or business, so social times they can use mobile phones to play games to relax their minds. However, other people say that it impacts our society, and I agree with the first statement because people use mobile phones and sometimes listen to music.

Movies and computer games containing violence are popular now - mẫu 4

In the realm of modern entertainment, the prevalence of violence in films and computer games ignites a heated debate. While some assert these mediums negatively impact society and advocate for their prohibition, others argue they are mere harmless diversions that aid in relaxation. This essay will explore both perspectives before presenting a reasoned conclusion.

Advocates for banning such content often cite the potential for negative societal influence. The crux of their argument hinges on the concept that repeated exposure to violence can desensitize individuals, particularly the youth, to real-world aggression. In Vietnam, for instance, a surge in juvenile delinquency has been partially attributed to the mimicry of violent scenes witnessed in media. This view is buttressed by the observation that such entertainment can blur the lines between fiction and reality for impressionable minds. However, it could be argued that these cases are more reflective of underlying social issues, such as inadequate parental guidance or education, rather than direct consequences of the media itself.

Conversely, the standpoint that these films and games are harmless forms of relaxation holds merit. It posits that engaging in such media provides a safe outlet for the natural human fascination with the taboo and the extreme. For example, in the bustling, high-pressure environment of cities like Ho Chi Minh or Hanoi, individuals may find solace and a means to unwind through these virtual experiences. It is suggested that instead of inciting violence, these mediums offer a platform for its controlled expression in a fictional context. However, I believe that this perspective, while valid, overlooks the necessity of balancing such content with media literacy and critical thinking skills to ensure consumers can distinguish between virtual and real-world actions and consequences.

In conclusion, while there are valid arguments for both the potential harm and the harmlessness of violent films and games, it is crucial to consider the broader context. These mediums, in themselves, are not inherently detrimental to society; rather, it is the lack of education and guidance surrounding their consumption that can lead to negative outcomes. Therefore, instead of outright bans, a more nuanced approach involving media education and parental involvement should be prioritized to cultivate a society that can engage with such content responsibly.

Movies and computer games containing violence are popular now - mẫu 5

The surge in popularity of films and computer games featuring violent content has triggered vigorous debates among individuals. While some argue for a ban due to adverse impacts on societies, others assert that they are simply a form of entertainment. In this essay, I will delve into both perspectives before presenting my own opinion.

On one side, advocates for banning violent films and online games posit that they might adversely affect societies. They contend that frequent exposure to these forms of media may normalize violence as an acceptable means of addressing life challenges, ranging from self-defense to seeking validation. Consequently, individuals may emulate the portrayed violence, leading to social issues such as bullying and increased crime rates. This not only affects individuals negatively but also harms societies as a whole. Hence, implementing a ban may be necessary to rectify the situation.

On the flip side, some argue that the extent of detrimental effects from these films and games is limited, considering them a means of relaxation from the rigors of daily life. For these individuals, these genres serve as a way to unwind and escape, with violent elements adding excitement and anticipation. Therefore, watching or playing them provides a sense of relaxation, offering an escape from personal problems in daily life.

In my opinion, while acknowledging the potential adverse impacts on societies, I am convinced that there should be no restriction on these mediums, provided the level of violence is carefully and appropriately regulated by film directors or game producers. These creators should bear the responsibility of ensuring that their products align with regulations or policies set by the authorities.

In conclusion, with proper methods employed in depicting violence, the negative effects of films and games featuring violent scenes on societies can be mitigated. They can continue to be a source of relaxation for many people, as long as appropriate measures are taken to address potential harm.

Movies and computer games containing violence are popular now - mẫu 6

The importance of films and computer entertainment invites crime to become popular in the contemporary Era. It is always debatable and has now become more controversial, with many people claiming that it is beneficial in terms of entertainment while others reject this notion. In my opinion, both the use of movies and computer games appears to be more rational but practically, its addiction to be controlled. This essay will further elaborate my views and thus lead to a logical conclusion.

Analyzing the statement and explaining further the first and foremost reason behind it is that owing to movies and computer games, they are now becoming stress busters against people’s hectic work schedule. Another striking benefit in this regard is that by watching movies and computer games, juveniles can adopt logical thinking as well as imagination. For instance, in India, ‘whitewater Jr’ is a platform where children are invited to make logical codes of the game when playing it, which can boost their thinking obscenities and mind development. Thus, games are more righteous.

However, there are many pitfalls that negate this argument and the potential influence of this trend, but the most alarming one is that games and movies are becoming an addiction for many people, which lead to spending more time themselves in these activities, and they are often involved with less social arrangements. Moreover, movie scenes and games sometimes inculcate crime, and we have many cases observed in the media. For example, last year in India, people preferred to play a game called “PUBG” as this is a shooting type of online virtual entertainment. In many regions of India, we have seen a crime, so authorities have banned this game. Hence, these apparent needs to be controlled.

To recapitulate, according to the arguments aforementioned above, even though games and movies are imperative for the public's entertainment, in my viewpoint, limited use of there is always acceptable. In addition, its potential drawbacks should not be overlooked either.

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