Com242 Effects of Media Violence

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    Effects of Media ViolenceWong Renhao

    Graham Choo

    Heng Hailee

    Kenny YeoRoshni Rawla

    Hans Yamin

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    It seems to be an inevitable human reaction to search for a

    cause for everything, to find something responsible (be it to

    be blamed on or to be used as an excuse) for any

    happenings.

    Throughout the entire history of humanity, for as long as

    humans have roamed this earth, violence has been a part of

    our daily activities. It has been prevalent since the days media

    had not even existed, and yet today the mass media is being

    blamed for promoting violence.

    As we walk into an era where humans have become (and are

    still becoming) more and more dependent on the mass media,

    it seems to have become a consensus among people that the

    mass media indeed carries an inalienable impact on violencein our society today.

    In this paper, we would uncover more about the relationship

    between media and violence, and discover the real truth

    behind it.

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    The Copycat Phenomenon

    Imitation of exact behaviors depicted in the

    media

    The Doomsday Flight (1966) Altitude bomb (5000 feet above sea level)

    The Burning Bed (1984)

    An estranged housewife murdering her husband

    while he slept

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    The Copycat Phenomenon

    MTVs Jackass

    The fire stunt

    The World Wrestling Federation Children have died, imitating wrestling moves

    on each other

    As many as 1/3 of convicted male felonies

    admit to copycatting crimes (Centerwall,

    1992)

    Lionel Tate

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    The Copycat Phenomenon

    Are the murder and mayhem on televisionreally to blame for the increased violence

    in society?

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    Statistics

    The presence of violent content ontelevision

    in ownership of television sets from 1/10homes having 1 (1950) to 1/10 homes NOThaving 1 (1960)

    The average child spends >3 hrs each day infront of the tube (Minow, 1996)

    According to the APA, the typical child willview >8,000 murders and over 100,000 actsof TV violence in the course of a lifetime

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    Statistics

    BUT these studies have nothing to say

    about how the violence may be affecting

    people Content effect

    Humans react differently to media

    messages

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    Research Studies

    The causal link between viewing violenceand behaving aggressively

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    Research Studies

    Albert Banduras social learning theory Emphasized the importance of rewards and

    punishments 2 groups of children watched 2 different videos

    Video 1: The leading characters acted aggressively andreceived rewards for his actions

    Video 2: The leading characters acted aggressively andreceived punishment for his actions

    The children played in the room and their actions weremonitored

    2 findings: Children who saw aggressive behavior rewarded were more

    likely to imitate the aggression

    The effects emerged most strongly for boys (predisposition tobehave more aggressively)

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    Research Studies

    BUTnot every child who saw theaggression being rewarded behaved

    aggressively after the video

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    Research Studies

    Leonard Eron and Rowell Huesmanns

    long term studies

    S

    tudied over 800 children under the age of10, during the 1960s

    Tendency for children who watched higher levels

    of TV violence to have higher scores on the ratings

    of aggressive behavior

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    Research Studies

    BUT there is no way to tell which camefirst the TVviewing or the aggressive

    behavior?

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    Research Studies

    Leonard Eron and Rowell Huesmanns

    long term studies

    Longitudinal investigation (2003) that followedchildren into adulthood

    Boys and girls in the upper 20% on TV viewing

    were significantly higher on the measures of adult

    aggression

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    Research Studies

    BUTnot every child who watched large

    amounts ofTVviolence ended up getting

    involved in crimes

    Was childhood viewing a causal factor in

    the later commission of crimes?

    Research potentially links media violence

    with real-life violence

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    Research Studies

    Brandon Centerwalls research

    in U.S. crime statistics from 3 homicides

    per 100,000 people (1945 Just before TVemerged) to 6 (1974)

    Claimed that TV was the major culprit in the

    rise of homicides

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    Research Studies

    Brandon Centerwalls research

    But the homicide rate in South Africa dropped

    by 7% from 1945 1974

    As a result of a ban on TV

    When the ban was lifted in 1974, the murder rate i

    by 56% by 1983

    If we adopt a conservative estimate, thenumbers still have to be taken seriously

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    Research Studies

    Seymour Feshbachs Catharsis

    Hypothesis

    Viewing TV violence could be therapeutic fora person filled with anger

    Catharsis To cleanse or purge; to get rid of

    Media violence was actually a +ve thing

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    Research Studies

    Seymour Feshbachs Catharsis Hypothesis

    The detention facility for boys experiment

    Nonviolent TV diet vs. violent TV diet for several weeks

    The boys who had watched TV violence behaved lessaggressively

    BUTwe should be slow to arrive at definitive conclusions

    from any single study

    Only demonstrated that people will act more violently if they

    cant watch their favorite TV programs than if they can watchthem

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    Research Studies

    Leonard Berkowitz and associatespriming analysis

    Angry people and media violence make for

    volatile mix Offered the explanation of the facilitating /

    priming effect of media violence Understood in terms of association

    Process whereby one thing you think aboutreminds you of other thins in your mind that youassociate with the first thing

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    Research Studies

    Leonard Berkowitz and associates priming

    analysis

    3 findings:

    1. Violence can prime thoughts that are related to hostility2. Media violence might prime thoughts that lead one to

    believe that aggressive behavior might be warranted in

    certain situations and might bring about certain benefits

    3. Media violence might prime action tendencies that cause

    people to be more inclined to act violently

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    Desensitization

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    Desensitization

    making us numb to violence in real life so

    that we dont react to it as we should if we

    had never seen it on the screen

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    Evidence

    Anecdotal

    Research

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    Anecdotal Evidence

    sequels have more violence than previous

    movie

    Increased violence to give viewers whohave seen the previous movie heightened

    emotional charge

    There is no easy way to go backwards

    Ever-increasing level of violence

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    Evidence from Research

    Ronald Drabman and Margaret Thomas

    Children watch violent/non-violent film

    Asked children to watch TV monitor to observe childreninteracting in another room while researcher went toadjacent room, to report if there was any trouble

    Monitor was actually playing video of children fighting

    Children who watched violent video were far less likelythan other children to actually make an attempt to notify

    the experimenter about the fight that they observed onthe monitor

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    Funny Violence

    From the concept of desensitization

    Viewers experience desensitization

    particularly when the violence is in acomical context

    Effects of funny violence > Effects of

    regular violence?

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    Funny Violence

    Family Guy:A Case Study

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    Family Guy

    9 clips from Best of compilation videos,

    1 standalone clip

    Played in ascending order of level of(funny) violence

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    Trend ofIncreasing Violence

    Best of Stewie

    4 violent clips

    Average Level of Violence: 3

    Best of Stewie #2

    8 violent clips

    Average Level of Violence: 3

    Best of Stewie #3

    9 violent clips

    Average Level of Violence: 3.78

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    Games Violent Games

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    Living with violent games

    y Plenty of violent games in the market

    y Guns, machine guns, bombs and all sorts

    of weaponsy Realistic

    y Technology improves, game graphics

    improves as welly Close to life-like.

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    Violence

    Grand Theft Auto

    Counter-Strike

    Evil Dead

    *all are rated Mature(M) blood and gore

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    Banned

    Because they are too violent

    In 2000, Singapore banned a PC game,

    Half-Life

    Parents supported the act because they

    see these sort of game as a bad influence.

    (Marcus Yam, 2000)

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    Columbine Massacre

    Littleton, Colorado, 1999

    Eric Harris and Dylan Klebold

    Fans of Doom Playing violent games

    = Aggressive behavior?

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    Professional Opinions

    Lt. Col. Dave Grossman, 2000s

    Author of a book about killing

    The urge to kill is unnatural Convinced that violent gaming is the

    cause

    AVIDS(acquired violence immune deficiencysyndrome)

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    Coincidently

    50 years ago, Dr. Frederic Wertham, a

    psychiatrist wrote a book on harmful

    effects of comics

    Very much like Grossman

    Perhaps in the 1950s, comics were the

    most popular entertainment

    Thus the only bad influence.

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    Researchers: Nicola Schutte and

    colleagues (1988)

    Targets: Children 5-7 years old

    Karateka (violent) vs. Jungle Hunt (non-violent)

    Result: Kids who played Karatekashowed aggressive behavior towardsother kids. Jungle Hunt kids were moregentle at play.

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    Researchers: Craig Anderson and

    Catherine Ford Targets: College students

    Zaxxon (high-aggression) vs. Centipede (mild-

    aggression).

    Result: Students were asked to check off words

    that describe their feelings. Zaxxon players felthostile, Centipede players were less hostile.

    Control group least hostile.

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    Researchers: Karen Dill and Craig

    Anderson Targets: College students

    1st study Students habits of playing video games vs. aggressivedelinquent. Measurement of trait of aggression.

    2nd study Wolfenstein 3D (violent game) vs. Myst (non-violentgame) Both games generate the same amount of physiologicalarousal. After that, all students play a reaction game which they didnot know it is part of the study. Winners get to blast the losers.

    Result:

    1st study Violent games players have been involved in more

    aggressive delinquents and those who played are more aggressiveaccording to the trait of aggressive.

    2nd study Students who played the Wolf 3D tend to blast theiropponents louder and louder.

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    Researcher: Ron Tamborini

    Some guys played violent games, observers

    were placed beside them.

    Result: Players were more hostile after the

    game, compared to the observers.

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    Researcher: John Sherry

    Meta-analysis

    Result: Significant effect of video game play onaggression, however, the effect found was smaller thanviolent TV on aggression.

    Meta-analysis is the combination of the results of severalstudies that address a set of related research

    hypotheses.In short, meta-analysis is the studies withsmall sample sizes; analyzing the results from a group of

    studies can allow more accurate data analysis.

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    IRL (In Real Life)

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    2005s Top 10 Most Violent Games

    Resident Evil 4

    Grand Theft Auto: San Andreas

    God of War

    NARC

    Killer 7

    The Warriors

    50 Cent: Bulletproof

    Crime Life: Gang Wars

    Condemned: Criminal Origins

    True Crime: New York City

    (Family Media Guide, 2005)

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    Grand Theft Auto

    Game-play revolves around gang warfare

    Heavily influenced by gangster films

    (S

    carface, Miami Vice, Boyz N the Hood) Free-form sandbox play

    Steal

    Rob

    Kill

    Mass destruction

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    Case 1

    Shylo Kujawski caught stealing a car

    History of convictions

    Hardcore GTA fan (tattoo on the back)

    Is he really influenced by

    the game?

    Recidivism mental or crime

    issue?

    (Gamespot, 2006)

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    Case 2

    William and Joshua Buckner

    Shot at cars with .22 caliber rifle

    They told the police who arrested them that they were bored,and decided to mimic their favorite videogame, Grand Theft

    Auto

    Blame Game (Other issues to consider)

    Access to firearms

    Massive sales around the world

    Or perhaps the answer to the perennial problem of delinquentteenagers dropping bricks from motorway and railway bridges isto sue the creators of Tetris.

    (The Register, 2003)

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    Case 3

    Devin Moore, 18

    Killed 2 police-men and 1 dispatcher

    Sentenced to death by lethal injection in 2005

    Life is a videogame. Everybodys got to die sometime.

    Again, an isolated case in the US

    In the 50s, comic books were blamed for juveniledelinquency (scapegoatism)

    Retailers selling games to minors.

    David Walsh, child psychologist, believes that teenagebrains are wired differently.

    (Fox News, 2005)

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    Media Violence- MOVIES

    In a crowded marketplace, where everyone is trying to be heard and where there's anamazing number of choices, the loudest, coarsest, most shocking voice does tend to be the

    one that at least grabs your attention for a moment.(Seabrook, J.,2001)

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    Top 10 Most Violent Movies

    1) Taxi Driver

    2) Blood Simple

    3) Natural Born Killers

    4) A Clockwork Orange5) Blood In Blood Out

    6) True Romance

    7) Fight Club

    8) Gang Related

    9) The Shield

    10) Hannibal

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    Did You Know?

    When Hollywood Movies Producers

    make a sequel to a violent movie, theypack it up with more violence than they

    did the original film.

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    Interesting Facts

    RoboCop featured 32

    bodies

    RoboCop 2 featured 81!

    Similarly,

    Die Hard 2= 264 deaths

    Rambo 3= 106 deathsTotal Recall= 74 deaths!

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    Action Sells

    Action Movies;

    Dont require complex plots or characters

    Rely on fights, killings, special effects andexplosions to hold their audiences

    Theyre simple and universally understood

    Short-on-dialogue, high-on-testosterone"makes their dubbing or translation relativelyinexpensive

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    Desensitization

    to Movie Violence

    The level of violence in popular media is both hard to miss and easy

    to ignore. Studies have shown excessive exposure can result in:

    - Violence desensitization and lower levels of empathy toward others

    - Increased levels of fear due to perceiving the world as violent

    - Acceptance of violence as a way of settling conflict

    - Higher tolerance and threshold of violence leading to a desire to

    experience more violence in both movies and real life.

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    Effects of Violence in Movies

    Some violent movies may result in:

    - Increased Aggression- Increased Crime

    - Influence and Effect

    Cognition- Create Hostile Feelings

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    Movie Ratings

    G- General Audiences

    PG- Parental Guidance

    R- Restricted

    A movie is strongly

    violent if it has a rating

    of 8 or above (Hannibal),

    and mildly violent if it has

    a rating of 5 to 7 (Spider-Man).

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    WARNINGS

    VIOLENT KILLING SCENES IN THIS

    MOVIE

    MAY DIRECTLY ORINDIRECTLY CONTRIBUTE TOTHE

    INSIDENCE OF VIOLENCE.VIEWER DISRETION IS ADVISED.

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    VIDEO URL

    http://www.youtube.com/watch?v=NL0SI

    LzGs4g

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    Music

    Music is another form of media people like topoint finger on, with regard to the effects ofmedia violence

    Previously, the accusation mainly points mostly

    to underground extreme music, e.g. Hardcore,Punk, Metal

    However, researchers and scientists were notable to find any solid evidence on this.(Columbine incident, remember?)

    As of recently, we can also see Hip-hop (i.e.Gangsta Rap) becoming the new scapegoat

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    Music

    It seems that the blame on Music is no longer just on theaudio itself, but rather, music videos

    A lot of researchers look into music videos and what kindof impacts it brings about on youths today, e.g. the

    relationship between sexually violent rock music videosand males acceptance of violence against women [JSLawrence, DJ Joyner. 1991]

    However, instead of proving the effect of music, suchstudies actually adds on to the fact that music itself do

    not really carry any harmful effects towards listeners,and that visual-oriented media are the ones reallyaffecting people as far as violent behaviors areconcerned

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    Conclusion

    We have looked into the possible impacts of violent contents indifferent forms of media on people, be it TV, Music, Movies, Games,etc.

    Each affects people differently in different degrees, and differentindividuals react to it differently as well

    It seems that it may really affect people in certain ways, but casesdiscussed are still pretty much the minority, or idiosyncratic

    Is media really that big an influence where violence is concerned?

    people tend to point fingers on media alone when somethinghappens, undermining the impact of long years of education wehave had, as well as natural instinct and instilled integrity/moralitythat people may possess

    There has got to be a better way in explaining violent behaviors inpeople, perhaps it is time to look away from the media and re-assess the whole thing with a fresh point of view