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Impact of Violent Media on Behavior

The document discusses the impact of violent media on human behavior, particularly focusing on children and adolescents. It highlights research linking exposure to violent video games and media to increased aggression, desensitization, and decreased empathy, while also acknowledging some potential positive effects on skills like multitasking. The paper emphasizes the importance of parental control in mitigating the negative effects of media violence.
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0% found this document useful (0 votes)
19 views5 pages

Impact of Violent Media on Behavior

The document discusses the impact of violent media on human behavior, particularly focusing on children and adolescents. It highlights research linking exposure to violent video games and media to increased aggression, desensitization, and decreased empathy, while also acknowledging some potential positive effects on skills like multitasking. The paper emphasizes the importance of parental control in mitigating the negative effects of media violence.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Violence is just one of many things that humans are exposed to throughout their lives.

It

is a natural part of the world we live in. Humankind has faced it in the forms of hunting, battle, and

crime, but for the longest time violence was not commonplace in the home, depending on the

people. That is, until the media came about. It is the drama and the action that gets the most

attention and the media capitalizes on that. With the ever increasing presence of violent media,

research is always being done and continues to find correlative data supported by an

understanding of human learning and behavior processes, that links on-screen violence to

numerous long-term effects on human psychology. The most discussed effects are those on

violent behavior, thoughts, and feelings, desensitization, and relations to fear.

In children, media violence can lead to long-term aggression, but their behavioral

development is largely directed by their environment and learning process. To understand how

the media effects a child’s behavior, an understanding of this development is key. “Monkey see,

monkey do” is a simplified term describing a more complex process. By experiencing behaviors

vicariously, certain emotional reactions become associated with given stimuli. Imitating these

reactions repeatedly, encodes the respective behavioral scripts and normative beliefs. Violence

promotes aggression, and kindness promotes more kindness.

Effects of Violent Media Initially the purpose of violent media is to entertain people.

However, its content encourages violence and teaches how to enjoy cruelty. When playing video

games, players must kill another human being to score. The more time they spent on it, the more

they familiarize themselves to brutality. As it can be addictive, it also detaches players from human

contact, which leads to lack of empathy. As a result, players will have difficulty to differentiate

fantasy from reality and start dreaming about killing and scoring in real life. That’s why most school

shooters are great video gamers. I will support my thesis with evidences and quotes from

expertise.
According to Professor David Grossman of Arkansas State University, who is also a retired

Army officer, shooting games resemble military strategies used to train soldiers to overcome their

fear towards killing. Usually we feel terrified when we see wound or blood. But, violent video

games allow us to entertain them. Grossman also said, “Pilots train on flight simulators, drivers

on driving simulators, and now we have our children on murder simulators.” The same is true for

video games they train players how to kill, which most likely cultivates love for bloodshed.

It has been a long day and you decide to sit down to relax while watching some television.

You turn on the TV and begin flipping through channels. On one channel, you see some random

news report on a tragic school shooting that occurred across the country. Changing to another,

you might catch the last 30 minutes of a slasher, horror flick. The last channel you come across,

before turning off the TV, features a popular television show where the main cast fights a new

villain.

The common “theme” that anybody would see here, between the latest movie and local

news report, would be violence. Some violence might be animated or meant to be comical in

some way whereas other forms are highly graphic, containing a large amount of blood and detail.

It is not unheard of for most members of society to have been exposed to violence through the

media. Children, teenagers, or young adults may witness it in the latest most popular video game.

Adults may watch it in their favorite scary movies or sci-fi television show.

According to the commission, more than 15 meta-analyses have been published

examining the links between media violence and aggression. Anderson and colleagues, for

instance, published a comprehensive meta-analysis of violent video game effects and concluded

that the “evidence strongly suggests that exposure to violent video games is a causal risk factor

for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased

empathy and prosocial behavior.”


In a Psychiatric Times interview, psychologist Craig Anderson, PhD, Director of the Center

for the Study of Violence at Iowa State University, said the evidence for the media violence–

aggression link is very strong from every major type of study design: randomized experiments,

cross-sectional correlation studies, and longitudinal studies. Studies from Japan, Singapore,

Germany, Portugal, and the US show that “the association between media violence and

aggression is similar across cultures,” according to Anderson.

Most recently, he added, we found that within a high-risk population incarcerated juvenile

offenders, violent video games are associated with violent antisocial behavior, even after

controlling for the robust influences of multiple correlates of juvenile delinquency and youth

violence, most notably psychopathy.

There is growing evidence, Anderson said, that high exposure to fast-paced violent games

can lead to changes in brain function when processing violent images, including dampening of

emotional responses to violence and decreases in certain types of executive control. But there

also is some evidence that the same type of fast-paced violent games can improve some types

of spatial-visual skills, basically, ability to extract visual information from a computer screen.

This research paper has shown that the effect of violent contents coming out of media can

be both positive and negative. When it comes to positive effects media violence could cause, we

came to the conclusion that video games, as one aspect of media violence, can enhance

psychomotor abilities, multitasking and troubleshooting. On the other hand, when it comes to

negative effects media violence could cause, we came to the conclusion that violent video games

were actually the most popular ones, but also the most addictive. In addition, our participants

stated that it changed them mentally and influenced their psyche in a very bad manner. Some
participants even said that they experienced health problems in terms of back pain and episodes

of occasional tantrum.

All these issues regarding negative effects of media violence, from our perspective, could

be solved by parents namely by restricting or controlling their playing or watching time, depending

on what type of media they are using.

Source: Ivan Nedeljkovic at University of Prishtina, Craig A. Anderson, Leonard B., Edward D.,

[Link] Huesmann, James D.J., Daniel L., Neil M.M., & Ellen W.(2003, December 3). The

Influence of Media Violence on Youth. Department of Psychology, Iowa State University.

Goldstein, J. (2001). Does Playing Violent Video Games Cause Aggressive Behaviour?. Paper

presented to Playing the Rules Conference, University of Chicago. State of Illinois: Chicago.

Craig A. Anderson, Brad J. Bushman. (2001, September 5). Effects of Violent Video Games on

Aggresive Behavior, Agressive Cognition, Agressive Affect, Physhological Arousal, and Prosocial

Behavior: A Meta-Analytic Review of the Scientific Literature. Iowa State Unveristy. Iowa: Ames.

Wekesser, C. (1995). Violence in the media. San Diego, Calif.: Greenhaven Press.

Christopher J. Ferguson. (2014, November 5). The Most Objective Study Yet Finds No Link

Between Video Games and Violence. Department of Psychology, Stetson University. State of

Florida: DeLand. Retrieved from: [Link]

finds-no-link-between-video-games-and-violence/
Anderson CA, Shibuya A, Ihori N, et al. Violent video game effects on aggression, empathy, and

prosocial behavior in eastern and western countries: a meta-analytic review. Psychol Bull.

2010;136:151-173.

Anderson CA, Gentile DA, Buckley KE. Violent Video Game Effects on Children and Adolescents:

Theory, Research, and Public Policy. New York: Oxford University Press; 2007.

Common questions

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Media violence refers to the representation of aggressive and violent acts within various forms of media, such as films, games, and television shows. Its psychological impacts, such as aggression and desensitization, have been supported by numerous studies. Societally, the prevalence of violence in media influences perceptions of real-world violence, often normalizing aggressive behaviors and reducing sensitivity to actual violence .

Different studies employ various methodologies, including randomized experiments, cross-sectional correlation studies, and longitudinal studies, to examine violent video game's effects. Anderson and colleagues, through meta-analyses, find consistent evidence linking video games to aggression. Conversely, some researchers argue there is no causation, reflecting different interpretations of the data and highlighting methodological diversity in examining video game impacts .

The research paper acknowledges that while media violence can contribute to aggression and decreased empathy, considered negative effects, it can simultaneously enhance skills like multitasking and psychomotor abilities, representing positive impacts. Recognizing these dual effects allows for a nuanced understanding that youth can learn both beneficial skills and maladaptive behaviors from the same media, suggesting a complex interaction dependent on other environmental and personal factors .

Violent video games can enhance certain cognitive skills such as psychomotor abilities, multitasking, and troubleshooting. However, they also have negative impacts, being highly addictive and influencing mental health poorly, leading to issues like decreased empathy, increased aggression, and health problems like back pain . These games change player mentality by normalizing violence and possibly promoting antisocial behavior .

Parents can mitigate the negative impacts of media violence by setting restrictions and controlling the amount of time children spend on video games and violent media. This involves actively monitoring the content and encouraging alternative activities that promote empathy and social interactions. Effective parenting involves understanding the types of media consumed and engaging in open discussions with children about the content .

Both military training and violent video games use simulation to condition responses. As flight simulators train pilots, violent video games train children in similar ways to overcome natural aversions such as fear of violence. Professor David Grossman notes that this type of conditioning in video games can cultivate a tolerance for violence, analogous to how soldiers are trained to desensitize themselves to killing .

Research by Craig Anderson indicates that the association between media violence and aggression is consistent across cultures, as demonstrated by studies conducted in Japan, Singapore, Germany, Portugal, and the US. This cultural consistency suggests that the media violence-aggression link is not solely dependent on cultural factors but is a broader psychological phenomenon .

Exposure to fast-paced violent video games can dampen emotional responses to violence and decrease certain types of executive control. This suggests a negative impact on empathy and emotional regulation. However, these games can also improve spatial-visual skills, enhancing the ability to extract visual information quickly from a screen, demonstrating that while they can teach harmful behaviors, they can simultaneously develop non-violent cognitive skills .

'Monkey see, monkey do' is a simplified expression illustrating how children learn behaviors through observation. In the context of media violence, children experience behaviors vicariously by watching violent media, which may lead to associating emotional reactions with certain stimuli. Repeated exposure can encode behavioral scripts and normative beliefs, potentially promoting aggression if the media content is violent .

Researchers such as Craig Anderson have found strong evidence that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect, along with decreased empathy and prosocial behavior. This conclusion is supported by data from various study designs, including randomized experiments and longitudinal studies, and findings are consistent across cultures . Anderson's studies show that high exposure to violent games can alter brain function and dampen emotional responses to violence .

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