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The problem
America is an especially violent country in terms of interpersonal violence
American popular culture contains a lot of depictions of violence
There is reason to think that the latter may be one reason for the former
Popular culture has been violent for a long time
Many fables and fairy stories are quite violent Hansel and Gretel Little Red Riding Hood The Lion, the Witch and the Wardrobe Sleeping Beauty Snow White Peter Pan
Media depictions of violence have long been a source of concern Comic book scare Payne Fund studies Surgeon General’s Report Etc.
Competing views
Violence in fiction or fantasy is recognized as unreal and has no effect
Violence in fiction or fantasy provides an outlet for our aggressive tendencies and therefore reduces actual physical violence
Violence in fiction affects different people differently—the aggressive become more so and the non-aggressive become more so
Violence in fiction leads to aggressive action on the part of people in the audience
Theoretical viewpoints
Catharsis Aggressive cues Social learning Reinforcement
Catharsis
Feshbach developed catharsis theory He said that violent urges are built up
over time and can be released by vicariously engaging in violence—that is, by watching someone else do it Pent-up anger and aggression is natural Some have more anger than others Watching violent content reduces the need
to aggress in your own personal life
Aggressive cues theory
Formulated by Leonard Berkowitz (1962) Looks at violent content as a stimulus to
physiological and emotional arousal, which tends to increase the possibility of aggressive behavior.
Depictions of violence, weapons and threats induce arousal, and also provide cues as to how to release that aggressive energy.
His classic design was to show subjects excerpts from the movie "The Champion."
Subjects in the experimental group were less likely to provide reward and more likely to inflict aggression (electric shock) on a fellow subject.
Effects are not uniform
An aggressive stimulus does not always elicit an aggressive response, nor will it be likely to elicit the same degree of aggressiveness in all audience members. Selective exposure to violent content Individual differences in inhibition levels
Frustration
Frustration at the time of exposure to a violent television program increases likelihood and intensity of an aggressive response
Justification
If the portrayed violence was justified, then the likelihood of producing aggression is increased. Retaliatory violence Violence to protect oneself or others
Viewers may learn patterns of justification for their own violence
Context
Another important factor is the similarity of the context of the media violence to the frustrations which are produced by the context of the viewer's everyday life.
Suffering
One factor inhibits aggression. If media portrayals of violence show the pain and anguish of victims of violence, the resultant inhibitions inspired by guilt and sympathy would lead to less violence produced.
Observational learning theory The most influential theory concerning
the effect of violent portrayals on aggressive or violent behavior was developed by Albert Bandura—observational learning theory. Social learning theory Social cognitive theory
Bandura was trying to determine how humans could develop such complicated and wide-ranging behaviors so quickly Existing learning models argued that we learn
by trial and error
Observational learning theory
Bandura and Walters (1963) said that aggressive behavior is learned through observation and modeling
Actors engaging in violence provide the viewer with behavioral models that they can learn and express under similar circumstances
"The probability of audience members' exhibiting learned violent behavior is enhanced by such factors as an expectation of being rewarded by others for such behavior, similarity between the situation presented in the television portrayal and the social situation encountered by viewers after exposure, and anticipation of social support from a co-viewer who praises the violent action of the television characters."
The good perp
Another feature of the depiction that will enhance its effect is when the perpetrator is an appealing character or attractive model for the behavior.
Bobo Doll research
Reinforcement theory
Reinforcement theory is identified with the work of Joseph Klapper (1960). It is based on the assumption that "television portrayals of violence reinforce whatever established pattern of violent behavior that viewers bring with them to the television situation.“
Klapper wrote the most famous “limited effects” analysis of media studies He emphasized selectivity on the part of the
audience member
"Reinforcement theorists look to such factors as cultural norms and values, social roles, personality characteristics, and family or peer influences as the primary determinants of violent behavior as well as the effect of violent content.”
These factors guide the selective exposure, perception, interpretation and recall of violent media content.
The violent content, then, acts merely to reinforce the predispositions the viewer brings to the screen.
There may be some stronger effects
Effects may be more direct and pronounced among people who are unstable and lack social support networks. These people lack alternative forms of socialization and learning and thus can become particularly dependent on mediated contact.
What does this say about violent depictions?
Recent scholarly analysis looks beyond the mere total of violent acts in media content. More subtle distinctions regarding depictions of violent acts and the role of violence in the story have come to be considered as important as the volume.
National Television Violence Study (NTVS) The NTVS staff found 80 experiments
where some contextual feature of media violence was manipulated to see how it affected outcomes. Based on these studies, the NTVS staff identified the following contextual features in violent media that can affect young viewers:
Amount of violence in prime time by channel type Broadcast
network
(90 hrs)
Independent broadcast
(31 hrs)
Public broadcast
(17 hrs)
Basic cable
(232 hrs)
Premium cable
(48 hrs)
Programs with violence 67% 77% 23% 65% 88%
# of violent interactions 434 235 4 1,296 1,123
Rate of violent interactions/hour 5.16 12.05 0.14 5.32 12.40
Programs w/ saturated violence
31% 43% 0 21% 73%
Amount of violence in prime time by genre
Drama
(66 hrs)
Comedy
(49.5 hrs)
Children’s (29.5 hrs)
Movies
(215.5 hrs)
Videos
(32 hrs)
Reality
(74 hrs)
Programs with violence 82% 43% 80% 93% 50% 46%
# of violent interactions 384 87 365 1,916 121 219
Rate of violent interactions/hour 5.81 1.75 12.37 8.89 3.78 2.95
Programs w/ saturated violence
34% 3% 16% 68% 0% 17%
Amount of violence across subgenres of children’s programming
Source: Wilson, Smith, Potter, Kunkel, Linz, Colvin & Donnerstein, 2002Journal of Communication
Slapstick Superhero Adventure/mystery
Social relationship
Magazine
% of programs with violence
100 97 89 48 17
Number of violent PATs per hour
29.1 28.1 14.3 4.2 1.6
Number of violent scenes per hour
14.9 11.9 7.9 3.0 .9
% of time devoted to violence
28.7 24.4 12.9 3.1 1.2
PTC findings
PTC findings
PTC findings
PTC findings
Source: Signorielli, 2003
Source: Signorielli, 2003
Source: Signorielli, 2003
Character attributes of perpetrators
0
20
40
60
80
100
Child Perp Teen Perp Adult Perp
% male % human% anthro % heroes% good % whose targets are children% whose targets are teensn=660
n=1,019
n=12,959
Context of Violence in Children’s vs. Nonchildren’s programming: Nature of perpetrator
0
20
40
60
80
100
Attractive Hero Human Anthro Male
Children's Nonchildren's
Proportion of characters involved in violence [Primetime, 1993-2001]
Source: Signorielli, 2003
Proportion of characters involved in violence [Primetime, 1993-2001]
Source: Signorielli, 2003
Context of violence
0
20
40
60
80
100
Child Teen Adult
% to protect life % for personal gain % engaging in justified violence
Proportion of characters involved in violence [Primetime, 1993-2001]
Source: Signorielli, 2003
Proportion of characters involved in violence [Primetime, 1993-2001]
Graphicness
0
20
40
60
80
100
Child Perp Teen Perp Adult Perp
% blood & gore % humor% animated program % fantasy context
Perpetrators go unpunished in 73% of all violent scenes.
This pattern is highly consistent across different types of programs and channels. The portrayal of rewards and punishments is probably the most important of all contextual factors for viewers as they interpret the meaning of what they see on television.
Rewards/punishments
0102030405060708090
Children's Nonchildren's
Immediate reward No immediate punishmentBad perps never punished Good perps never punished
Proportion of characters involved in violence [Primetime, 1993-2001]
Source: Signorielli, 2003
Reinforcements for violence
0102030405060708090
100
Child Perp Teen Perp Adult Perp
% with immediate rewards% with no immediate remorse, criticism or penalty% never punished in program
Consequences
0102030405060708090
100
Children's Nonchildren's
Victim shows no pain Victim shows no harmUnrealistically low levels of harm Depicts long-term suffering
Consequences to victim
0
20
40
60
80
100
Child Perp Teen Perp Adult Perp
% no immediate harm % unrealistically low harm% long-term consequences
Proportion of characters involved in violence [Primetime, 1993-2001]
Source: Signorielli, 2003
Only 4% of violent programs emphasize an anti-violence theme. Very few violent programs place
emphasis on condemning the use of violence or on presenting alternatives to using violence to solve problems. This pattern is consistent across different types of programs and channels.
Humor/fantasy
0102030405060708090
100
Children's Nonchildren's
Humor Fantasy context Animated format
The NTVS continues to find that cartoons contain high rates of violence portrayed in ways that many existing studies agree will increase the probability of harmful effects. Children under 7 years are particularly at risk because of limited ability to distinguish fantasy from reality.
Cartoon violence is (frequently) performed by attractive characters, seems justified, goes unpunished, and results in minimal consequences for the victim — all characteristics likely to promote young children’s learning of aggressive behaviors.