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Internet Content, Effects of Violent
Many academicians and laypeople alike are worried that there are negative ramifications to the violence that is often encased in digital entertainment. This issue received national attention after the 1999 school shootings at Columbine High School near Littleton, Colorado. The investigation of the shootings revealed that the shooters had been heavy users of violent video games and websites. Many worried that exposure to such violence leads to desensitization in children. These worries are not unjustified; research has suggested that exposure to violent content impairs emotional regulation that would normally allow a child to trigger an empathetic response. The lack of an empathetic response increases the likelihood of aggressive behavior.
Children become desensitized when they begin to perceive violence as mundane and inevitable rather than uncommon and unlikely (Slater, 2003). Once this belief is held, it is likely that children will find no need to censor their violent behavior. Desensitization is thought to occur as the result of the lack of consequences in violent media. An increase in tolerance for violent behavior was shown in Ronald S. Drabman and Margaret Hanratty Thomas’s 1974 study and was later confirmed in 1994 by Fred Molitor and Kenneth William Hirsch.
Violent entertainment content does not affect everyone equally. In the work of Michael Slater, some adolescents were found to be more inclined to seek out violent content and were subsequently affected by it more so than others. Adolescents who lacked ties with socialization agents such as school, family, and peers tended to gravitate toward peer groups with deviant norms. The adolescent may respond to the perceived alienation by these groups with anger, which has also been found to predict deviant behavior. Traits, along with sensation seeking (i.e., the need for novel experiences), can be representative of social dysfunction. It is speculated that these traits, along with alienation, may lead adolescents to seek out violent content. Interactive computer-mediated violence may even serve as a way for an adolescent to act out violent fantasies on the alienating parties.
This entry discusses various types of violent Internet content, including gaming, pornography, cyber-aggression, and pro-suicide content, and their effects.
Violence in online Gaming
In a review of 16 studies conducted between 2005 and 2009, Victoria Anne Sublette and Barbara Mullan (2012) found no evidence suggesting that multiplayer online games affected the physical or psychosocial health of the players; they did, however, find evidence of addiction. One common stereotype of online gamers is that they are lacking in social skills and do not seek opportunities to interact with others. Contrary to this misconception, online gaming does not necessarily deteriorate socialization. Some players have active social lives while also cultivating relationships with other players within their online worlds.
Today, the concern about exposure to violent content seems to be largely focused on video games. This may be because its active nature sets it apart from other screen-based entertainment. Players do not consume content in a passive manner but actively interact with a virtual environment and choose and execute violent strategies for which they are then rewarded. Not only do video games offer positive enforcement, but they present violence as justified and without negative consequences (Funk, 1995). The presentation of violence as justified, the reward that follows it, and the perception of violence as the norm may lead to the development of pro-violence attitudes.
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- General Aggression
- Aggression and Affect
- Aggression and Anger
- Aggression and Attachment
- Aggression and Brain Functioning
- Aggression and Culture
- Aggression in Youth
- Aggression, Definition and Assessment of
- Aggression, Risk Factors for
- Aggressive Behavior
- Aggressive Personality
- Bullying, Definition and Laws of
- Cognition: Schemas and Scripts
- Cognitive Psychology of Violence
- Cognitive Script Theory and the Dynamics of Cognitive Scripting
- Cyberbullying, Definition and Effects of
- Gender and Aggression
- Genetics of Aggressive Behavior
- Group Aggression
- Memory and Violence
- Priming Theory
- Psychobiology of Violence
- Psychopathology and Susceptibility to Violence
- Reasons for Consuming Violent Entertainment
- Relational Aggression
- Trait Aggression
- Media Content
- Grand Theft Auto
- Advertising, Violent Content in
- Arousal and Aggressive Content, Theory and Psychology of
- Character Development Within Violent Content
- Competition, Sports, and Video Games
- Cultivating Content and Social Representation of Violence
- Cyberbullying, Violent Content in
- Drench Hypothesis
- Fantasy Genre, Violence and Aggression in
- Films, Representation of Violence and Its Effects in
- Media Violence, Definitions and Context of
- Music Videos and Lyrics, Violent Content in
- National Television Violence Study
- Pornography, Violent Content in
- Realism of Violence Content, Real-World Violence on Television, and Their Effects
- Sexualized Aggression
- Sports, Violence and Aggression in
- Stereotyping in Violent Media Content
- Television Violence
- Violence, Definition of
- Violent Artistic Expression
- Virtual Reality, Violent Content in
- Media Effects
- Attitude, Effects of Media Violence on
- Audience Interpretation of Media Violence, Effects of
- Bobo Doll Studies
- Comedic Violence, Effects of
- Demographic Effects
- Desensitization Effects on Society
- Developmental Effects
- Effect Size in Media Violence, Research and Effects of
- Effects From Violent Content, Short- and Long-Term
- Effects of Media Violence on Relational Aggression
- Emergent Public Health Issue: Effects of Violence
- Ethical Development, Effects on
- Ethical Issues in Researching Media Violence Effects
- Fear Reactions to Violent Content
- First-Person Perspective, Violent Content From
- Gender, Effects of Violent Content on
- General Aggression Model
- Identity, Media Violence and Its Effects on
- Interactive Media, Aggressive Outcomes of
- Internet Content, Effects of Violent
- Media Effects Perspectives of Violence
- Media Rating Systems
- Moral Development, Effects of Media Violence on
- Narrative, Effects of Violent
- News, the Presentation and Effects of Violent Content in
- Parasocial Relationships
- Pediatricians and Media Violence
- Peer Influence on Violent Content Effects
- Pornography, Violent Content in: Effects of
- Rap Lyrics, Effects of Violent Content in
- Rape Perceptions
- Screen Size and Violent Content, Effects of
- Sex in Media, Effects on Society
- Situational Influences on Aggressive Reactions to Media Violence
- Social Isolation
- Socialization of Violence in Media and Its Effects
- User Involvement in Violent Content, Effects of
- User Trends Toward Aggressive Games
- Uses and Gratifications Perspective of Media Effects
- Video Game Platforms, Effects of
- Video Games, User Motivation
- Violence in Media, Effects on Aggression and Violent Crime
- Virtual Reality, Effects of Violent Content in
- Weapons in Violent Media Content: Use, Policy, and Effects
- Media Policy
- Advertising Laws Regarding Violent and Aggressive Content
- Bullying, Definition and Laws of
- Censorship of Violent Content
- Cyberbullying Laws
- Federal Communications Commission
- First Amendment Protections and Freedom of Expression
- International Perspective on Media Violence
- Internet Blocking
- Internet Violence Laws
- Legislating Media Violence: Law and Policy
- Marketing of Violence
- Media Education and Media Literacy
- Rating Systems, Film
- Rating Systems, Television
- Rating Systems, Video Games
- Regulating Systems, Internet
- Video Game Industry, Regulation Within the
- Research Process
- Society and Media
- Grand Theft Auto, Social Representations in
- Advertising, Influence on Society
- African Americans in Media, Character Depictions and Social Representation of
- Asians in Media, Character Depictions and Social Representation of
- Cross-Cultural Perspectives
- Cultivating Content and Social Representation of Violence
- Cultural Voyeurism
- Culture of Violence
- Effect Size in Media Violence, Research and Effects of
- Exposure to Violent Content, Effects on Child Development
- Gender Stereotypes, Societal Influence on
- Internet Violence, Influence on Society
- Latinos in Media, Character Depictions and Social Representation of
- Media as a Reflection of Society
- Race-Based Attributes in Video Games, Influence on Hostility
- Social Learning From Media
- Theories of Media Influence
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