Media And Aggression Analysis

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Introduction Exposure to media violence into an individuals game play correlates with individuals behaving aggressively or having aggressive thoughts. In other words, media violence is a direct cause for aggressive behaviors or thoughts. Media violence includes the internet, movies, explicit books, music/music videos, and video games along with many other forms. Most researchers believe violent movies and video games are the primary source of aggression because of how much violence in these sources of entertainment have increased over time. In order to prove this theory, a numerous amount of different studies were conducted ranging from the participants being children and adolescents.

Summary of Articles The article, “There is Broad Consensus: …show more content…

Once the participants gave their consent, they proceeded to fill out an anonymous online survey. The participants had to answer questions about the effects of violent media on aggression in children. Participants were given a statement “Violent___ can increase aggressive behavior in children,” along with nine different types of media. Those nine types of media were inserted in the blank, and the participants had to indicate how much they agreed with each type of media increasing to aggressive behaviors. The nine types of media included comic books, internet sites, literature, music, movies, music-videos, sports, TV programs, and video games. Once answered, the participants were given another two statements and a 5-point scale. The statements were “There is a causal relationship between exposure to violent media and aggression,” and “Violence in the media is a major factor in real-life violence.” The 5-point scale was used to indicate how much the participants agreed with the two statements given. The scale consisted of -2 being strongly disagree, -1 being disagree, 0 being neither, +1 being agree and +2 being strongly agree. The results showed how …show more content…

C. Adachi, and Marie Good researched how playing violent video games throughout the high school years causes aggressive behaviors and evaluating the socialization versus selection hypothesis. The Socialization hypothesis states how playing violent video games leads to aggression over time whereas the selection hypothesis states the opposite by saying already being aggressive will lead to playing violent video games over time. This study consisted of participants entering the ninth grade in 2004 and completing the survey in ninth, tenth, eleventh, and twelfth grade from eight high schools located in Ontario, Canada. There was an 83% to 86% participation rate. Participants were disqualified from the study because of absenteeism, parental refusal or student refusal. Absenteeism ranged from illness, involvement in other school actives, or they had a free period. An average of 13.5% were disqualified because of absenteeism, an average of .06% were disqualified because of parental refusal, and an average of 1.4% were disqualified because of student refusal. The study was conducted in a classroom and included a questionnaire that was administered by trained research staff each year of high school. The questionnaire included questions referring to demographic factors, direct aggression, violent vide game play, non-violent video game

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