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the effect of television violence
media violence: does media violence cause violent behavior? research
the effect of television violence
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There has been far-reaching research on the link between televised violence and violent behavior amongst adolescents. Current studies have shown a direct correlation between aggressive conduct and watching violence depicted in many media services and suggest that media is a variable that put children at risk of aggressive behavior (Huesmann, Moise-Titus, Podolski, & Eron, 1992). According to the American Psychological Association, watching playing violent scenes them on games and television, can desensitize children to the suffering and pain of others and may be a greater risk of acting aggressively toward others and they're less bothered by violence in general and less likely to see anything wrong with it. Studies disclose that children watch roughly twenty eight hours of television a week (Tompkins, 2003). American children and adolescents are exposed to increasing amounts of media violence, especially in television, movies, video games, and youth-oriented music. By 18, the average young person will have viewed 200,000 acts of violence on television (Huesmann, Moise-Titus, Podolski, & Eron, 1992). Many of the studies that claim positive results concerning a link between media violence and ensuing aggression, actually have negative or inconclusive results. Media violence researches frequently fail to report for other variables such as heredity traits, personality and introduction to family violence that may explain both the reason some people become violent and why they may decide to expose themselves to violent media.
In more recent years, violence has become the most popular form of entertainment. Most fictional programs on television and scenes depicted in most games need this violence to develop a storyline that would be i...
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...ut the violent act in fantasy or play right after seeing it on TV (Huesmann, Moise-Titus, Podolski, & Eron, 1992). This is thought to be workable because of the notion that if a child does not learn to hold back their aggression then they will not learn social skills such as the capability to collaborate and make peace with others.
Works Cited
Huesmann, L. R., Moise-Titus, J., Podolski, C.-L., & Eron, L. D. (1992). "Longitudinal Relations Between Children's Exposure to TV Violence and Their Aggressive and Violent Behavior in Young Adulthood: 1977 - 1992. Developmental Psychology , 202-221.
Malamuth, N. M., & Check, J. V. (1981). The Effects of Mass Exposure on acceptance of Violence against Women: A Field Experiment . Journal of Research in Personality , 436-446.
Tompkins, A. (2003). The Psychological Effect of Violent Media on Children. Allpsych Journal .
Eron, L.D., Huesmann, L.R., Lefkowitz, M.M. & Walder, L.O. (1972). Does television violence cause aggression? American Psychologist, 27, 253-263.
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...
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.
Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame aggression than players who enacted comparable levels of in-game violence through an antiheroic character” (Sauer 205). As a graduate of Radboud University, Isabela Granic brings to light the reasons why the youth actually benefit from playing violent video games. For example, in her article, “The Benefits of Playing Video Games,” Granic illustrates the fact that children gain social skills, highly efficient motor skills, and the understanding of the human body as a whole. Noted by the author, “Whereas adolescents and adults often use self-disclosure and direct discussion with close friends to resolve emotional issues, children use play to work them out through pretend-based narratives enacted either alone or with others” (Granic 67).
When families sit down to watch television, they expect to watch family type of shows. Family type shows meaning rated PG or PG13, sitcoms and movies that do not include weapons, killing, foul language, and non-socially accepted actions. When children killing, they start to believe that it is accepted. Do children think that killing and hurting others and themselves have little meaning to the real life, children can become traumatized. Most killers or violators of the law blame their behavior on the media, and the way that television portrays violators. Longitudinal studies tracking viewing habits and behavior patterns of a single individual found that 8-year-old boys, who viewed the most violent programs growing up, were the most likely to engage in aggressive and delinquent behavior by age 18 and serious criminal behavior by age 30 (Eron, 1). Most types of violence that occur today links to what people see on television, act out in video games or cyberspace games, or hear in music. Media adds to the violence that exists today and in the past few decades. It will continue in the future if it is not recognized as a possible threat to our society. When kids go to a movie, watch television, play video games or even surf the web, they become part of what they see and hear. Soaking violence in their heads long enough becomes a part of the way they think, acts, and live. The line between pretend and reality gets blurred.
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 constant playing of violent video games affects individuals psychologically which heightens the players’ aggressiveness. In the context of this genre of video games, it calls for blood shedding, the using of a variety of weapons, participating in an obnoxious manner, and mostly killing and/or harming. According to Albert Bandura’s theory of Observational Learning, people imitate behaviours of others (Myers, 2013, p. 293), this translates into aggression when it comes to violence in video games. Video games enables individuals to manipulate their character in the game, specifically when it comes to violent games, this can be disruptive to one’s...
In a research analysis of Media and Violence, studies show that “Although the typical effect size for exposure to violent media is relatively small ... this ‘small effect’ translates into significant consequences for society as a whole” (“Media and Violence: An Analysis of Current Research”, 2015). This states violent behaviors can come from the smallest variables, or clips from videos, which is why it is important for parents to control what their kids see, read, and watch, and limit the amount of violence exposure.
Most of the time violence is considered as the worst when it comes to the bad effects of video games. A scientific survey (Anderson & Bushman, 2001) has found a connection between aggressive behaviors and playing violent games where more the children play violent games, more tend be aggressive in behavior. Not only that but also they are more likely to have aggressive feelings and thoughts plus diminished aiding. It is said that the impact of playing violent games in children is compounded by the intuitive/interactive nature of the games. Children are remunerated for being more vicious or violent, most of the time in many games. The demonstration of violence is carried out over and again and the player is in control of the violence who encounters the brutality such as killing/stabbing in his own eyes. This first-hand experience in violence, being rewarded for it and the iteration of this process are compelling conditions for learning and developing violent behavior.
Summary #1 Television violence, and media violence in general, has been a controversial topic for several years. The argument is whether young children are brainwashed into committing violent real-world crimes because of violent and pugnacious behavior exposed in mass media. In his article “No Real Evidence for TV Violence Causing Real Violence”, Jonathan Freedman, a professor of psychology at the University of Toronto and author of “Media Violence and Its Effect on Aggression: Assessing the Scientific Evidence”, discusses how television violence, claimed by the Federal Communications Commission (FCC), does not cause real-world aggression among adolescents. The FCC determined to restrict violent television programming to late night hours only because their “scientific research” proves of increasing aggression among young viewers (Freedman Par. 2).
Frazier, Stacy L., and Others And. “The Effects of Television Violence and Early Harsh Discipline on Children’s Social Cognitions and Peer-Directed Aggression.” (1997): ERIC. Web. 24 Sep. 2013. .
depict a fantasy world are a lot more interesting to watch. People don't want to
By the time a child reaches the age of one, they see about 200,000 acts of violence on television. (Nakaya, 3). The Media has been becoming more and more violent over the years. A poll in an issue of Times Magazine, from 2005, showed that 66 percent of Americans think that there is an abundant amount of graphic acts of violence on televisions (Nakaya, 18). People are exposed to thousands of acts of violence through video games, television, and movies. Many studies show that media violence increases violent behavior in in humans. Studies show, violent video games, and graphic television have physiological effects on children. The government has very few regulations on media violence. Some people believe the government shouldn’t limit content because others might be insulted by its material. Media violence is such a broad topic and has such a large presence in daily lives, so we cannot simple get rid of it. The Federal Communications Commission stipulates, “By the time most children begin the third grade, they will have spent the equivalent of three school years in front of a television set.” Even though the government shouldn’t censor the media, Media violence is becoming a serious issue because it is becoming more violent, it makes people behave violently, and it has little regulations.
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).
With the explosion of technology today, access to the media is at your fingertips, anytime, anywhere, and almost 24/7. Video games, movies, cartoons, daily news, websites, music videos, and even in commercials, violence is everywhere, and it becomes harder and harder to avoid. Violence in the media has been increasing and reaching dangerous proportions. According to Report of the Media Violence Commission, the effects are remarkably consistent regardless of type of medium, age, gender, or where the person lives in the world (336). Many studies and researches reveal the empirical evidence that links violence in movies and television shows to aggressive behavior in children, teenagers, and adults. Increasing aggressive behavior, desensitization to violence, and fear are three types of negative effects contributed to by violence in movies and television shows. The article, “The Influence of Media Violence on Youth” emphasizes that violent television shows, films, and music reveal unequivocal evidence that media violence increases the likelihood aggressive and violent behavior in both immediately, and in the long term (Anderson, Craig A., 81). Violence now has gone into the mainstream. The Hunger Games, one of the top grossing films in 2013 replete with blood, gore and violence. The Walking Dead was once voted highest-rated entertainment program on TV with horrific violent scenes, killing from stabbing into the heads, bloody corpses, and disturbing, haunting images shown in most of the scenes. CBS’ Criminal Minds is television show with series of scary scenarios showing the violent murders of psychopath people. Worst of all, Silence of the Lambs deals with a psychopath who ...