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Media violence has a direct impact on children's behavior
Does media violence cause violent behavior
Essays on media violence
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The relationship between the viewing of violence in such forms as video games and television shows has been widely contested and thoroughly researched. Various conclusions can be drawn from multiply sources, though as of yet there has been no one final conclusion as to the nature of the relationship. Some research has studied how media violence can affect other aspects of behaviour, such as memory (Bushman 1988), or the long-term effects that it can have from early childhood, to adolescence (Huesmann, Eron, Klein, Brice & Fischer (1983). If it was proved that exposure to media violence increased the likelihood of aggressive behaviour, it may force a re-evaluation of what young children are exposed to during early childhood.
Research done on the topic of media violence is widespread and variable, with many different approaches and theories. One example of such research focuses on the different effect violent video games have on aggressive behaviours in a controlled laboratory environment to those who are exposed to violence in video games in real life and the effect this has on aggressive traits, such as Ferguson et al. (2008). This experimental design focused on the direct link between viewing violent material in an animated game and then the aggressiveness of the response when told to deliver a loud noise to an opponent that has answered a question in a staged test incorrectly. The chosen participants were volunteers studying at an undergraduate level at university, this sample was 45.5% male and may not be representative of the population as the participants chose to participate and were not selected at random, thus possibly limiting the application of the findings.
To prove the hypothesis that; “Exposure to video game vi...
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...rough a search in Google Scholar of keywords “effect of media violence on aggression” and selected specifically because of the inclusion of other emotions such as fear, and anger, and the inclusion of the written word, rather than visually violent stimuli.
6. Corinne David-Ferdon, Marci Feldman Hertz, (2007) Electronic Media, Violence, and Adolescents: An Emerging Public Health Problem, Journal of Adolescent Health, Volume 41, Issue 6, Pages S1-S5, ISSN 1054-139X, 10.1016/j.jadohealth.2007.08.020.)
-This article was located through a Google Scholar search for keywords “media violence on aggression”. I chose this entry specifically because the research focused on adolescents and how the demographic is being effected not only by media violence, but the ease of which technology is aiding in the exposure of violence from the media, and from uploaded home videos.
The controversy over whether or not violence portrayed on television actually affects children or not has been playing itself out for nearly three decades. When some of the first results came out in the 60s and 70s that made the first connections between aggressive behavior and viewing televised violence, the TV and movie industries denied that there was a connection. When studies found the same thing in the 80s, the FCC opposed any regulation (Hepburn). A writer for Direct Ma...
In this paper, Tobias Greitemeyer recalls previous articles showing thatplayingvideogamesareassociatedwithanincreaseinplayer’s aggressivebehavior. Greitemeyeralsostatesthateventhoughthere is proof of these correlations, if one would casually ask an avid gamer, they would deny these claims. Greitmeyer argues that the player’s behavior in a video game compared to their actions in real life creates a discrepancy in the violent video game debate. Furthermore, Greitemeyer proposes that because of the severity of the violence in certain video games, the player’s perception of aggression may be different than the societal norms. Greitemeyer then states that he conducted two separate experiments to test if his two theories were
The authors note that previous research on the effects of media and behavior has exclusively focused on aggressive media content, and its effects on aggressive cognition. Work from Andersen et al. (as cited in Greitemeyer, 2009) has already established a framework known as the General Aggression Model (GAM). The GAM states that “exposure to violent media activates and individuals internal states including (cognition, affect and arousal), which in turn changes the interpretation of a potential conflict situation that results in aggressive behavior” (Greitemeyer, 2009). This model was expanded into the General Learning Model which explains the effects of both violent and non-violent video games (Greitemeyer, 2009). The GLM suggests the possibility that positive media can have positive effects. However, Gretimeyer (2009) notes the lack of research on the effects of prosocial media and prosocial outcomes. Thus, this study attempts to provide research on a topic previously unexplored.
The debate about violence in media, such as video games, has been going on for years now, however, there is no definite answer on what to do about it. Should adolescents be able to differentiate between video game fantasy violence and real life? Is it partially the parents’ fault for not controlling their access to these games? Perhaps there is more to it than just the scientific side of things. Adolescents should be able to differentiate violence in video games from real life and be able to recognize patterns in gender role and age. In turn, adults should be held responsible for what the adolescents play by controlling access to this media in the first place.
Zillman, D. & Weaver, J. Effects of Prolonged Exposure to Gratuitous Media Violence on Provoked and Unprovoked Hostile Behavior.
Malcolm, Teresa. "Teen Violence: Does Violent Media Make Violent Kids?" National Catholic Reporter 28 May 1999: 14-15.
Positive associations between media violence and aggressive thoughts, hostile emotions, and aggressive or violent behavior have been found repeatedly, in both children and adults, in studies using a variety of methods, including laboratory and field experiments, cross-sectional studies, and longitudinal research” (Jones, Cunningham, and Gallagher 11). Children are taken care of by those that are older. Children are taught what to do and what not to do. However, not all adolescents have the chance to be raised right. They become exposed to violence in or out of their household, and they capture the cruel acts through media and are persuaded into thinking it’s normal.
Many People have put their attention directly on the influence violent video games have on the bad behavior of children. People believe videogames intensify aggression in children, while others say it can be a safe getaway for a child to express his aggression. Many opinions on this issue are stated still today, and they remain divided amongst the people who claim videogames to be a cause of aggression and those who claim otherwise. A child’s behavior can not be determined by violent video games, but instead is caused by a variety of environmental and domestic factors. It is easy to blame video games on violence, instead of looking at factors such as economic status, familial issues, and exposure to other entities such as television and media. This paper will bring forward the opinions of those who believe in no relationship between violent video games and bad behavior with one counter argument expressing the opinion of those who believe there is a relationship.
Summary #1 Television violence, and media violence in general, has been a controversial topic for several years. The argument is whether young children are brainwashed into committing violent real-world crimes because of violent and pugnacious behavior exposed in mass media. In his article “No Real Evidence for TV Violence Causing Real Violence”, Jonathan Freedman, a professor of psychology at the University of Toronto and author of “Media Violence and Its Effect on Aggression: Assessing the Scientific Evidence”, discusses how television violence, claimed by the Federal Communications Commission (FCC), does not cause real-world aggression among adolescents. The FCC determined to restrict violent television programming to late night hours only because their “scientific research” proves of increasing aggression among young viewers (Freedman Par. 2).
Video games have become one of the world’s largest hobbies. Many choose to love them and others have quiet of an obsession. Since the 70’s, video games have become popular in entertainment and a fixture of 21st century childhood. The theme and idea expressed in popular video games is commonly violence. Many studies have issued that the violence used as entertainment in video games causes younger children to be more aggressive and violent. Violent video games act as a form of violence, but do not cause the violence to occur. Moreover, violent video games cause young children to be associated with a higher visuospatial cognition (visual perception), effects the brain development, along with media violence influencing a child to act violent and have aggressive behavior.
The question is, “Do violent video games influence children to act aggressively?” and “Can repetitive killing train a person to be violent himself?” Although the violence in these video games is fictional, research has proven the violence to lead to more aggressive behavior in children. Violent acts depicted in these games allow young children to believe that killing and fighting is acceptable and fun.
The regularity and asperity of media violence has dramatically increased over the years. The Media exists in almost every aspect of people’s lives and exposure to violence in the media is becoming a large concern. People are exposed violent acts in the media everyday between video games, movies, and television. Parents are distressed over the fact tha...
Furthermore, television violence causes aggressive behavior in children. Many people believe that children who watch violent television programs exhibit more aggressive behavior than that exhibited by children who do not (Kinnear 23). According to the results of many studies and reports, violence on television can lead to aggressive behavior in children (Langone 50). Also, when television was introduced into a community of children for the first time, researchers observed a rise in the level of physical and verbal aggression among these children (Langone 51). The more television violence viewed by a child, the more aggressive the child is (“Children” 1).
With the explosion of technology today, access to the media is at your fingertips, anytime, anywhere, and almost 24/7. Video games, movies, cartoons, daily news, websites, music videos, and even in commercials, violence is everywhere, and it becomes harder and harder to avoid. Violence in the media has been increasing and reaching dangerous proportions. According to Report of the Media Violence Commission, the effects are remarkably consistent regardless of type of medium, age, gender, or where the person lives in the world (336). Many studies and researches reveal the empirical evidence that links violence in movies and television shows to aggressive behavior in children, teenagers, and adults. Increasing aggressive behavior, desensitization to violence, and fear are three types of negative effects contributed to by violence in movies and television shows. The article, “The Influence of Media Violence on Youth” emphasizes that violent television shows, films, and music reveal unequivocal evidence that media violence increases the likelihood aggressive and violent behavior in both immediately, and in the long term (Anderson, Craig A., 81). Violence now has gone into the mainstream. The Hunger Games, one of the top grossing films in 2013 replete with blood, gore and violence. The Walking Dead was once voted highest-rated entertainment program on TV with horrific violent scenes, killing from stabbing into the heads, bloody corpses, and disturbing, haunting images shown in most of the scenes. CBS’ Criminal Minds is television show with series of scary scenarios showing the violent murders of psychopath people. Worst of all, Silence of the Lambs deals with a psychopath who ...
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...