Essay on Media and Violence

Introduction

Research studies indicate that media causes violence and plays a role in desensitization, aggressive behavior, fear of harm, and nightmares. Examples of media platforms include movies, video games, television, and music. Violence in media has also been associated with health concerns. The youth have been the most common victims of media exposure and thus stand higher chances of exposure to violence (Anderson, 2016). In the contemporary world, violence in media platforms has been growing, reaching heightened levels, which is dangerous for society. When you turn on the television, there is violence, social media platforms; there is violence when you go to the movies; there is violence. Studies indicate that an average person in the United States watches videos for nearly five hours in a day. In addition, three-quarters of television content contain some form of violence, and the games being played today have elements of violence. This paper intends to evaluate the concept of media messages and their influence on violent and deviant behaviors. Television networks and video games will be considered.

The Netflix effect involves the behavior of staying home all day, ordering food, and relaxing the couch to watch Netflix programs (McDonald & Smith-Rowsey, 2016). Netflix and binge-watching have become popular among the younger generation and thus are exposed to different kinds of content being aired. Studies indicate that continuous exposure to violent materials has a negative effect on the aggressive behavior of individuals. Netflix is a global platform in the entertainment industry (Lobato, 2019). Although, the company does not have the rights to air in major countries such as China, India, and Japan, it has wide audience. One of the reasons for sanctions is the issues of content being aired by the platform, which may influence the behaviors of the young generation. The primary goal of Netflix is entertainment; it’s only the viewers who have developed specific effects that affect their violent behaviors through imitation of the content.

Television Networks

Television networks focus on feeding viewers with the latest updates on different happenings across the globe. In other instances, they focus on bringing up advertisements and entertainment programs. There is little room for violent messages and content in the networks unless they are airing movie programs, which also are intended for entertainment. However, there has been evidence in the violence effect witnessed in television networks. Studies called the “Marilyn Monroe effect” established that following the airing of many suicidal cases, there has been a growth in suicides among the population (Anderson, Bushman, Donnerstein, Hummer, & Warburton, 2015). Actual suicide cases increased by 2.5%, which is linked to news coverage regarding suicide. Additionally, some coverages are filled with violence descriptions, and their aftermath with may necessitate violent behaviors in the society. For instance, if televisions are covering mass demonstrations where several people have been killed, the news may trigger other protests in other parts of the country.

Communications scholars, however, dispute these effects and link the violent behaviors to the individuals’ perception. They argue that the proportion of witnessing violent content in television networks is minimal. Some acts of violence are associated with what the individual perceives and other psychological factors that are classified into social and non-social instigators (Anderson et al., 2015). Social instigators consist of social rejection, provocation, and unjust treatment. Nonsocial instigators are physical objects present, which include weapons or guns. Also, there are environmental factors that include loud noises, overcrowding, and heat. Therefore, there is more explanation of the causes of aggressive behaviors that are not initiated by television networks but rather a combination of biological and environmental factors.

Video games

Researchers have paid more attention to television networks and less on video games. Children spend more time playing video games. According to research, more than 52% of children play video games and spend about 49 minutes per day playing. Some of the games contain violent behaviors. Playing violent games among youth can cause aggressive behaviors. The acts of kicking, hitting, and pinching in the games have influenced physical aggression. However, communication scholars argue that there is no association between aggression and video games (Krahé & Busching, 2015). Researchers have used tools such as “Competition Reaction Time Test,” and “Hot Sauce Paradigm” to assess the aggression level. The “Hot Sauce Paradigm” participants were required to make hot sauce tor tasting. They were required to taste tester must finish the cup of the hot sauce in which the tester detests spicy products. It was concluded that the more the hot sauce testers added in the cup, the more aggressive they were deemed to be.

The “Competition Reaction Time Test” required individuals to compete with another in the next room. It was required to press a button fast as soon as the flashlight appeared. Whoever won was to discipline the opponent with loud noises. They could turn up the volume as high as they wanted. However, in reality, there was no person in the room; the game was to let individuals win half of the test. Researchers intended to test how far individuals would hold the dial. In theory, individuals who punish their opponents in cruel ways are perceived to be more aggressive. Another way to test violent behaviors for gamer was done by letting participants finish some words. For instance, “M_ _ _ ER,” if an individual completes the word as “Murder” rather than “Mother,” the character was considered to possess violent behavior (Allen & Anderson, 2017). In this regard, video games have been termed as entertainment ideologies, and the determination of the players is to win, no matter how brutal the game might be.

In this paper, fixed assumptions were used to correlate violent behaviors and media objects. But that was not the case with regards to the findings. A fixed model may not be appropriate in the examination of time-sensitive causes of dependent variables. Although the model is applicable for assessing specific entities in a given industry, the results may not be precise.

Conclusion .

Based on the findings of the paper, there is no relationship between violent behaviors and media. Netflix effect does not influence the behavior of individuals. The perceptions of the viewers and players is what matters, and how they understand the message being conveyed. Individuals usually play video games and watch televisions for entertainment purposes. The same case applies to the use of social media platforms and sports competitions. Even though there is violent content, individuals focus on the primary objective of their needs.

Analysis of sources

The sources have been thoroughly researched, and they provide essential information regarding the relationship between violent behaviors and media messages. Studies conducted by various authors like Krahé & Busching did not establish any relationship between the two variables. Allen & Anderson (2017) argue that the models for testing the two variables are unreliable and invalid. The fixed assumptions effect model was utilized, and its limitations have been discussed above. Therefore, the authors of these references have not been able to conclude whether there is a connection between violence and media messages.

Allen, J. J., & Anderson, C. A. (2017). General aggression model.  The International Encyclopedia of Media Effects , 1-15.

Anderson, C. A. (2016). Media violence effects on children, adolescents and young adults.  Health Progress ,  97 (4), 59-62.

Anderson, C. A., Bushman, B. J., Donnerstein, E., Hummer, T. A., & Warburton, W. (2015). SPSSI research summary on media violence.  Analyses of Social Issues and Public Policy ,  15 (1), 4-19.

Krahé, B., & Busching, R. (2015). Breaking the vicious cycle of media violence use and aggression: A test of intervention effects over 30 months.  Psychology of Violence ,  5 (2), 217.

Lobato, R. (2019).  Netflix nations: the geography of digital distribution . NYU Press.

McDonald, K., & Smith-Rowsey, D. (Eds.). (2016).  The Netflix effect: Technology and entertainment in the 21st century . Bloomsbury Publishing USA.

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How Violent Media Can Impact Your Mental Health

Cynthia Vinney, PhD is an expert in media psychology and a published scholar whose work has been published in peer-reviewed psychology journals.

the media and violence reflective essay

Steven Gans, MD is board-certified in psychiatry and is an active supervisor, teacher, and mentor at Massachusetts General Hospital.

the media and violence reflective essay

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  • Violent Media & Aggresssion
  • Controversy
  • Violent Media & Mental Health
  • How to Help Your Child

When to Seek Therapy

One of the most studied—and most controversial—topics in media psychology is the impact of violent media on consumers, especially children. Violence in is movies, on television, in video games, and on the internet. It's also included in content aimed at kids, tweens, and teens, and therefore, it's no surprise that psychologists, parents, and media consumers, in general, are concerned about the impact it has on people.

As a result, ever since the advent of television decades ago, psychologists have investigated the possibility of a link between the consumption of violent media and increases in real-life aggression.

This article will explore the research on this topic including arguments for and against an association. In addition, this article will examine newer research that has found a relationship between exposure to violent content, especially via news media, and mental health issues, such as depression and anxiety .

Does Consuming Violent Content Lead to Increased Aggression?

Studies have consistently shown that media violence has an impact on real-life aggression . These studies use a diverse set of methods and participants, leading many experts on the impact of media violence to agree that aggression increases as a result of media violence consumption.

However, that doesn't mean exposure to media violence drives consumers to murder or other particularly violent acts. These studies explore different kinds of aggression, making the association the research has established between violent media and aggression more nuanced than it initially appears.

Evidence for a Link Between Violent Content and Aggression

Many experiments in labs have provided evidence that demonstrates that short-term exposure to violent media increases aggression in children, teenagers, and young adults. However, aggression doesn't always mean physical aggression. It can also mean verbal aggression , such as yelling insults, as well as thinking aggressive thoughts or having aggressive emotions.

There Varying Degrees of Aggression

Moreover, even physical aggression exists on a continuum from a light shove to something far more dangerous. As a result, people may become more aggressive immediately following exposure to media violence but that aggression manifests itself in a variety of different ways, a majority of which wouldn't be considered particularly dangerous.

Consuming Violent Media During Childhood May Result in Adult Aggression

More disturbing are the few longitudinal studies that have followed people over decades and have shown that frequent exposure to media violence in childhood results in adult aggression even if people no longer consume violent media as adults.

For example, one study found that frequent exposure to violent television at age 8 predicted aggressive behavior at ages 19 and 30 for male, but not female, participants. This effect held even after controlling for variables like social class, IQ , and initial aggressiveness.

Similarly, another study that surveyed 329 participants between the ages of 6 and 9 found that 15 years later the exposure of both males and females to television violence in childhood predicted increased aggression in adulthood. In particular, the 25% of study participants who viewed the most media violence in childhood were the most likely to be much more aggressive in adulthood.

These individuals exhibited a range of behaviors including:

  • Shoving their spouses
  • Beating people up
  • Committing crimes

This was especially true if they identified with aggressive characters and felt that television violence was realistic when they were children.

These findings suggest that frequent early exposure to television violence can have a powerful impact on individuals over time and well into their adult lives.

Why Is This Topic So Controversial?

So if there's so much research evidence for a link between media violence and real-world aggression, why is the debate over this topic ongoing? Part of the issue is one of definition.

Studies often define violence and aggression in very different ways and they use different measures to test the association, making it hard to replicate the results. Moreover, many researchers edit together media for lab experiments , creating a situation where participants must watch and react to media that bears minimal resemblance to anything they'd actually consume via TV, movies, or the internet.

As a result, even when these experiments find media violence causes aggression, the extent to which it can be generalized to the population as a whole is limited.

Of course, it would be naïve to think that consuming media violence has no impact on people, but it appears it may not be the most powerful influence. The effect of media violence is likely to vary based on other factors including personality traits, developmental stage, social and environmental influences, and the context in which the violence is presented.

It's also important to recognize that not all aggression is negative or socially unacceptable. One study found that a relationship between exposure to television violence and an increase in positive aggression, or aggression that isn't intended to cause harm, in the form of participation in extreme or contact sports.

Does Consuming Violent Media Lead to Mental Health Issues?

While psychologists have been studying the association between the consumption of violent media and increased aggression for well over 50 years, more recently, some have turned their attention to the impact of media violence on mental health concerns.

Consumption of Violent Media May Lead to Anxiety

Studies have demonstrated that there's a correlation between exposure to media violence and increased anxiety and the belief that the world is a scary place. For instance, an experimental investigation found that late adolescents who were exposed to a violent movie clip were more anxious than those who watched a nonviolent clip.

These findings suggest that the regular consumption of violent media could lead to anxiety in the long-term .

Constant Exposure to Violent Media Via Technology May Lead to Poorer Mental Health

Today, the violence shown on the news media may especially impact people's mental health. New technology means that violent events, including terrorist attacks, school shootings , and natural disasters, can be filmed and reported on immediately, and media consumers all over the world will be exposed to these events almost instantly via social media or news alerts on their smartphones and other devices.

Moreover, this exposure is likely to be intense and repeated due to the need to fill a 24-hour news cycle. Studies have shown that this kind of exposure, especially to acts of terrorism, has the potential to lead to depression , anxiety, stress reactions, substance use, and even post-traumatic stress (PTSD).

Plus, those who take in more images of a disaster tend to be more likely to experience negative mental health consequences. For example, in a study conducted shortly after the attacks of September 11, 2001, people who viewed more television news reports about what happened in the seven days after the event had more symptoms of PTSD than those who had viewed less television news coverage.

How to Cope With the Impact of Media Violence

Violence will continue to be depicted in the media and, for most adults, there's nothing wrong with watching a violent horror or action movie or playing a violent video game, as long as it doesn't impair your mental health or daily functioning.

However, if you feel you're being negatively impacted by the violence depicted in the media, especially after a disaster that's getting constant coverage on the news, the first solution is to stop engaging with devices that could lead to further exposure.

This means turning off the TV, and for anyone who frequently looks at the news on their computers or mobile devices, adjusting any settings that could lead you to see more images of a violent event.

How You Can Help Your Child

For parents concerned about children's exposure to violent media, the solution isn't to attempt to prevent children from consuming violence altogether, although limiting their exposure is valuable.

Instead, parents should co-view violent media with their children and then talk about what they see. This helps children become discerning media consumers who can think critically about the content they read, watch, and play.

Similarly, when a disturbing event like a school shooting happens it's valuable to discuss it with children so they can express their emotions and parents can put the incident in the context of its overall likelihood.

If a parent notices their child seems depressed or anxious after frequent exposure to media violence or an adult notices their mental health is suffering due to regular consumption of violent media, it may be valuable to seek the help of a mental health professional .

Anderson CA, Berkowitz L, Donnerstein E et al. The Influence of Media Violence on Youth .  Psychological Science in the Public Interest . 2003;4(3):81-110. doi:10.1111/j.1529-1006.2003.pspi_1433.x

Huesmann LR, Eron LD.  Television And The Aggressive Child: A Cross-National Comparison . Hillsdale, NJ: Lawrence Erlbaum Associates, Inc.; 1986.

Huesmann LR, Moise-Titus J, Podolski C-L, Eron LD. Longitudinal relations between children's exposure to TV violence and their aggressive and violent behavior in young adulthood: 1977-1992 .  Dev Psychol . 2003;39(2):201-221. doi:10.1037/0012-1649.39.2.201

Giles D.  Psychology Of The Media . London: Palgrave Macmillan; 2010.

Giles D.  Media Psychology . Mahwah, N.J.: Lawrence Erlbaum Publishers; 2003.

Slotsve T, del Carmen A, Sarver M, Villareal-Watkins RJ. Television Violence and Aggression: A Retrospective Study.  Southwest Journal of Criminal Justice . 2008;5(1):22-49.

Madan A, Mrug S, Wright RA. The Effects of Media Violence on Anxiety in Late Adolescence .  J Youth Adolesc . 2013;43(1):116-126. doi:10.1007/s10964-013-0017-3

Pfefferbaum B, Newman E, Nelson SD, Nitiéma P, Pfefferbaum RL, Rahman A. Disaster Media Coverage and Psychological Outcomes: Descriptive Findings in the Extant Research .  Curr Psychiatry Rep . 2014;16(9). doi:10.1007/s11920-014-0464-x

Ahern J, Galea S, Resnick H, Vlahov D. Television Images and Probable Posttraumatic Stress Disorder After September 11: The Role of Background Characteristics, Event Exposures, and Perievent Panic .  Journal of Nervous and Mental Disease . 2004;192(3):217-226. doi:10.1097/01.nmd.0000116465.99830.ca

The Conversation. Here's How Witnessing Violence Harms Children's Mental House .

By Cynthia Vinney, PhD Cynthia Vinney, PhD is an expert in media psychology and a published scholar whose work has been published in peer-reviewed psychology journals.

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The Impact of Electronic Media Violence: Scientific Theory and Research

L. rowell huesmann.

The University of Michigan

Since the early 1960s research evidence has been accumulating that suggests that exposure to violence in television, movies, video games, cell phones, and on the internet increases the risk of violent behavior on the viewer’s part just as growing up in an environment filled with real violence increases the risk of them behaving violently. In the current review this research evidence is critically assessed, and the psychological theory that explains why exposure to violence has detrimental effects for both the short run and long run is elaborated. Finally, the size of the “media violence effect” is compared with some other well known threats to society to estimate how important a threat it should be considered.

One of the notable changes in our social environment in the 20 th and 21st centuries has been the saturation of our culture and daily lives by the mass media. In this new environment radio, television, movies, videos, video games, cell phones, and computer networks have assumed central roles in our children’s daily lives. For better or worse the mass media are having an enormous impact on our children’s values, beliefs, and behaviors. Unfortunately, the consequences of one particular common element of the electronic mass media has a particularly detrimental effect on children’s well being. Research evidence has accumulated over the past half-century that exposure to violence on television, movies, and most recently in video games increases the risk of violent behavior on the viewer’s part just as growing up in an environment filled with real violence increases the risk of violent behavior. Correspondingly, the recent increase in the use of mobile phones, text messaging, e-mail, and chat rooms by our youth have opened new venues for social interaction in which aggression can occur and youth can be victimized – new venues that break the old boundaries of family, neighborhood, and community that might have protected our youth to some extent in the past. These globe spanning electronic communication media have not really introduced new psychological threats to our children, but they have made it much harder to protect youth from the threats and have exposed many more of them to threats that only a few might have experienced before. It is now not just kids in bad neighborhoods or with bad friends who are likely to be exposed to bad things when they go out on the street. A ‘virtual’ bad street is easily available to most youth now. However, our response should not be to panic and keep our children “indoors” because the “streets” out there are dangerous. The streets also provide wonderful experiences and help youth become the kinds of adults we desire. Rather our response should be to understand the dangers on the streets, to help our children understand and avoid the dangers, to avoid exaggerating the dangers which will destroy our credibility, and also to try to control exposure to the extent we can.

Background for the Review

Different people may have quite different things in mind when they think of media violence. Similarly, among the public there may be little consensus on what constitutes aggressive and violent behavior . Most researchers, however, have clear conceptions of what they mean by media violence and aggressive behavior.

Most researchers define media violence as visual portrayals of acts of physical aggression by one human or human-like character against another. This definition has evolved as theories about the effects of media violence have evolved and represents an attempt to describe the kind of violent media presentation that is most likely to teach the viewer to be more violent. Movies depicting violence of this type were frequent 75 years ago and are even more frequent today, e.g., M, The Maltese Falcon, Shane, Dirty Harry, Pulp Fiction, Natural Born Killers, Kill Bill . Violent TV programs became common shortly after TV became common in American homes about 55 years ago and are common today, e.g., Gunsmoke, Miami Vice, CSI, and 24. More recently, video games, internet displays, and cell phone displays have become part of most children’s growing-up, and violent displays have become common on them, e.g., Grand Theft Auto, Resident Evil, Warrior .

To most researchers, aggressive behavior refers to an act that is intended to injure or irritate another person. Laymen may call assertive salesmen “aggressive,” but researchers do not because there is no intent to harm. Aggression can be physical or non-physical. It includes many kinds of behavior that do not seem to fit the commonly understood meaning of “violence.” Insults and spreading harmful rumors fit the definition. Of course, the aggressive behaviors of greatest concern clearly involve physical aggression ranging in severity from pushing or shoving, to fighting, to serious assaults and homicide. In this review he term violent behavior is used to describe these more serious forms of physical aggression that have a significant risk of seriously injuring the victim.

Violent or aggressive actions seldom result from a single cause; rather, multiple factors converging over time contribute to such behavior. Accordingly, the influence of the violent mass media is best viewed as one of the many potential factors that influence the risk for violence and aggression. No reputable researcher is suggesting that media violence is “the” cause of violent behavior. Furthermore, a developmental perspective is essential for an adequate understanding of how media violence affects youthful conduct and in order to formulate a coherent response to this problem. Most youth who are aggressive and engage in some forms of antisocial behavior do not go on to become violent teens and adults [ 1 ]. Still, research has shown that a significant proportion of aggressive children are likely to grow up to be aggressive adults, and that seriously violent adolescents and adults often were highly aggressive and even violent as children [ 2 ]. The best single predictor of violent behavior in older adolescents, young adults, and even middle aged adults is aggressive behavior when they were younger. Thus, anything that promotes aggressive behavior in young children statistically is a risk factor for violent behavior in adults as well.

Theoretical Explanations for Media Violence Effects

In order to understand the empirical research implicating violence in electronic media as a threat to society, an understanding of why and how violent media cause aggression is vital. In fact, psychological theories that explain why media violence is such a threat are now well established. Furthermore, these theories also explain why the observation of violence in the real world – among the family, among peers, and within the community – also stimulates aggressive behavior in the observer.

Somewhat different processes seem to cause short term effects of violent content and long term effects of violent content, and that both of these processes are distinct from the time displacement effects that engagement in media may have on children. Time displacement effects refer to the role of the mass media (including video games) in displacing other activities in which the child might engage which might change the risk for certain kinds of behavior, e.g. replacing reading, athletics, etc. This essay is focusing on the effects of violent media content, and displacement effects will not be reviewed though they may well have important consequences.

Short-term Effects

Most theorists would now agree that the short term effects of exposure to media violence are mostly due to 1) priming processes, 2) arousal processes, and 3) the immediate mimicking of specific behaviors [ 3 , 4 ].

Priming is the process through which spreading activation in the brain’s neural network from the locus representing an external observed stimulus excites another brain node representing a cognition, emotion, or behavior. The external stimulus can be inherently linked to a cognition, e.g., the sight of a gun is inherently linked to the concept of aggression [ 5 ], or the external stimulus can be something inherently neutral like a particular ethnic group (e.g., African-American) that has become linked in the past to certain beliefs or behaviors (e.g., welfare). The primed concepts make behaviors linked to them more likely. When media violence primes aggressive concepts, aggression is more likely.

To the extent that mass media presentations arouse the observer, aggressive behavior may also become more likely in the short run for two possible reasons -- excitation transfer [ 6 ] and general arousal [ 7 ]. First, a subsequent stimulus that arouses an emotion (e.g. a provocation arousing anger) may be perceived as more severe than it is because some of the emotional response stimulated by the media presentation is miss-attributed as due to the provocation transfer. For example, immediately following an exciting media presentation, such excitation transfer could cause more aggressive responses to provocation. Alternatively, the increased general arousal stimulated by the media presentation may simply reach such a peak that inhibition of inappropriate responses is diminished, and dominant learned responses are displayed in social problem solving, e.g. direct instrumental aggression.

The third short term process, imitation of specific behaviors, can be viewed as a special case of the more general long-term process of observational learning [ 8 ]. In recent years evidence has accumulated that human and primate young have an innate tendency to mimic whomever they observe [ 9 ]. Observation of specific social behaviors around them increases the likelihood of children behaving exactly that way. Specifically, as children observe violent behavior, they are prone to mimic it. The neurological process through which this happens is not completely understood, but it seems likely that “mirror neurons,” which fire when either a behavior is observed or when the same behavior is acted out, play an important role [ 10 , 4 ].

Long-term Effects

Long term content effects, on the other hand, seem to be due to 1) more lasting observational learning of cognitions and behaviors (i.e., imitation of behaviors), and 2) activation and desensitization of emotional processes.

Observational learning

According to widely accepted social cognitive models, a person’s social behavior is controlled to a great extent by the interplay of the current situation with the person’s emotional state, their schemas about the world, their normative beliefs about what is appropriate, and the scripts for social behavior that they have learned [ 11 ]. During early, middle, and late childhood children encode in memory social scripts to guide behavior though observation of family, peers, community, and mass media. Consequently observed behaviors are imitated long after they are observed [ 10 ]. During this period, children’s social cognitive schemas about the world around them also are elaborated. For example, extensive observation of violence has been shown to bias children’s world schemas toward attributing hostility to others’ actions. Such attributions in turn increase the likelihood of children behaving aggressively [ 12 ]. As children mature further, normative beliefs about what social behaviors are appropriate become crystallized and begin to act as filters to limit inappropriate social behaviors [ 13 ]. These normative beliefs are influenced in part by children’s observation of the behaviors of those around them including those observed in the mass media.

Desensitization

Long-term socialization effects of the mass media are also quite likely increased by the way the mass media and video games affect emotions. Repeated exposures to emotionally activating media or video games can lead to habituation of certain natural emotional reactions. This process is called “desensitization.” Negative emotions experienced automatically by viewers in response to a particular violent or gory scene decline in intensity after many exposures [ 4 ]. For example, increased heart rates, perspiration, and self-reports of discomfort often accompany exposure to blood and gore. However, with repeated exposures, this negative emotional response habituates, and the child becomes “desensitized.” The child can then think about and plan proactive aggressive acts without experiencing negative affect [ 4 ].

Enactive learning

One more theoretical point is important. Observational learning and desensitization do not occur independently of other learning processes. Children are constantly being conditioned and reinforced to behave in certain ways, and this learning may occur during media interactions. For example, because players of violent video games are not just observers but also “active” participants in violent actions, and are generally reinforced for using violence to gain desired goals, the effects on stimulating long-term increases in violent behavior should be even greater for video games than for TV, movies, or internet displays of violence. At the same time, because some video games are played together by social groups (e.g., multi-person games) and because individual games may often be played together by peers, more complex social conditioning processes may be involved that have not yet been empirically examined. These effects, including effects of selection and involvement, need to be explored.

The Key Empirical Studies

Given this theoretical back ground, let us now examine the empirical research that indicates that childhood exposure to media violence has both short term and long term effects in stimulating aggression and violence in the viewer. Most of this research is on TV, movies, and video games, but from the theory above one can see that the same effects should occur for violence portrayed on various internet sites (e.g., multi-person game sites, video posting sites, chat rooms) and on handheld cell phones or computers.

Violence in Television, Films, and Video Games

The fact that most research on the impact of media violence on aggressive behavior has focused on violence in fictional television and film and video games is not surprising given the prominence of violent content in these media and the prominence of these media in children’s lives.

Children in the United States spend an average of between three and four hours per day viewing television [ 14 ], and the best studies have shown that over 60% of programs contain some violence, and about 40% of those contain heavy violence [ 15 ]. Children are also spending an increasingly large amount of time playing video games, most of which contain violence. Video game units are now present in 83% of homes with children [ 16 ]. In 2004, children spent 49 minutes per day playing video, and on any given day, 52% of children ages 8–18 years play a video game games [ 16 ]. Video game use peaks during middle childhood with an average of 65 minutes per day for 8–10 year-olds, and declines to 33 minutes per day for 15–18 year-olds [ 16 ]. And most of these games are violent; 94% of games rated (by the video game industry) as appropriate for teens are described as containing violence, and ratings by independent researchers suggest that the real percentage may be even higher [ 17 ]. No published study has quantified the violence in games rated ‘M’ for mature—presumably, these are even more likely to be violent.

Meta-analyses that average the effects observed in many studies provide the best overall estimates of the effects of media violence. Two particularly notable meta-analyses are those of Paik and Comstock [ 18 ] and Anderson and Bushman [ 19 ]. The Paik and Comstock meta-analysis focused on violent TV and films while the Anderson and Bushman meta-analysis focused on violent video games.

Paik and Comstock [ 18 ] examined effect sizes from 217 studies published between 1957 and 1990. For the randomized experiments they reviewed, Paik and Comstock found an average effect size ( r =.38, N=432 independent tests of hypotheses) which is moderate to large compared to other public health effects. When the analysis was limited to experiments on physical violence against a person, the average r was still .32 (N=71 independent tests). This meta-analysis also examined cross-sectional and longitudinal field surveys published between 1957 and 1990. For these studies the authors found an average r of .19 (N=410 independent tests). When only studies were used for which the dependent measure was actual physical aggression against another person (N=200), the effect size remained unchanged. Finally, the average correlation of media violence exposure with engaging in criminal violence was .13.

Anderson and Bushman [ 19 ] conducted the key meta-analyses on the effects of violent video games. Their meta-analyses revealed effect sizes for violent video games ranging from .15 to .30. Specifically, playing violent video games was related to increases in aggressive behavior ( r = .27), aggressive affect ( r =.19), aggressive cognitions (i.e., aggressive thoughts, beliefs, and attitudes), ( r =.27), and physiological arousal ( r = .22) and was related to decreases in prosocial (helping) behavior ( r = −.27). Furthermore, when studies were coded for the quality of their methodology, the best studies yielded larger effect sizes than the “not-best” studies.

One criticism sometimes leveled at meta-analyses is based on the “file drawer effect.” This refers to the fact that studies with “non-significant” results are less likely to be published and to appear in meta-analyses. However, one can correct for this problem by estimating how many “null-effect” studies it would take to change the results of the meta-analysis. This has been done with the above meta-analyses, and the numbers are very large. For example, Paik and Comstock [ 18 ] show that over 500,000 cases of null effects would have to exist in file drawers to change their overall conclusion of a significant positive relation between exposure to media violence and aggression.

While meta-analyses are good of obtaining a summary view of what the research shows, a better understanding of the research can be obtained by examining a few key specific studies in more detail.

Experiments

Generally, experiments have demonstrated that exposing people, especially children and youth, to violent behavior on film and TV increases the likelihood that they will behave aggressively immediately afterwards. In the typical paradigm, randomly selected individuals are shown either a violent or non-violent short film or TV program or play a violent or non-violent video game and are then observed as they have the opportunity to aggress. For children, this generally means playing with other children in situations that might stimulate conflict; for adults, it generally means participating in a competitive activity in which winning seems to involve inflicting pain on another person.

Children in such experiments who see the violent film clip or play the violent game typically behave more aggressively immediately afterwards than those viewing or playing nonviolence (20, 21, 22). For example, Josephson (22) randomly assigned 396 seven- to nine-year-old boys to watch either a violent or a nonviolent film before they played a game of floor hockey in school. Observers who did not know what movie any boy had seen recorded the number of times each boy physically attacked another boy during the game. Physical attack was defined to include hitting, elbowing, or shoving another player to the floor, as well as tripping, kneeing, and other assaultive behaviors that would be penalized in hockey. For some children, the referees carried a walkie-talkie, a specific cue that had appeared in the violent film that was expected to remind the boys of the movie they had seen earlier. For boys rated by their teacher as frequently aggressive, the combination of seeing a violent film and seeing the movie-associated cue stimulated significantly more assaultive behavior than any other combination of film and cue. Parallel results have been found in randomized experiments for preschoolers who physically attack each other more often after watching violent videos [ 21 ] and for older delinquent adolescents who get into more fights on days they see more violent films [ 23 ].

In a randomized experiment with violent video games, Irwin & Gross [ 24 ] assessed physical aggression (e.g., hitting, shoving, pinching, kicking) between boys who had just played either a violent or a nonviolent video game. Those who had played the violent video game were more physically aggressive toward peers. Other randomized experiments have measured college students’ propensity to be physically aggressive after they had played (or not played) a violent video game. For example, Bartholow &Anderson [ 25 ] found that male and female college students who had played a violent game subsequently delivered more than two and a half times as many high-intensity punishments to a peer as those who played a nonviolent video game. Other experiments have shown that it is the violence in video games, not the excitement that playing them provokes, that produces the increase in aggression [ 26 ].

In summary, experiments unambiguously show that viewing violent videos, films, cartoons, or TV dramas or playing violent video games “cause” the risk to go up that the observing child will behave seriously aggressively toward others immediately afterwards. This is true of preschoolers, elementary school children, high school children, college students, and adults. Those who watch the violent clips tend to behave more aggressively than those who view non-violent clips, and they adopt beliefs that are more “accepting” of violence [ 27 ].

One more quasi-experiment frequently cited by game manufacturers should be mentioned here. Williams and Skoric [ 28 ] have published the results of a dissertation study of cooperative online game playing by adults in which they report no significant long-term effects of playing a violent game on the adult’s behavior. However, the low statistical power of the study, the numerous methodological flaws (self-selection of a biased sample, lack of an adequate control group, the lack of adequate behavioral measures) make the validity of the study highly questionable. Furthermore, the participants were adults for whom there would be little theoretical reason to expect long-term effects.

Cross-sectional and longitudinal studies

Empirical cross-sectional and longitudinal studies of youth behaving and watching or playing violent media in their natural environments do not test causation as well as experiments do, but they provide strong evidence that the causal processes demonstrated in experiments generalize to violence observed in the real world and have significant effects on real world violent behavior. As reported in the discussion of meta-analyses above, the great majority of competently done one-shot survey studies have shown that children who watch more media violence day in and day out behave more aggressively day in and day out [ 18 ]. The relationship is less strong than that observed in laboratory experiments, but it is nonetheless large enough to be socially significant; the correlations obtained are usually are between .15 and .30. Moreover, the relation is highly replicable even across researchers who disagree about the reasons for the relationship [e.g., 29 ] and across countries [ 30 , 31 ].

Complementing these one-time survey studies are the longitudinal real-world studies that have shown correlations over time from childhood viewing of media violence to later adolescent and adult aggressive behavior [ 31 , 32 , 33 , 34 , 35 ]; for reviews see [ 4 , 27 , 33 ]. This studies have shown that early habitual exposure to media violence in middle-childhood predicts increased aggressiveness 1 year, 3 years, 10 years, 15 years, and 22 years later in adulthood, even controlling for early aggressiveness. On the other hand, behaving aggressively in childhood is a much weaker predictor of higher subsequent viewing of violence when initial violence viewing is controlled, making it implausible that the correlation between aggression and violent media use was primarily due to aggressive children turning to watching more violence [ 31 , 32 , 33 ]. As discussed below the pattern of results suggests that the strongest contribution to the correlation is the stimulation of aggression from exposure to media violence but that those behaving aggressively may also have a tendency to turn to watching more violence, leading to a downward spiral effect [ 13 ].

An example is illustrative. In a study of children interviewed each year for three years as they moved through middle childhood, Huesmann et al. [ 31 ] found increasing rates of aggression for both boys and girls who watched more television violence even with controls for initial aggressiveness and many other background factors. Children who identified with the portrayed aggressor and those who perceived the violence as realistic were especially likely to show these observational learning effects. A 15-year follow-up of these children [ 33 ] demonstrated that those who habitually watched more TV violence in their middle-childhood years grew up to be more aggressive young adults. For example, among children who were in the upper quartile on violence viewing in middle childhood, 11% of the males had been convicted of a crime (compared with 3% for other males), 42% had “pushed, grabbed, or shoved their spouse” in the past year (compared with 22% of other males), and 69% had “shoved a person” when made angry in the past year (compared with 50% of other males). For females, 39% of the high-violence-viewers had “thrown something at their spouse” in the past year (compared with 17% of the other females), and 17% had “punched, beaten, or choked” another adult when angry in the past year (compared with 4% of the other females). These effects were not attributable to any of a large set of child and parent characteristics including demographic factors, intelligence, parenting practices. Overall, for both males and females the effect of middle-childhood violence viewing on young adult aggression was significant even when controlling for their initial aggression. In contrast, the effect of middle-childhood aggression on adult violence viewing when controlling for initial violence viewing was not-significant, though it was positive.

Moderators of Media Violence Effects

Obviously, not all observers of violence are affected equally by what they observe at all times. Research has shown that the effects of media violence on children are moderated by situational characteristics of the presentation including how well it attracts and sustains attention, personal characteristics of the viewer including their aggressive predispositions, and characteristics of the physical and human context in which the children are exposed to violence.

In terms of plot characteristics, portraying violence as justified and showing rewards (or at least not showing punishments) for violence increase the effects that media violence has in stimulating aggression, particularly in the long run [ 27 , 36 , 37 ]. As for viewer characteristics that depend on perceptions of the plot, those viewers who perceive the violence as telling about life more like it really is and who identify more with the perpetrator of the violence are also stimulated more toward violent behavior in the long run [ 27 , 30 , 33 , 38 ]. Taken together these facts mean that violent acts by charismatic heroes, that appear justified and are rewarded, are the violent acts most likely to increase viewer’s aggression.

A number of researchers have suggested that, independently of the plot, viewers or game players who are already aggressive should be the only one’s affected. This is certainly not true. While the already aggressive child who watches or plays a lot of violent media may become the most aggressive young adult, the research shows that even initially unaggressive children are made more aggressive by viewing media violence [ 27 , 32 , 33 ]. Long term effects due appear to be stronger for younger children [ 3 , 14 ], but short term affects appear, if anything, stronger for older children [ 3 ] perhaps because one needs to have already learned aggressive scripts to have them primed by violent displays. While the effects appeared weaker for female 40 years ago [ 32 ], they appear equally strong today [ 33 ]. Finally, having a high IQ does not seem to protect a child against being influenced [ 27 ].

Mediators of Media Violence Effects

Most researchers believe that the long term effects of media violence depend on social cognitions that control social behavior being changed for the long run. More research needs to completed to identify all the mediators, but it seems clear that they include normative beliefs about what kinds of social behaviors are OK [ 4 , 13 , 27 ], world schemas that lead to hostile or non-hostile attributions about others intentions [ 4 , 12 , 27 ], and social scripts that automatically control social behavior once they are well learned [ 4 , 11 , 27 ].

This review marshals evidence that compelling points to the conclusion that media violence increases the risk significantly that a viewer or game player will behave more violently in the short run and in the long run. Randomized experiments demonstrate conclusively that exposure to media violence immediately increases the likelihood of aggressive behavior for children and adults in the short run. The most important underlying process for this effect is probably priming though mimicry and increased arousal also play important roles. The evidence from longitudinal field studies is also compelling that children’s exposure to violent electronic media including violent games leads to long-term increases in their risk for behaving aggressively and violently. These long-term effects are a consequence of the powerful observational learning and desensitization processes that neuroscientists and psychologists now understand occur automatically in the human child. Children automatically acquire scripts for the behaviors they observe around them in real life or in the media along with emotional reactions and social cognitions that support those behaviors. Social comparison processes also lead children to seek out others who behave similarly aggressively in the media or in real life leading to a downward spiral process that increases risk for violent behavior.

One valid remaining question is whether the size of this effect is large enough that one should consider it to be a public health threat. The answer seems to be “yes.” Two calculations support this conclusion. First, according to the best meta-analyses [ 18 , 19 ] the long term size of the effect of exposure to media violence in childhood on later aggressive or violent behavior is about equivalent to a correlation of .20 to .30. While some might argue that this explains only 4% to 9% of the individual variation in aggressive behavior, as several scholars have pointed out [ 39 , 40 ], percent variance explained is not a good statistic to use when predicting low probability events with high social costs. For example, a correlation of 0.3 with aggression translates into a change in the odds of aggression from 50/50 to 65/35 -- not a trivial change when one is dealing with life threatening behavior[ 40 ].

Secondly, the effect size of media violence is the same or larger than the effect size of many other recognized threats to public health. In Figure 1 from Bushman and Huesmann [ 41 ], the effect sizes for many common threats to public health are compared with the effect that media violence has on aggression. The only effect slightly larger than the effect of media violence on aggression is that of cigarette smoking on lung cancer.

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The Relative Strength of Known Public Health Threats.

In summary, exposure to electronic media violence increases the risk of children and adults behaving aggressively in the short-run and of children behaving aggressively in the long-run. It increases the risk significantly, and it increases it as much as many other factors that are considered public health threats. As with many other public health threats, not every child who is exposed to this threat will acquire the affliction of violent behavior, and many will acquire the affliction who are not exposed to the threat. However, that does not diminish the need to address the threat.

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Social media apps displayed on a cell phone screen

How social media turns online arguments between teens into real-world  violence

the media and violence reflective essay

Assistant Professor of Social Work, University of Connecticut

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Caitlin Elsaesser receives funding from the Centers for Disease Control and Prevention.

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The deadly insurrection at the U.S. Capitol in January exposed the power of social media to influence real-world behavior and incite violence. But many adolescents, who spend more time on social media than all other age groups, have known this for years.

“On social media, when you argue, something so small can turn into something so big so fast,” said Justin, a 17-year-old living in Hartford, Connecticut, during one of my research focus groups. (The participants’ names have been changed in this article to protect their identities.)

For the last three years, I have studied how and why social media triggers and accelerates offline violence . In my research , conducted in partnership with Hartford-based peace initiative COMPASS Youth Collaborative , we interviewed dozens of young people aged 12-19 in 2018. Their responses made clear that social media is not a neutral communication platform.

In other words, social media isn’t just mirroring conflicts happening in schools and on streets – it’s intensifying and triggering new conflicts. And for young people who live in disenfranchised urban neighborhoods, where firearms can be readily available, this dynamic can be deadly.

Internet banging

It can result in a phenomenon that researchers at Columbia University have coined “internet banging.” Distinct from cyberbullying, internet banging involves taunts, disses and arguments on social media between people in rival crews, cliques or gangs. These exchanges can include comments, images and videos that lead to physical fights, shootings and, in the worst cases, death .

It is estimated that the typical U.S. teen uses screen media more than seven hours daily, with the average teenager daily using three different forms of social media. Films such as “ The Social Dilemma ” underscore that social media companies create addictive platforms by design, using features such as unlimited scrolling and push notifications to keep users endlessly engaged.

According to the young people we interviewed, four social media features in particular escalate conflicts: comments, livestreaming, picture/video sharing and tagging.

Comments and livestreams

The feature most frequently implicated in social media conflicts, according to our research with adolescents, was comments. Roughly 80% of the incidents they described involved comments, which allow social media users to respond publicly to content posted by others.

Taylor, 17, described how comments allow people outside her friend group to “hype up” online conflicts: “On Facebook if I have an argument, it would be mostly the outsiders that’ll be hypin’ us up … ‘Cause the argument could have been done, but you got outsiders being like, 'Oh, she gonna beat you up.’”

Meanwhile, livestreaming can quickly attract a large audience to watch conflict unfold in real time. Nearly a quarter of focus group participants implicated Facebook Live, for example, as a feature that escalates conflict.

Brianna, 17, shared an example in which her cousin told another girl to come to her house to fight on Facebook Live. “But mind you, if you got like 5,000 friends on Facebook, half of them watching … And most of them live probably in the area you live in. You got some people that’ll be like, ‘Oh, don’t fight.’ But in the majority, everybody would be like, ‘Oh, yeah, fight.’”

She went on to describe how three Facebook “friends” who were watching the livestream pulled up in cars in front of the house with cameras, ready to record and then post any fight.

Strategies to stop violence

Adolescents tend to define themselves through peer groups and are highly attuned to slights to their reputation. This makes it difficult to resolve social media conflicts peacefully. But the young people we spoke with are highly aware of how social media shapes the nature and intensity of conflicts.

A key finding of our work is that young people often try to avoid violence resulting from social media. Those in our study discussed four approaches to do so: avoidance, deescalation, reaching out for help and bystander intervention.

Avoidance involves exercising self-control to avoid conflict in the first place. As 17-year-old Diamond explained, “If I’m scrolling and I see something and I feel like I got to comment, I’ll go [to] comment and I’ll be like, ‘Hold up, wait, no.’ And I just start deleting it and tell myself … ‘No, mind my business.’”

Reaching out for support involves turning to peers, family or teachers for help. “When I see conflict, I screenshot it and send it to my friends in our group chat and laugh about it,” said Brianna, 16. But there’s a risk in this strategy, Brianna noted: “You could screenshot something on Snapchat, and it’ll tell the person that you screenshot it and they’ll be like, ‘Why are you screenshotting my stuff?’”

The deescalation strategy involves attempts by those involved to slow down a social media conflict as it happens. However, participants could not recount an example of this strategy working, given the intense pressure they experience from social media comments to protect one’s reputation.

They emphasized the bystander intervention strategy was most effective offline, away from the presence of an online audience. A friend might start a conversation offline with an involved friend to help strategize how to avoid future violence. Intervening online is often risky, according to participants, because the intervener can become a new target, ultimately making the conflict even bigger.

Peer pressure goes viral

Young people are all too aware that the number of comments a post garners, or how many people are watching a livestream, can make it extremely difficult to pull out of a conflict once it starts.

Jasmine, a 15-year-old, shared, “On Facebook, there be so many comments, so many shares and I feel like the other person would feel like they would be a punk if they didn’t step, so they step even though they probably, deep down, really don’t want to step.”

There is a growing consensus across both major U.S. political parties that the large technology companies behind social media apps need to be more tightly regulated. Much of the concern has focused on the dangers of unregulated free speech .

But from the vantage point of the adolescents we spoke with in Hartford, conflict that occurs on social media is also a public health threat. They described multiple experiences of going online without the intention to fight, and getting pulled into an online conflict that ended up in gun violence. Many young people are improvising strategies to avoid social media conflict. I believe parents, teachers, policymakers and social media engineers ought to listen closely to what they are saying.

  • Social media
  • Public health
  • Cyberbullying
  • Online comments
  • Facebook livestreaming
  • Social media apps
  • teen behaviour
  • Social media use
  • Bystander intervention

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Advanced Essay #4- Violence in the Media

I can honestly say this Advanced Essay has been the most challenging one of the four we have received in this English class this year. Starting off the unit, I couldn't really get into the book we were reading because I just wasn't interested in it and when it was announced we were to do another advanced essay for our benchmark this quarter, that made me feel even worse about everything. I didn't know what I wanted my paper to be based off on at first, I was going in the direction of story-telling and the affects that had on people until I realized that was more of a personal piece. So, I finally came to conclusion of wanting to surround my paper on the media and with the help of my peers and Mr. Block, I am satisfied with what I produced. My goals were to have a clear, concise and controversial thesis which the reader could thoroughly understand which I do feel I've accomplished. I feel as though teens would be able to relate to this paper the most simply because we are living in the generation where media is booming.

Unconsciously and unknowingly, people’s behavior and aggression towards violence are influenced by the media. Majority of the youth is exposed to some sort of act of violence through the media before the age of ten years old. With the numerous and everlasting murders that have been occurring more frequently lately, school shootings, and fights going on it’s hard to ignore the violence factor that goes on in the world. Because children are still developing in their teenage years, seeing certain things such as inappropriate music, movies, television shows, etc. can affect their psychological development and views in the world.

Television can be a very powerful teacher to not only the youth, but adults as well. According to the BLS American Time Use Survey by A.C. Nielsen Co., approximately 99% of Americans own at least one television in their household. This shows just how accessible tv is and how common it is for people to be watching it. A new study in the Journal of Pediatrics says the average eight year old child spends eight hours a day on media, and teens more than 11 hours of media a day. This is more than a full day of school, which means the youth are being exposed the media and the inappropriate things it contains For example, they see things from funny memes to violent beatings and fights. With the youth being revealed to such at this young of an age, it’s already registered in their minds that this is common in society since it is praised and laughed at which can increase the likelihood of aggressive behavior at an older age without them even thinking much of it.

Kaj Björkqvist, a Professor of Developmental Psychology at Åbo Akademi University, randomly assigned one group of five- to six-year-old Finnish children to watch violent movies, another to watch nonviolent ones. Raters who did not know which type of movie the children had seen then observed them playing together in a room. Children who had just watched the violent movie were rated much higher on physical assault and other types of aggression. Other experiments have shown that exposure to media violence can increase aggressive thinking, aggressive emotions, and tolerance for aggression, all known risk factors for later aggressive and violent behavior. With the children being so young and naive, they had no clue how great of an impact the violent movie had on their actions and aggression. They were just following what they had seen in the movie and weren’t even incorporating the fact they were being violent which shows how unconscious people are with the influence violence in the media has.

the media and violence reflective essay

The cartoon above is a perfect representation on how oblivious society is to the issues that we constantly encounter. There are constantly issues with violence in the world and we wonder where some of the root causes stem from, yet the answer is right in front of our eyes. The future is completely dependable upon how we bring up our children, which can either be a good or bad thing it’s all in the power of our hands. Allowing violence in the media to take over our children’s mindsets can only lead to even more violence and aggression, which this cartoon shows. It’s also shown above how the child is saying “Kill them! Kill them all!” With a huge smile on his face which shows he’s condoning the people who are being killed. Both the parents and the child are unaware of how violence is impacting and influencing their lives as shown in this cartoon.

On October 1, 2015 at Umpqua Community College located in Oregon, there was a mass shooting killing nine and wounding many others. The shooter, Christopher Harper- Mercer, after killing nine innocent people was shortly killed in gunfire with responding officers. After the shooting, the police investigated Harper- Mercer’s background and found that he was obsessed with violent gaming and would focus on this more than spending time with his family. His neighbors would say he was a nice young man, but was isolated majority of the time and only took interest in conversations when discussing video games and guns. While investigating, the police even found a secret chat room online which him and anonymous others were planning out exactly what he’d do. Before he had committed this tragic crime, he said “I’ve been waiting to do this for years”. Meanwhile, his companions were supporting him and even giving him ideas on when and where to do it. Recently, researchers at Ohio State University conducted a study and concluded that, "People who have a steady diet of playing these violent video games may come to see the world as a hostile and violent place”. Without even the slightest thought, one’s perception of the world can be altered just by constantly being exposed to violent video games.

In conclusion, the media can impact our daily life decisions unconsciously. Some solutions to reducing the influence violence in the media has on us are reducing the exposure to violent movies, television shows, videos games, etc. By doing this, it won’t place anyone in a specific and unhealthy mindset. Also, by increasing media that will have a positive effect on our lives and actually teach us something helpful both short and long-term will not only educate us, but place us in the right mindset that’ll benefit everyone in the world.

"Managing Media: We Need a Plan." Managing Media: We Need a Plan. 29 Oct. 13. Web. 21 Mar. 2016. < https://www.aap.org/en-us/about-the-aap/aap-press-room/pages/managing-media-we-need-a-plan.aspx >.

Eves, Christopher. "Television Watching Statistics." Static Brain Research Institute, 18 Feb. 2016. Web. 21 Mar. 2016. < http://www.statisticbrain.com/television-watching-statistics/ >.

Thoman, Elizabeth. "What Parents Can Do about Media Violence." Center for Media Literacy. Web. 21 Mar. 2016. < http://www.medialit.org/reading-room/what-parents-can-do-about-media-violence >.

Fletcher, Lyndee. "14 Mass Murders Linked to Violent Video Games." Charisma News. 15 Oct. 2015. Web. 21 Mar. 2016. < http://www.charismanews.com/culture/52651-14-mass-murders-linked-to-violent-video-games >.

Healy, Jack, and Ian Lovett. "Oregon Killer Described as Man of Few Words, Except on Topic of Guns." The New York Times. The New York Times, 2015. Web. 21 Mar. 2016. < http://www.nytimes.com/2015/10/03/us/chris-harper-mercer-umpqua-community-college-shooting.html >.

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Expert Commentary

Violent media and real-world behavior: Historical data and recent trends

2015 study from Stetson University published in Journal of Communications that explores violence in movies and video games and rates of societal violence over the same period.

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This work is licensed under a Creative Commons Attribution-NoDerivatives 4.0 International License .

by Devon Maylie, The Journalist's Resource February 18, 2015

This <a target="_blank" href="https://journalistsresource.org/criminal-justice/violent-media-real-world-behavior-historical-data-recent-trends/">article</a> first appeared on <a target="_blank" href="https://journalistsresource.org">The Journalist's Resource</a> and is republished here under a Creative Commons license.<img src="https://journalistsresource.org/wp-content/uploads/2020/11/cropped-jr-favicon-150x150.png" style="width:1em;height:1em;margin-left:10px;">

The relationship between violent media and real-world violence has been the subject of extensive debate and considerable academic research , yet the core question is far from answered. Do violent games and movies encourage more violence, less, or is there no effect? Complicating matters is what seems like a simultaneous rise in onscreen mayhem and the number of bloody events in our streets — according to a 2014 report from the FBI, between 2007 and 2013 there were an average of 16.4 active-shooter incidents in the U.S. every year, more than 150% higher than the annual rate between 2000 and 2006.

But as has long been observed, any correlation is not necessarily causation . While Adam Lanza and James Holmes — respectively, the perpetrators of the Newtown and Aurora mass shootings — both played violent video games , so do millions of law-abiding Americans. A 2014 study in Psychology of Popular Media Culture found no evidence of an association between violent crime and video game sales and the release dates of popular violent video games. “Unexpectedly, many of the results were suggestive of a decrease in violent crime in response to violent video games,” write the researchers, based at Villanova and Rutgers. A 2015 study from the University of Toledo showed that playing violent video games could desensitize children and youth to violence, but didn’t establish a definitive connection with real-world behavior, positive or negative.

A 2014 study in Journal of Communication , “Does Media Violence Predict Societal Violence? It Depends on What You Look at and When,” builds on prior research to look closer at media portrayals of violence and rates of violent behavior. The research, by Christopher J. Ferguson of Stetson University, had two parts: The first measured the frequency and graphicness of violence in movies between 1920 and 2005 and compared it to homicide rates, median household income, policing, population density, youth population and GDP over the same period. The second part looked at the correlation between the consumption of violent video games and youth behavior from 1996 to 2011.

The study’s findings include:

  • Overall, no evidence was found to support the conclusion that media violence and societal violence are meaningfully correlated.
  • Across the 20th century the frequency of movie violence followed a rough U-pattern: It was common in the 1920s, then declined before rising again in the latter part of the 20th century. This appears to correspond to the period of the Motion Picture Production Code (known as the Hays Code), in force from 1930 to the late 1960s.

Movie violence and homicide rates (C.J. Ferguson)

  • The frequency of movie violence and murder rates were correlated in the mid-20th century, but not earlier or later in the period studied. “By the latter 20th century … movie violence [was] associated with reduced societal violence in the form of homicides. Further, the correlation between movie and societal violence was reduced when policing or real GDP were controlled.”
  • The graphicness of movie violence shows an increasing pattern across the 20th century, particularly beginning in the 1950s, but did not correlate with societal violence.
  • The second part of the study found that for the years 1996 to 2011, the consumption of violent video games was inversely related to youth violence.
  • Youth violence decreased during the 15-year study period despite high levels of media violence in society. However, the study period is relatively short, the researcher cautioned, and therefore results could be imperfect.

“Results from the two studies suggest that socialization models of media violence may be inadequate to our understanding of the interaction between media and consumer behavior at least in regard to serious violence,” Ferguson concludes. “Adoption of a limited-effects model in which user motivations rather than content drive media experiences may help us understand how media can have influences, yet those influences result in only limited aggregate net impact in society.” Given that effects on individual users may differ widely, Ferguson suggests that policy discussion should be more focused on “more pressing” issues that influence violence in society such as poverty or mental health.

Related research: A 2015 research roundup, “The Contested Field of Violent Video Games,” gives an overview of recent scholarship on video games and societal violence, including ones that support a link and others that refute it. Also of interest is a 2014 research roundup, “Mass Murder, Shooting Sprees and Rampage Violence.”

Keywords: video games, violence, aggression, desensitization, empathy, technology, youth, cognition, guns, crime, entertainment

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The Influence Of Media Violence On Youth Throughout History

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  • Compliance is when people appear to agree with others but actually keep their dissenting opinions private (The act of responding favorably to an explicit or implicit request offered by others. Technically, compliance is a change in behavior but not necessarily in attitude, one can comply due to mere obedience or by otherwise opting to withhold private thoughts due to social pressures. The satisfaction derived from compliance is due to the social effect of the accepting influence.
  • Identification is when people are influenced by someone who is liked and respected, such as a famous celebrity (The changing of attitudes or behaviors due to the influence of someone who is admired. Advertisements that rely upon celebrity endorsements to market their products are taking advantage of this phenomenon. The desired relationship that the identifier relates to the behavior or attitude change.
  • Internalization is when people accept a belief or behavior and agree both publicly and privately (The process of acceptance of a set of norms established by people or groups that are influential to the individual. The individual accepts the influence because the content of the influence accepted is intrinsically rewarding. It is congruent with the individual's value system; the 'reward' of internalization is 'the content of the new behavior'.
  • Physical violence: physical violence is any intentional act causing injury or trauma to another person or animal by way of bodily contact.
  • Psychological violence: Psychological violence, though can be just as devastating as physical violence. Psychological violence can affect the inner thoughts and feelings as well as exert control over life, it leaves a feeling of uncertain of the world around and unsafe. Psychological violence can destroy intimate relationships, friendships and even the one’s relationship with him or herself. When psychological violence is applied to children impair their development into a healthy adult.
  • Verbal violence: a negative defining statement told to the victim or about the victim, or by withholding any response, thereby defining the target as non-existent. If the abuser does not immediately apologize and retract the defining statement, the relationship may be a verbally abusive one. Anger underlies, motivates and perpetuates verbally abusive behavior.
  • Sexual violence: is a sexual act committed against someone without that person’s freely given consent and will, Sexual violence is a serious public health problem and has a profound short or long-term impact on physical and mental health.
  • Culture violence: is any aspect of a culture that can be used to legitimize violence in its direct or structural form, when a person is harmed as a result of practices that are part of his or her culture, religion or tradition.
  • https://www. psychologytoday. com/blog/happiness-in-world/201505/the-power-influence
  • https://en. wikipedia. org/wiki/Social_influence
  • http://journals. sagepub. com/doi/abs/10. 1111/j. 1529-1006. 2003. pspi_1433. x

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