Essay on Media and Violence

Introduction

Research studies indicate that media causes violence and plays a role in desensitization, aggressive behavior, fear of harm, and nightmares. Examples of media platforms include movies, video games, television, and music. Violence in media has also been associated with health concerns. The youth have been the most common victims of media exposure and thus stand higher chances of exposure to violence (Anderson, 2016). In the contemporary world, violence in media platforms has been growing, reaching heightened levels, which is dangerous for society. When you turn on the television, there is violence, social media platforms; there is violence when you go to the movies; there is violence. Studies indicate that an average person in the United States watches videos for nearly five hours in a day. In addition, three-quarters of television content contain some form of violence, and the games being played today have elements of violence. This paper intends to evaluate the concept of media messages and their influence on violent and deviant behaviors. Television networks and video games will be considered.

The Netflix effect involves the behavior of staying home all day, ordering food, and relaxing the couch to watch Netflix programs (McDonald & Smith-Rowsey, 2016). Netflix and binge-watching have become popular among the younger generation and thus are exposed to different kinds of content being aired. Studies indicate that continuous exposure to violent materials has a negative effect on the aggressive behavior of individuals. Netflix is a global platform in the entertainment industry (Lobato, 2019). Although, the company does not have the rights to air in major countries such as China, India, and Japan, it has wide audience. One of the reasons for sanctions is the issues of content being aired by the platform, which may influence the behaviors of the young generation. The primary goal of Netflix is entertainment; it’s only the viewers who have developed specific effects that affect their violent behaviors through imitation of the content.

Television Networks

Television networks focus on feeding viewers with the latest updates on different happenings across the globe. In other instances, they focus on bringing up advertisements and entertainment programs. There is little room for violent messages and content in the networks unless they are airing movie programs, which also are intended for entertainment. However, there has been evidence in the violence effect witnessed in television networks. Studies called the “Marilyn Monroe effect” established that following the airing of many suicidal cases, there has been a growth in suicides among the population (Anderson, Bushman, Donnerstein, Hummer, & Warburton, 2015). Actual suicide cases increased by 2.5%, which is linked to news coverage regarding suicide. Additionally, some coverages are filled with violence descriptions, and their aftermath with may necessitate violent behaviors in the society. For instance, if televisions are covering mass demonstrations where several people have been killed, the news may trigger other protests in other parts of the country.

Communications scholars, however, dispute these effects and link the violent behaviors to the individuals’ perception. They argue that the proportion of witnessing violent content in television networks is minimal. Some acts of violence are associated with what the individual perceives and other psychological factors that are classified into social and non-social instigators (Anderson et al., 2015). Social instigators consist of social rejection, provocation, and unjust treatment. Nonsocial instigators are physical objects present, which include weapons or guns. Also, there are environmental factors that include loud noises, overcrowding, and heat. Therefore, there is more explanation of the causes of aggressive behaviors that are not initiated by television networks but rather a combination of biological and environmental factors.

Video games

Researchers have paid more attention to television networks and less on video games. Children spend more time playing video games. According to research, more than 52% of children play video games and spend about 49 minutes per day playing. Some of the games contain violent behaviors. Playing violent games among youth can cause aggressive behaviors. The acts of kicking, hitting, and pinching in the games have influenced physical aggression. However, communication scholars argue that there is no association between aggression and video games (Krahé & Busching, 2015). Researchers have used tools such as “Competition Reaction Time Test,” and “Hot Sauce Paradigm” to assess the aggression level. The “Hot Sauce Paradigm” participants were required to make hot sauce tor tasting. They were required to taste tester must finish the cup of the hot sauce in which the tester detests spicy products. It was concluded that the more the hot sauce testers added in the cup, the more aggressive they were deemed to be.

The “Competition Reaction Time Test” required individuals to compete with another in the next room. It was required to press a button fast as soon as the flashlight appeared. Whoever won was to discipline the opponent with loud noises. They could turn up the volume as high as they wanted. However, in reality, there was no person in the room; the game was to let individuals win half of the test. Researchers intended to test how far individuals would hold the dial. In theory, individuals who punish their opponents in cruel ways are perceived to be more aggressive. Another way to test violent behaviors for gamer was done by letting participants finish some words. For instance, “M_ _ _ ER,” if an individual completes the word as “Murder” rather than “Mother,” the character was considered to possess violent behavior (Allen & Anderson, 2017). In this regard, video games have been termed as entertainment ideologies, and the determination of the players is to win, no matter how brutal the game might be.

In this paper, fixed assumptions were used to correlate violent behaviors and media objects. But that was not the case with regards to the findings. A fixed model may not be appropriate in the examination of time-sensitive causes of dependent variables. Although the model is applicable for assessing specific entities in a given industry, the results may not be precise.

Conclusion .

Based on the findings of the paper, there is no relationship between violent behaviors and media. Netflix effect does not influence the behavior of individuals. The perceptions of the viewers and players is what matters, and how they understand the message being conveyed. Individuals usually play video games and watch televisions for entertainment purposes. The same case applies to the use of social media platforms and sports competitions. Even though there is violent content, individuals focus on the primary objective of their needs.

Analysis of sources

The sources have been thoroughly researched, and they provide essential information regarding the relationship between violent behaviors and media messages. Studies conducted by various authors like Krahé & Busching did not establish any relationship between the two variables. Allen & Anderson (2017) argue that the models for testing the two variables are unreliable and invalid. The fixed assumptions effect model was utilized, and its limitations have been discussed above. Therefore, the authors of these references have not been able to conclude whether there is a connection between violence and media messages.

Allen, J. J., & Anderson, C. A. (2017). General aggression model.  The International Encyclopedia of Media Effects , 1-15.

Anderson, C. A. (2016). Media violence effects on children, adolescents and young adults.  Health Progress ,  97 (4), 59-62.

Anderson, C. A., Bushman, B. J., Donnerstein, E., Hummer, T. A., & Warburton, W. (2015). SPSSI research summary on media violence.  Analyses of Social Issues and Public Policy ,  15 (1), 4-19.

Krahé, B., & Busching, R. (2015). Breaking the vicious cycle of media violence use and aggression: A test of intervention effects over 30 months.  Psychology of Violence ,  5 (2), 217.

Lobato, R. (2019).  Netflix nations: the geography of digital distribution . NYU Press.

McDonald, K., & Smith-Rowsey, D. (Eds.). (2016).  The Netflix effect: Technology and entertainment in the 21st century . Bloomsbury Publishing USA.

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Media Violence Effects on Children, Adolescents and Young Adults

BY: CRAIG A. ANDERSON, MA, PhD

I killed my first Klingon in 1979. It took place in the computer center at Stanford University, where I was playing a new video game based on the Star Trek television series. I was an "early adopter" of the new technology of video games, and continued to be so for many years, first as a fan of this entertainment medium, and later as a researcher interested in the question of what environmental factors influence aggressive and violent behavior.

Of course, like most young men and women of that era, I had grown up witnessing thousands of killings and other acts of aggression in a wide array of television shows and films. Today's youth are even more inundated with media violence than past generations, mostly from entertainment sources but also from news and educational media. And even though the public remains largely unaware of the conclusiveness of more than six decades of research on the effects of exposure to screen media violence, the scientists most directly involved in this research know quite a bit about these effects.

The briefest summary of hundreds of scientific studies can be boiled down to two main points. First, exposure to media violence is a causal risk factor for physical aggression, both immediately after the exposure and months, even years, later. Second, in the absence of other known risk factors for violence, high exposure to media violence will not turn a normal well-adjusted child or adolescent into a mass killer.

SOME DEFINITIONS One reason for much of the confusion and debate among even highly educated citizens, health care professionals and even a few scientists is that when media violence researchers use certain terms and concepts, they have somewhat different meanings than when the general public uses the same words.

By "aggression," researchers mean "behavior that is intended to harm another person who does not wish to be harmed." Thus, hitting, kicking, pinching, stabbing and shooting are types of physical aggression.

Playing soccer or basketball or even football with energy and confidence are not usually considered acts of aggression, even though that is what most coaches mean when they exhort their charges to "play aggressively." Somehow, the phrase "play assertively" doesn't have the same ring to it.

By "violent behavior," most modern aggression and violence scholars mean "aggressive behavior (as defined above) that has a reasonable chance of causing harm serious enough to require medical attention." Note that the behavior does not have to actually cause the harm to be classified as violent; shooting at a person but missing still qualifies as a violent behavior.

By "media violence" we mean scenes and story lines in which at least one character behaves aggressively towards at least one other character, using the above definition of "aggression," not the definition of "violence." Thus, television shows, movies, and video games in which characters fight (Power Rangers, for example), or say mean things about each other (often called relational aggression), or kill bad guys, all are instances of media violence, even if there is no blood, no gore, no screaming in pain. By this definition, most modern video games rated by the video game industry as appropriate for children — up to 90 percent, by some estimates — are violent video games.

AGGRESSION AND VIOLENCE Short-term and long-term effects of violent media use on aggressive behavior have been demonstrated by numerous studies across age, culture, gender, even personality types. Overall, the research literature suggests that media violence effects are not large, but they accumulate over time to produce significant changes in behavior that can significantly influence both individuals and society.

For example, one of the longest duration studies of the same individuals found that children exposed to lots of violent television shows at age 8 later became more violent adults at age 30, even after statistically controlling for how aggressive they were at age 8.

Similar long-term effects (up to three years, so far) on aggressive and violent behavior have been found for frequent exposure to violent video games. One six-month longitudinal study found that frequent violent video game play at the beginning of a school year was associated with a 25 percent increase in the likelihood of being in a physical fight during that year, even after controlling for whether or not the child had been in a fight the previous year.

Short-term experimental studies, in which children are randomly assigned to either a violent or nonviolent media exposure condition for a brief period, conclusively demonstrate that the media violence effects are causal. In one such study, for example, children who played a child-oriented violent video game (i.e., no blood, gore, screaming …) later attempted to deliver 47 percent more high-intensity punishments to another child than did children who had been randomly assigned to play a nonviolent video game. Even cartoonish media violence increases aggression.

In recent years, there have been several intervention studies designed to test whether reducing exposure to screen violence over several months or longer can reduce inappropriate aggressive behavior. These randomized control experiments have found that, yes, children and adolescents randomly assigned to the media intervention conditions show a decrease in aggression relative to those in the control conditions.

HOW MEDIA VIOLENCE INCREASES AGGRESSION How does exposure to media violence lead to increased aggressive behavior? Media violence scholars have identified several basic psychological processes involved. They differ somewhat for short-term versus long-term effects, but they all involve various types of learning.

Short-term effects are those that occur immediately after exposure. The main ways that media violence exposure increases aggression in the short term are:

  • Direct imitation of the observed behavior
  • Observational learning of attitudes, beliefs and expected benefits of aggression
  • Increased excitation
  • Priming of aggression-related ways of thinking and feeling

In essence, for at least a brief period after viewing or playing violent media, the exposed person thinks in more aggressive ways, feels more aggressive, perceives that others are hostile towards him or her and sees aggressive solutions as being more acceptable and beneficial.

The short-term effects typically dissipate quickly. However, with repeated exposure to violent media, the child or adolescent "learns" these short-term lessons in a more permanent way, just as practicing multiplication tables or playing chess improves performance on those skills. That is, the person comes to hold more positive beliefs about aggressive solutions to conflict, develops what is sometimes called a "hostile attribution bias" (a tendency to view ambiguous negative events in a hostile way) and becomes more confident that an aggressive action on their part will work.

There also is growing evidence that repeated exposure to blood, gore and other aspects of extremely violent media can lead to emotional desensitization to the pain and suffering of others. In turn, such desensitization can lead to increased aggression by removing one of the built-in brakes that normally inhibits aggression and violence. Furthermore, this desensitization effect reduces the likelihood of pro-social, empathetic, helping behavior when viewing a victim of violence.

Interestingly, these same basic learning and priming effects account for the fact that exposure to nonviolent, pro-social media can lead to increased pro-social behavior.

SCREEN TIME EFFECTS For a number of years, the American Academy of Pediatrics has recommended very strict limits on children's exposure to any types of screen media, including TVs and computers, primarily because of concern about attention deficits. For example, they recommend that children under the age of 2 years have no exposure to electronic screens, even nonviolent media. Recent research with children, adolescents and young adults suggests that both nonviolent and violent media contribute to real-world attention problems, such as attention deficit disorder and attention deficit hyperactivity disorder. Furthermore, these attention problems are strongly linked to aggressive behavior, especially impulsive types of aggression.

Another emerging problem with video game usage goes by various addiction-related labels, such as video game addiction, internet addiction and internet/gaming disorder. Research across multiple countries and various measures of problematic game use suggests that about 8 percent of "gamers" have serious problems with their gaming habit. That is, their gaming activities interfere with significant aspects of their lives, such as interpersonal relationships, school or work activities. This newer research literature suggests that for some individuals, video game problems look much like gambling addiction.

MAGNITUDE OF HARM News media often report exaggerated claims about "the" cause of the most recent violent tragedy, whether it is a school shooting or another mass killing. Sometimes the cause that is hyped by these stories is violent video games; other times it is mental illness, or gun control, or lack of gun control.

Behavioral scientists (and reasonably thoughtful people in general) know that human behavior is complex, and it is affected by many variables. Violence researchers in particular know that such extreme events as homicide cannot be boiled down to a single cause. Instead, behavioral scientists (including violence scholars) rely on what is known as risk and resilience models, or risk and protective factors.

All consequential behavior is influenced by dozens (maybe hundreds) of risk and protective factors. In the violence domain, there are dozens of known risk and protective factors. Growing up in a violent household or seeing lots of violence in one's neighborhood are two such risk factors. Growing up in a nonviolent household and having warm, caring parents who are highly involved with child rearing are protective factors. From this perspective, exposure to media violence is one known risk factor for later inappropriate aggression and violence. It is not the most important risk factor; joining a violent gang is a good candidate for that title. But it also isn't the least important risk factor.

Indeed, some studies suggest that media violence exposure carries about the same risk potential as having abusive parents or antisocial parents. One major difference from other known risk factors for later aggression and violence is that parents and caregivers can relatively easily and inexpensively reduce a child's exposure to media violence.

WHY BELIEVE THIS ARTICLE? It is easy to find very vocal critics of the mainstream summary that I have presented in this article. A simple web search will generate links to any number of them. Many of the critics are supported by the media industries in one way or another, many are heavy users of violent media and so feel threatened by violence research (much like cigarette smokers once felt threatened by cancer research), some are threatened by anything they see as impinging on free-speech rights, and many are simply ignorant about the science. But, a few appear to have relevant scientific credentials. So, a reasonable question for a parent or health care professional to ask is why believe that exposure to media violence creates harmful effects, rather than maintain the much more comfortable position that there are no harmful effects.

The simple answer is this: Every major professional scientific body that has conducted reviews of the scientific literature has come to the same conclusion. This group includes the American Academy of Pediatrics, the American Medical Association, the American Psychiatric Association, the U.S. Surgeon General and the International Society for Research on Aggression, among others. I have posted these and other, similar reports online. 1

In 1972, former U.S. Surgeon General Jesse Steinfeld, MD, testified before the U.S. Senate on his assessment of the research on TV violence and behavior: "It is clear to me that the causal relationship between televised violence and antisocial behavior is sufficient to warrant appropriate and immediate remedial action," he said. "There comes a time when the data are sufficient to justify action. That time has come." 2

In response to one or two vocal critics of the mainstream research community and perhaps to pressure from other groups, the American Psychological Association created a new media violence assessment panel in 2013 to assess the association's 2005 statement and update it. They took a very unusual step to avoid any appearance of bias by excluding all major mainstream media violence scholars from the panel. Instead, the panel was composed of reputable psychological science scholars with expertise in developmental, social and related psychology domains, along with leading meta-analysis statistical experts. Their report, released in 2015, confirmed what the mainstream media violence research community has been saying for years: There are real and harmful effects of violent media.

Violent media are neither the harmless fun that the media industries and their apologists would like you to believe, nor are they the cause of the downfall of society that some alarmists proclaim. Nonetheless, electronic media in the 21st century dominate many children's and adolescents' waking hours, taking more time than any other activity, even time in school and interactions with parents. Thus, electronic media have become important socializing agents, agents that have a measurable impact.

Many of the effects of nonviolent electronic media are positive, but the vast majority of violent media effects are negative. Parents and other caregivers can mitigate the harmful effects of violent media in several ways, such as by increasing positive or "protective" factors in the child's environment, and by reducing exposure to violent media. This is not an easy task, but it can be done with little or no expense. The benefits of doing so are healthier, happier, more successful children, adolescents and young adults.

CRAIG A. ANDERSON is Distinguished Professor, Department of Psychology, and director of the Center for the Study of Violence, Iowa State University, Ames, Iowa.

  • http://public.psych.iastate.edu/caa/StatementsonMediaViolence.html .
  • Jesse Feldman, statement in hearings before Subcommittee on Communications of Committee on Commerce, United States Senate, Serial #92-52 (Washington, D.C.: U.S. Government Printing Office, 1972) 25-27.

Copyright © 2016 by the Catholic Health Association of the United States

For reprint permission, contact Betty Crosby or call (314) 253-3490.

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Home / Essay Samples / Social Issues / Violence / Media Violence

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