Annotated Bibliography
Media Violence on a Global Scale by Kayla D. Smith
Burlington County College
A Paper Presented In Partial Fulfillment
Of the Requirements of
[PSY 251 Child Psychology]
February 2014
Address: 6 Carey Circle
Burlington, NJ 08016
E-mail: kayla_smith@mymail.bcc.edu
Major: Education
Avci, R., & Gucray, S. S. (2013). The relationships among interparental conflict, peer, media effects and the violence behaviour of adolescents: The mediator role of attitudes towards violence. Educational Sciences: Theory & Practice, 13(4), 2005-2015. doi:10.12738/estp.2013.4.1950
The authors of this article set out to show how different types of media and inter-parental conflict have a direct correlation to violence in adolescents.
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The research was conducted using a variety of different survey methods that were chosen to determine the degree and/or relational change between the variables. Perceived Multidimensional Violence Inventories, an Attitudes Towards Violence Scale, a Children’s Perception of Interparental Violence Scale, and Aggression Questionnaire were given to the 2120 students. Each student took between 40 and 45 minutes to complete the study. The Perceived Multidimensional Violence Inventories asked students to select options using a range of 1 to 4, 1 being strongly disagree and 4 being strongly agree. The Attitudes Towards Violence Scale also used a 4-point range that used 11 items to help define the students’ opinions about violence. The Children’s Perception of Interparental Violence Scale was used to measure the students’ perception of inter-parental conflict and consisted of 51 items and three sub-dimensions. The three sub-dimensions were threat, characteristics of conflict, and self-accusation. This used a three-point scale with 0 being wrong, 1 being sometimes, and 2 being correct. The Aggression Questionnaire had 34 items with 5 sub-scales, hostility, physical aggression, anger, indirect aggression, and verbal …show more content…
It was also determined that it that reinforcement could contribute to potential violent behavior. It is suggestion that researchers should look into not only polling adolescents, but also the peers and family members that are around them or testing other theories as to what could cause their violent behavior. They also found that inter-parental conflicts were found to have nothing to do with violent behavior when it comes to attitudes towards violence; however, inter-parental conflicts do coincide with social aggressiveness in children. It just doesn’t predict their violent behavior, which disproves their hypothesis. This study also proves the results of previous studies, such as one preformed by Gentile, Walsh, Ellison, Fox and Cameron in 2004, that there is connection between aggression and the exposure to
Gina Marchetti, in her essay "Action-Adventure as Ideology," argues that action- adventure films implicitly convey complex cultural messages regarding American values and the "white American status quo." She continues to say that all action-adventure movies have the same basic structure, including plot, theme, characterization, and iconography. As ideology, this film genre tacitly expresses social norms, values, and morals of its time. Marchetti's essay, written in 1989, applies to films such as Raiders of the Lost Ark and Rambo: First Blood II. However, action-adventure films today seem to be straying farther away from her generalizations about structure, reflecting new and different cultural norms in America. This changing ideology is depicted best in Oliver Stone's Natural Born Killers (1994), which defies nearly every concept Marchetti proposes about action-adventure films; and it sets the stage for a whole new viewpoint of action in the '90's.
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...
According to John Davidson's essay Menace to Society, "three-quarters of Americans surveyed [are] convinced that movies, television and music spur young people to violence." While public opinion is strong, the results of research are divided on the effects of media violence on the youth in this country. Davidson wrote that most experts agree that some correlation between media violence and actual violent acts exists, yet the results are contradictory and researchers quibble about how the effects are to be measured (271). Moreover, Davidson is not convinced that the media is the sole problem of violence, or even a primary problem. He points out that other factors, such as "poverty, the easy accessibility of guns, domestic abuse, [and] social instability" may have a greater impact on a child becoming violent than the influence of the media (277). Even though other forces may be stronger, media violence does have some adverse effects on the members of society. If senseless violence on television and in movies had no effect, it would not be such a hotly debated topic. What type of effects and whom they affect are the most argued aspects of the discussion.
Does entertainment influence society's attitude towards violent behavior? In order to fully answer this question we must first understand what violence is. Violence is the use of one's powers to inflict mental or physical injury upon another; examples of this would be rape or murder. Violence in entertainment reaches the public by way of television, movies, plays, music, and novels. Through the course of this essay it will be proven that violence in entertainment is a major factor in the escalation of violence in society, once this is proven we will take all of the evidence that has been shown throughout this paper and come to a conclusion as to whether or not violence in entertainment is justified and whether or not it should be censored.
The media, including television programming, cartoons, film, the news, as well as literature and magazines, is a very powerful and pervasive medium for expression. It can reach a large number of people and convey ideas, cultural norms, stereotypic roles, power relationships, ethics, and values. Through these messages, the mass media may have a strong influence on individual behavior, views, and values, as well as in shaping national character and culture. Although there is a great potential for the media to have a positive and affirming effect on the public and society at large, there may be important negative consequences when the messages conveyed are harmful, destructive, or violent.
In the past fifty years media has played a major role in the development of the American society. Due to our modern era, video games of all types are played on a daily basis by a large amount of children. However, some of these games, especially the extremely violent ones, can be detrimental to a child’s thought processes and behavior. In my investigation of whether or not violent video games negatively affect children, I read two articles about the effects of violent video games on the youth. The first text was an article entitled, “Children and Violent Video Games”, which was found on the Dr. Phil’s website. The second text was an article by Christopher J. Ferguson and Cheryl K. Olson entitled “Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms.” The first article from Dr. Phil’s website explains how these violent video games install aggression and hatred towards others. The second article shows how research has proven that such accusations are false, and in fact, some of these types of aggressive media actually help children release anger and frustration they possess.
Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both t...
Fisher, Deborah A. "Television Violence Contributes to Aggressive Behavior in Young People." 2007. Opposing Viewpoints. .
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).
Violent video games, aggressive attitudes or behaviors, and societal violence can all be interrelated based on studies and research. The only issue is, there’s not enough evidence to directly link movie and video game violence to societal violence. Several studies in the “Movie Game Violence& Societal Violence” research paper required estimation procedures for data. This can increase the risk of over or underestimating numbers. Due to several other contributing factors, it is unknown whether or not there is a correlation. Numerous factors impact societal violence and cultural influences could also add to the cause. In five to ten years, there potentially could be more evidence to support these claims. Videogame consumption data is only available from 1996 and beyond so over the next few years more and more data will be collected. Looking at the completed historical record, there are not many connections between movie and societal violence. Overall, this is a highly debated topic among criminologists. The important part to take away from this article is the negative affects of early violence viewing in children. Starting at a very young age, children
No single factor can cause children or adults to act aggressively. Instead, it is the accumulation of risk factors that leads to an aggressive act. Hundreds of studies look into the issue of violent media, it always seems to end up the same place with three major effects including increasing aggressive behavior in a variety of forms, desensitization, and spurs fear. Not every viewer will be affected noticeably, but we know that every viewer is affected in some way. Some have argued that violent media are the primary cause of mass shooting. Others have argued that there is no solid evidence of any harmful effects of violent media. But it is clear is that exposure to media violence is one of risk factors increased aggressive behavior, desensitization, and fear.
The evidences which support that there is any correlation (between the aggression and bad influence of children due to media violence) have failed to consider the high number of children who watch violence, the acceptance of correlation as cause, and the historical evidence of aggression which may have affected the children long before violent entertainment came into play in their lif...
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,...
Ledingham, Jane E., Ledingham C. A., & Richardson, John E. (1993). La violence dans les médias: ses effets sur les enfants. Retrieved October 28, 2009, from http://dsp-psd.pwgsc.gc.ca/Collection/H72-21-91-1993F.pdf
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...