research is to state the effects of pop music (and music videos) to overall well being of children and teens. This paper will focus on the negative side, on two major fields: Behavior (including health) and Interpersonal relations. I picked 10 current Pinoy music videos of varied genres. I formulated a mini questionnaire and let random children and teens answer it. It took me almost 3 weeks to gather information and make conclusions. I chose to do a research on the effects of listening and watching
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Datuk Dr Chiam Heng Keng said television should never be used as "babysitters" or "educational" tools. "Scientific studies by neuroscientists have shown that for 100 billion neurons (brain cells) to be wired to form neural paths, a young child needs to interact with human beings and things in their environment. In 2010, a joint study by Ohio State University and Open University of the Netherlands surveyed 219 students and found a relationship between Facebook use and negative academic performance. It
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Health Care Communications Method I am a Communications coordinator from the Pharmaceutical Industry, and I am here to talk about recent claims that Yaz has had such as negative effect on people that are using Yaz, as well as the generic counterpart which is Ocella. I will be discussing the side effects and how you can go about learning what you should do as a patient and your responsibilities. I will also talk about the releases of the information to our society. We protect the people and their
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Steven Johnson, journalist and critic, takes a look at the development of television narratives over the past few decades. He argues the shows that our population watch and deem non educational, are actually relatively healthy for our brains to watch. Shows such as 24 and bones he says are acceptable for youth to watch and learn from. Television has become a force of habit and a learning curve for youth and adults. These violent shows are rewarding to the brain and are important to the growth of
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(Webster Dictionary.com, 2012) whereas popular culture is the opposite of high cultural art forms like the opera, historic art, classical music, traditional theater or literature. It includes many forms of cultural communication, including newspapers, television, advertising, comics, pop music, radio, novels, movies, etc. In the beginning of the 20th Century," High art" was the realm of the wealthy and educated classes while popular culture or "Low art" is commercial entertainment for the lower classes
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into some of the work I’m doing. About three years ago, I discovered something that was really compelling to me. I discovered that television viewing among kids under the age of 14 was down for the first time in the history of television. For the first time in the 51 years of television, since 1948, kids had found something they liked as much or more than television — computers and the Internet. And this made me, as a social scientist, begin to realize that this technology phenomenon, which is
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does video games affect youth negatively? One of the main concerns that have constantly been raised against video games is that most of the games feature aggressive elements. This has led many people to assert that this may have a detrimental effect on individuals who play such games. Despite continuing controversy for over 15 years, there has been little in the way of systematic research. The one consistent finding is that the majority of the studies on very young children - as opposed to those
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game show. Babies do react to what others are watching and are very sensitive to the emotions of others around and will pick up, even unnoticed, how others are reacting to what they are watching. There is a huge amount of research that show the negative effects of TV, computers and video games on young children in their development but some parents just don't get it and use these things as a babysitter like if the child is crying or showing frustration and instead of helping the child get through this
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PSY01 A01 M3A2 - Protecting Children From Media Joslynn Ford 9/20/2015 ideo Introduction In recent years there has been a significant increase in video gaming among young adults. They are a unique form of entertainment that allows it's users to become interactive. According to an 2014 article entitles The Impact of Video Games, 97% of teens play video games, making the video game industry a dominant force in the lives of many adolescents (2014, Norcia). A 2010 survey hosted
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Is the Average of Six Hours of Screen Time Too Much? The average American stares at a television, computer, or phone screen for a minimum of six hours a day. Electronics have become a necessity for most people. Does there come a point where it's too much screen time? Where do we draw the line? It can affect mental also physical health probably more than people are aware. It’s very important to know the risks of spending excessive amounts of time online. Using electronics for such a long
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