The Found Experiment: A New Technique f or Assessing the Impact of Mass Media Violence on Real-World Aggressive Behavior

Author(s):  
DAVID P. PHILLIPS
Author(s):  
O. Knotek ◽  
B. Bosserhoff ◽  
A. Schrey ◽  
T. Leyendecker ◽  
O. Lemmer ◽  
...  

2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Riccardo Cesari ◽  
Leandro D’Aurizio

Abstract Following the increasing necessity of quantitative measures for the impact of natural catastrophes, this paper proposes a new technique for a probabilistic assessment of seismic risk by using publicly available data on the earthquakes that have occurred in Italy. We implement an insurance-oriented methodology to produce a new map of the seismic risk and to evaluate, under various hypotheses, the costs of insuring all the Italian housing units against it. The model is compared with two main privately developed models, well known in the reinsurance industry, providing fairly similar results.


2020 ◽  
Vol 9 (3) ◽  
pp. 150 ◽  
Author(s):  
Peng Chen ◽  
Justin Kurland

“Strike Hard” is an enhanced law-enforcement strategy in China that aims to suppress crime, but measurement of the crime-reducing effect and potential changes in the spatiotemporal concentration of crime associated with “Strike Hard” remain unknown. This paper seeks to examine the impact, if any, of “Strike Hard” on the spatiotemporal clustering of burglary incidents. Two and half years of residential burglary incidents from Chaoyang, Beijing are used to examine repeat and near-repeat burglary incidents before, during, and after the “Strike Hard” intervention and a new technique that enables the comparison of repeat and near repeat patterns across different temporal periods is introduced to achieve this. The results demonstrate the intervention disrupted the repeat pattern during the “Strike Hard” period reducing the observed ratio of single-day repeat burglaries by 155%; however, these same single-day repeat burglary events increased by 41% after the cessation of the intervention. Findings with respect to near repeats are less remarkable with nominal evidence to support that the intervention produced a significant decrease, but coupled with other results, suggest that spatiotemporal displacement may have been an undesired by-product of “Strike Hard”. This study from a non-Western setting provides further evidence of the generalizability of findings related to repeat and near repeat patterns of burglary and further highlights the limited preventative effect that the “Strike Hard” enhanced law enforcement campaign had on burglary.


2001 ◽  
Vol 31 (6) ◽  
pp. 965-968 ◽  
Author(s):  
Ken Vallens ◽  
Eric Bescher ◽  
J.D Mackenzie ◽  
Ed Rice

2020 ◽  
Vol 5 ◽  
Author(s):  
Nicholas David Bowman ◽  
Sun Joo Ahn ◽  
Laura M. Mercer Kollar

Interactive media such as video games and virtual reality (VR) provide users with lived experiences that may be dangerous or even impossible in daily life. By providing interactive experiences in highly authentic, detail-rich contexts, these technologies have demonstrated measurable success in impacting how people think, feel, and behave in the physical world. At the same time, violent interactive media content has been historically connected with a range of antisocial effects in both popular press and academic research. Extant literature has established a small-but-statistically significant effect of interactive media violence on aggressive thoughts and behaviors, which could serve as a risk factor for interpersonal violence. However, left unexplored is the seemingly paradoxical claim that under some conditions, interactive media experiences might protect against interpersonal violence. Drawing on advances in media theory and research and the evolution of interactive media content and production practices, the current manuscript suggests ways in which interactive media violence may be leveraged to lower the likelihood of real-world violence experiences. For example, research on both violent and non-violent games has found that players can (a) express guilt after committing violent acts, (b) report reflective and introspective emotional reactions during gameplay, and (c) debate the morality of their actions with others. Regarding VR, studies have demonstrated that (a) witnessing physical violence in immersive spaces led participants to take the perspective of victims and better understand their emotional state and (b) controlled exposure to traumatic or violent events can be used for treatment. Broadly, studies into video games and VR demonstrate that the impact of actions in virtual worlds transfer into the physical worlds to influence (later) attitudes and behaviors. Thus, how these experiences may be potentially harnessed for social change is a compelling and open consideration, as are side-effects of such interventions on vulnerable groups. The current manuscript summarizes emerging research perspectives (as well as their limitations) to offer insight into the potential for interactive media violence to protect against real-world violence victimization and perpetration.


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