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According to the epigraph of the article, Modern Gladiators: A Content Analysis of Televised Wrestling, “The purpose of this study is to explore how antisocial content in televised wrestling is represented in match–nonmatch time and in three different television time periods: prime time, after midnight, and weekend morning time.” (Woo, 2003) This study was conducted to find out whether or not children might be exposed to similar amounts of antisocial behaviors regardless of time period. (Woo, 2003) The article defines antisocial behaviors as, “aggressive acts, rule violations, and glamorization of violence.” The article considers these behaviors very important in the evaluation and analyzing portion of the research conducted for this study. “This study delves into the antisocial content represented in televised wrestling programs to examine the possibility that these may affect children and adolescents.” (Woo, 2003)
This study is also working to prove the Cultivation Effect to be true, although the authors never mention the Cultivation Effect Theory. (Cultivation Theory, 2011) This is an oversight on their part due to the fact that all of their research suggests that dangerous acts were imitated or replicated after watching the wrestling programs. “There were many cases “where deaths resulted from attacks that imitated
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maneuvers in broadcasts of professional wrestling” (Williams, 2002, p. 1)” (Woo, 2003) This is a manifestation of the Cultivation Theory which states, “The cultivation effect is the idea that heavy viewing of television leads individuals to perceive reality in ways that are consistent with the portrayals they see on television.” (Cultivation Theory, 2011) The author’s goal in doing the research was to explore the antisocial aspects of televised wrestling and how they correlated with the various time periods in which they were aired and how those antisocial behaviors were influenced by the match versus nonmatch atmospheres. Many people care about this goal, a large portion of the audience being concerned parents that worry that the antisocial behaviors are negatively impacting their children. This is supported through scholarly examples such as these, “The Parents Television Council released its annual list of the top 10 best and worst shows on network TV in season 1999–2000, revealing that a televised wrestling program (the WWF’s Smackdown!) was selected as one of the worst television programs (Parents Television Council [PTC], n.d.). Furthermore, there were many cases “where deaths resulted from attacks that imitated maneuvers in broadcasts of professional wrestling” (Williams, 2002, p. 1)” (Woo, 2003) This research directly correlates to communication because it analyzes the relationship between the violence and antisocial behaviors and the children who are witnessing them.
According to the article they are replicating and engaging in similar behaviors that have yielded in many cases “where deaths resulted from attacks that imitated maneuvers in broadcasts of professional wrestling” (Williams, 2002, p. 1). Many people believe the popularly saying that, Imitation is the greatest form of flattery. It is also an important aspect of learning. Learning from other people by imitation is essential for human culture (Csibra & Gergely, 2006, 2009,
2011). The PTC (n.d.) reported that children might see vulgar languages and crude remarks on televised professional wrestling as cool and funny communication methods. The authors of this particular study raise each of their research issues by using the cultivation effect to back their arguments. They do this by raising three initial research questions that state the following: How is time allocated to matches, non-match activities, and commercial breaks on the various televised wrestling programs? How many times are antisocial features represented during match time and non-match time in different televised wrestling programs? How differently are antisocial features represented in prime time, after midnight, and during weekend morning time on different televised wrestling programs? (Woo, 2003 pg. 364) These questions are posted directly and give the reader a good understanding of what this article will look at. The authors do an overall good job at explaining the current literature on the topic however; by adding oppositional they would have potentially made their main arguments stronger. The researchers videotaped different channels and different networks in the Atlanta area to construct their research samples. It was mentioned in the article that they recorded 107 hours of televised wrestling (from the end of April to the middle of June in the year 2000) from both local broadcasting and two different cable channels. The researchers used what they called a “representative composite week” for their analysis. Meaning that let’s say out of the six possible Mondays, only one was randomly selected to analyze, and the same with the Tuesdays and so on. The researchers seem to have a fairly simple coding scheme in this study. They made sure to document the channel/network the program was on, and broke the time down into three divisions: match time, nonmatch time, and commercial break time. The researchers noted how many actual matches were televised in each one-hour program, and also categorized the programs’ viewing times into either primetime, after midnight, or weekend morning times. Woo and Kim explained that the study was concentrated on three different indexes: aggressive acts, rule violations, and glamorization. Each index was then broken down into different subcategories. The authors did a very good job of defining what each individual index or subcategory meant. While the authors of this study presented scholarly evidentiary backing that supported many examples that could assure the validity of the cultivation effect, teh authors did not necessarily succeed at validating their own research. They, the authors, said the following about the study, “For non-match times, this study did not find any statistical difference among five televised wrestling programs.” (Woo, 2003 pg. 372) As Woo and Kim suggest through this study, the results of the research indicate that there is no significant differential representation of antisocial content among the three different time periods. (Woo, 2003, pg. 375) Consequently, debunking two of the initial research questions that the study focused on. One strength of the study was the analysis of all five programs that improved the authors identified knowledge on the subject matter. However, one of the studies additional weaknesses, aside from it’s lack of validation in its research findings, was that the authors do not mention the cultivation effect; which is the idea that heavy viewing of television leads individuals to perceive reality in ways that are consistent with the portrayals they see on television. By not explaining this, the authors did not identify the main communication theory that they are arguing.
The story of Gladiator takes place in Ancient Rome and contains intense action, great acting, and fantastic storytelling. Although most of this action drama is mostly fictitious, some certain events and characters appear in the history books.
The culture of Ancient Rome had a distinct way to entertain its citizens. Besides spending times at the baths, Romans found pleasure and delight in the games held at the local coliseum. These games were among the bloodiest displays of public amusement in the history of man. Professional wrestling and boxing today, do not come close to the disgusting horrors that the people of Rome took so much pleasure in observing. Although the games were very bloody and extremely brutal, often killing many men and animals, the Romans enjoyed the scenery of life and death being very near. Watching men fight and eventually die a dreadful death, is what fascinated the Roman population in great degree as the games were one of their favorite ways to spend their leisure time. The ancient Romans had a very bloodthirsty taste for entertainment exhibited in the form of gladitorial combat.
Gladiatorial events were a token of the Roman civilization. A brutal form of sacrifice adapted from the earlier civilization of Etruscans, who believed when a person dies, his spirit relies on a blood sacrifice to survive in the afterlife. The first event to take place in Rome was in 264 BC, when Decimus Brutus held a sacrifice to honor his dead father (Roman Gladiator). Soon after these events became an undeniable part of the Romans lives, used for political power and general entertainment.
see such a custom as cruel, it was in fact made less so than it
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...
The Nature of Gladiator Fights The Gladiatorial fights were noble in some ways, but in others seem to have the characteristics of the lowest form of entertainment. Gladiators were considered to fight with pride, they honoured their Gods with sacrifices and prayer for victory and they honoured their traditions and heritage, often being armed in weapons and armour, and having fighting styles originating from their country of origin. For example "the Gaul. " Glory and fame, were just two of the noble characteristics associated with gladiators, and they were dressed in the fashion of a noble soldier, often trained in the same way.
Coakley, J. J., & Donnelly, P. (2007). Violence in Sports . Sports in society: issues & controversies (9th ed., pp. 198-199). Boston: McGraw-Hill Higher Education.
The life of a gladiator could be a grueling life unless you were the best and never lost. Gladiators fought in events known as gladiatorial games. The first gladiatorial games were recorded in 310 BCE. The first Gladiatorial games were not held in the huge coliseums we see today. Instead they were most likely held to entertain a powerful person or ruler. Gladiatorial combat originated as a religious event to honor the dead, victory of an important battle, a sacrifice to the gods, or to honor the death of someone in a high standing position. The first Roman Gladiatorial games were held in 246 BCE to honor Marcus and Decimus Brutus. ("Life of a Gladiator") These games started an era of gladiatorial events that would last for nearly a century to come.
McMahon, R. (November 2006). Parents, coaches who need time-outs. Adult violence at kids' sports sets a terrible example. Retrieved February 2011 from SFGate.com Website: www.sfgate.com.
Many psychologists have studied the effect of the media on an individual’s behavior and beliefs about the world. There have been over 1000 studies which confirm the link that violence portrayed through the media can influence the level of aggression in the behavioral patterns of children and adults (American Academy of Pediatrics, 2001). The observed effects include, increased aggressiveness and anti-social behavior towards others, an increased fear of becoming a victim or target of aggressive behavior, becoming less sensitive to violence and victims of violent acts, and concurrently desiring to watch more violence on television and in real-life (A.A.P. 2001). According to John Murray of Kansas State University, there are three main avenues of effects: direct effects, desensitization, and the Mean World Syndrome (Murray, 1995, p. 10). The direct effects of observing violence on television include an increase in an individual’s level of aggressive behavior, and a tendency to develop favorable attitudes and values about using violence to solve conflicts and to get one’s way. As a result of exposure to violence in the media, the audience may become desensitized to violence, pain, and suffering both on television and in the world. The individual may also come to tolerate higher levels of aggression in society, in personal behavior, or in interpersonal interactions. The third effect is known as the Mean World Syndrome, which theorizes that as a result of the amount of violence seen on television and also the context and social perspective portrayed through the media, certain individuals develop a belief that the world is a bad and dangerous place, and begin to fear violence and victimization in real life (A.A.P. 2001).
dead was counted as a funeral rite. It is called munus (a service) from being a
Gladiatorial combat originated in 700 B.C. during the Etruscan Empire. “The origins of the sport may lie in Etruscan slave fights, which were fought to the death to please the gods and to enhance the reputations of the slaves ' owners. The Romans incorporated the tradition into their funeral ceremonies, beginning in 264 B.C. with that of Junius Brutus Pera 's” (Lidz n.pag). As the games became more popular, “the fascination of the games lay in the transformation of the despicable and the lowly into objects of admiration (since the socially outcast gladiators were held in high popular regard)” (Fagan 17). On the surface, gladiatorial combat in the Roman Empire demonstrated an artistic spectacle of brute dominance and great pride on the battlefield.
Most gladiators were captured soldiers from Roman wars, slaves, or prisoners. Unsurprisingly, lives of new gladiators were harsh and unpleasant. After the Roman Empire decided they would be gladiators, they would have been sent to a gladiator school where they would have been given an exam by a doctor. If they were fit enough to fight they would have been assigned a specific gladiator job based on their size and strength. The recruits, or novicius, would go through initial training which focused on fitness and their assigned gladiator type’s specific fighting techniques often by former gladiators. After the recruits finished initial training they would have been called Tirones and were marked with tattoos to make it harder to escape. Though many the new gladiators were put in shackles and were no allowed to talk, all gladiators were fed three meals a day. They were also given medical care when needed as well as fairly comfortable housing. After some experience gladiators were treated better. Once a seasoned gladiator, they were given massages, hot baths, and women. Gladiators were expected to fight between five and three times a year and were given a public banquet before each game. They were expected to die honorably, and if they did not they were put to death in terrible ways.
Television violence is also a cause of both violent and aggressive behavior in teenage boys. According to the evidence in a study done by Turner, Hesse, and Peterson-Lewis, it was concluded that watching television violence had a long-term increase in aggression in boys (Hough 1). In addition to this study, Dr. William A. Belson evaluated fifteen hundred boys, aged thirteen to sixteen years, and he determined that boys with heavy television exposure are more likely to commit violent acts than other boys (Langone 51). In Belson’s study, he discovered that the effect of each violent act on television was collective, and over time, Belson discovered that the boys engaged in many aggressive acts, including painting graffiti, breaking windows, aggressive play, swearing, and threatening other boys with violence (Kinnear 26).
The first effect of mass media on teenagers is violence. Aggressive behavior is the first example of violence in the media. Aldridge argues that, teens who watch violent movies may behave in an aggressive way towards others for example bullying and fighting in school. This is important because there are high risks of teenage developing into aggressive behavior that may last into adulthood if they are not being supervised on what they see on TV (2010). Fearful of the world may also occur for those who watch violence television programs. According to children and television violence, teens that are being over exposed to violent on television may worry about becoming a target of violence. The relevance of this idea is that teenagers will more likely grow up thinking that the world is a scary place and that something bad will happen to them (2008). Imitative behavior is another major effect of seeing violence in the media. According to Weldon, two teens from Johnstown, Colorado, killed a 7 year old girl by beating her to death. The teens claimed that they were imitating moves from a video game called “Mortal Combat.” This is an example case which shows that violence in the video game may lead to an imitating behavior (2007).