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Regulating Systems, Internet
As regulating systems, mediation strategies have been applied to both newer and older media. Although more traditional media, such as television, have been the subject of much research from the early 1990s through the 2000s, there has been a dearth of information on newer media such as the Internet. Because of its ever-changing and interactive nature, the Internet becomes more complex and challenging to regulate by governmental policies, and parents bear more responsibility to monitor online activities at home.
The strategies employed by parents to manage their children’s media use are called “parental mediation.” Up to the mid-2000s, with the exception of a few projects led by Matthew Eastin at The University of Texas at Austin, research on parental mediation had mostly focused on mediation strategies related to television content. This line of research had identified three main strategies: co-viewing, active, and restrictive. Co-viewing (or co-using) refers to consumption when a parent is present while the child is engaged with the media. This shared experience, however, does not include comments or discussions about the content. This strategy has been criticized by scholars because the lack of communication by parents functions as a silent endorsement of experienced material. Active mediation consists of discussing, interpreting, and making value judgments with the child about media content (e.g., “The characters in this show are too violent”). Restrictive techniques include the implementation of rules that restrict the content, location, and time of use. For example, complete restriction of a show or allowing only one hour of media consumption per day represent restrictive methods employed by parents.
The Internet, however, operates differently from television. Although the aforementioned broad mediation strategies are still used, the regulating systems employed by parents have evolved to meet the challenges posed by the web. For example, co-using the computer implies a more active parental role than co-viewing television because sitting in front of the computer screen leads to more parent–child discussions. In addition, the Internet has allowed the implementation of two types of restrictive strategies: social and technical. Social rules include restrictions of activities, location, and time of use (e.g., parents control the amount of time the child is online; parents require password information or that they and their children be Facebook friends), while technical restrictions include the use of more sophisticated software programs that filter out unwanted content. Finally, parents can also track their children’s online activities after they use the Internet.
Despite these techniques available to regulate Internet content, the web poses new challenges to parental mediation. First, parents have to continually balance between protecting their children from media-related risks and maximizing the benefits provided by new technologies such as the Internet. Second, families increasingly have more media devices in the household, particularly in bedrooms, limiting the opportunities of parents to monitor (i.e., co-use) their children’s online activities. Third, children need to use the Internet for schoolwork; thus, it is harder to implement restrictions to online activities and time of use. Finally, children generally have greater digital skills and are more knowledgeable about the Internet than their parents. Therefore, often the lack of digital skills prevents parents from implementing mediation strategies. For example, parents have asserted that the electronic tracking of their children’s online activities is hard to follow and that the implementation of filter programs is burdensome. At the same time, children find ways to circumvent parental control efforts.
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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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