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Media Violence and Aggression
Definition
Violent media includes all forms of mass communication that depict the threat to use force, the act of using force, or the consequences of the use of force against animate beings (including cartoon characters or other species as well as humans). There are many forms of media, including TV programs, movies, video games, comic books, and music. More than five decades of scientific data lead to the irrefutable conclusion that exposure to violent media increases aggression. About 300 studies involving more than 50,000 subjects have been conducted on this topic.
Violent Media Effects
Exposure to violent media can have several undesirable effects. One effect is that people who consume a lot of violent media become less sympathetic to victims of violence. In one study, people who played violent video games assigned less harsh penalties to criminals than did those who played nonviolent games. People also perceive victims as injured less and display less empathy toward them after exposure to violent media. One reason why people may become more tolerant of violence and less sympathetic toward victims is because they become desensitized to it over time. Research has shown that after consuming violent media, people have lower heart rate and blood pressure in response to real depictions of violence.
In addition to desensitizing people to the effects of violence, violent media also increase aggressive thoughts. One result is that people who consume a lot of violent media are more likely to attend to hostile information and expect others to behave in a hostile manner. They may also interpret ambiguous situations in the worst possible light, assuming that the behavior of others reflects hostility rather than other, more positive traits such as assertiveness. Some researchers have also found that violent media also increase aggressive feelings. Most importantly, exposure to violent media also makes people act more aggressively toward others.
Violent Video Games
Although most studies have focused on violent television and movies, the same general pattern of effects appears to be present after exposure to different forms of media, including violent music, violent comic books, and violent video games. The effects of violent video games on people's attitudes toward victims of violence are of particular concern. Feeling empathy requires taking the perspective of the victim, whereas violent video games encourage players to take the perspective of the perpetrator. Violent video games should also have a larger effect on aggressive behavior than violent TV programs and films. Watching a violent TV program or film is a passive activity, whereas playing a violent video game is active. Research has shown that people learn better when they are actively involved. Viewers of violent shows may or may not identify with violent characters, whereas players of violent video games are forced to identify with violent characters. Any rewards that come from watching violent shows are indirect. The rewards that come from playing violent video games are direct. The player gets points or advances to the next level of the game by killing others. The player also sees impressive visual effects and hears verbal praise (e.g., “Nice shot!” “Impressive!”) after behaving aggressively.
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- Action Control
- Action Identification Theory
- Adaptive Unconscious
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- Approach-Avoidance Conflict
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