Violent Media Content and Effects

Author(s):  
Robert Busching ◽  
Johnie J. Allen ◽  
Craig A. Anderson

In our modern age, electronic media usage is prevalent in almost every part of the world. People are more connected than ever before with easy access to highly portable devices (e.g., laptops, smartphones, and tablets) that allow for media consumption at any time of day. Unfortunately, the presence of violence in electronic media content is almost as prevalent as the media itself. Violence can be found in music, television shows, video games, and even YouTube videos. Content analyses have shown that nearly all media contain violence, irrespective of age rating (Linder & Gentile, 2009; Thompson & Haninger, 2001; Thompson, Tepichin, & Haninger, 2006; Yokota & Thompson, 2000). It is therefore important to ask: What are the consequences of pervasive exposure to screen violence? One consequence of media violence exposure, hotly debated by some in the general public, is increased aggressive behavior. This relationship was investigated in many studies using experimental, longitudinal, or cross-sectional design. These studies are summarized in meta-analyses, which support the notion that media violence increase the likelihood of acting aggressively. This link can be explained by an increase in aggressive thoughts, a more hostile perception of the environment, and less empathic reaction to victims of aggressive behavior. However, the often debated notion that media violence allows one to vent off steam, leading to a reduced likelihood of aggressive behavior, has failed to receive empirical support. The effect of media violence is not limited to aggressive behavior; as a consequence of violent media usage attentional problems arise and prosocial behavior decreases.

2014 ◽  
Vol 19 (1) ◽  
pp. 47-55 ◽  
Author(s):  
Brad J. Bushman ◽  
L. Rowell Huesmann

In this commentary, we first analyze Elson and Ferguson’s (2013) attempt to offer a theory that would explain why exposure to family, community, school, and media violence could be related to increased aggression, but not cause such aggression. We conclude that the “new” theory they offer is not very “new.” It differs from dominant social learning theories only in its claim that the relation between exposure to violence and aggression is almost entirely due to people who are genetically or biologically predisposed to be aggressive also exposing themselves to more violence. We show this assertion is strongly contradicted by existing experimental and longitudinal data. We also show that Elson and Ferguson’s so-called “exhaustive review” of empirical data on the topic is seriously flawed; that their claim that effect sizes are trivial is not supported by the math; and that their claim that scholars who believe that violent video games cause aggression are an “extreme” group in a divided field is contradicted by surveys that show the vast majority of researchers believe violent video games increase aggression. We point out that their claim that scholars who believe in media violence effects are having a “moral panic” has no theoretical or empirical support, whereas the contrasting argument that researchers who produce violent media themselves, or use it extensively, are biased by the force of cognitive consistency and experience a “reactance” of “regulatory panic” does have support from psychological theory.


Societies ◽  
2014 ◽  
Vol 4 (1) ◽  
pp. 105-124 ◽  
Author(s):  
Thomas Mößle ◽  
Sören Kliem ◽  
Florian Rehbein

2007 ◽  
Vol 16 (4) ◽  
pp. 178-182 ◽  
Author(s):  
Nicholas L. Carnagey ◽  
Craig A. Anderson ◽  
Bruce D. Bartholow

Decades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology.


2003 ◽  
Vol 30 (6) ◽  
pp. 713-736 ◽  
Author(s):  
Michael D. Slater ◽  
Kimberly L. Henry ◽  
Randall C. Swaim ◽  
Lori L. Anderson
Keyword(s):  

2022 ◽  
Vol 12 ◽  
Author(s):  
Xueyun Zeng ◽  
Xuening Xu ◽  
Yenchun Jim Wu

Application of artificial intelligence is accelerating the digital transformation of enterprises, and digital content optimization is crucial to take the users' attention in social media usage. The purpose of this work is to demonstrate how social media content reaches and impresses more users. Using a sample of 345 articles released by Chinese small and medium-sized enterprises (SMEs) on their official WeChat accounts, we employ the self-determination theory to analyze the effects of content optimization strategies on social media visibility. It is found that articles with enterprise-related information optimized for content related to users' psychological needs (heart-based content optimization, mind-based content optimization, and knowledge-based content optimization) achieved higher visibility than that of sheer enterprise-related information, whereas the enterprise-related information embedded with material incentive (benefits-based content optimization) brings lower visibility. The results confirm the positive effect of psychological needs on the diffusion of enterprise-related information, and provide guidance for SMEs to apply artificial intelligence technology to social media practice.


Author(s):  
Laura Louise Nicklin ◽  
Emma Swain ◽  
Joanne Lloyd

While there has been extensive research into consumption of “traditional” forms of explicit sexual and violent media (within pornography, videogames and movies), the informal exchange and viewing of explicit real-world violent and sexual content via social media is an under-investigated and potentially problematic behaviour. The current study used an online survey (n = 225: 169f, 55m, 1x, mean age 30.61 (SD 12.03)) to explore self-reported reactions to unsolicited explicit violent and sexual content that participants had received from friends or contacts. In line with our predictions based on previous studies of fictional explicit content, we found effects of both gender and prior exposure on these reactions. Specifically, females rated both sexual and violent explicit content as significantly less funny and exciting and more disturbing than males did. Amongst males, those with high previous exposure rated violent content as more exciting than those with lower or no prior experience. Regardless of gender, participants with higher exposure to sexual content rated it as funnier than those with mild or no exposure, and those with higher exposure to violent content rated it as more amusing and more exciting. However, contrary to what desensitization theories would predict, prior exposure did not attenuate how disturbing explicit content (of either a sexual or a violent nature) was rated. Multiple avenues for further investigation emerged from this preliminary cross-sectional study, and we suggest priorities for further qualitative or longitudinal work on this novel topic.


Author(s):  
Fumie Horiuchi ◽  
Yasunori Oka ◽  
Kentaro Kawabe ◽  
Shu-ichi Ueno

Children are increasingly exposed to electronic media, which can potentially influence their sleep habits. However, few studies have investigated the effects of children’s life patterns on sleep habits and electronic media usage. This study investigated the differences in sleep habits and electronic media usage between 18- and 42-month-old children attending nursery schools, kindergartens, or staying at home, and respectively enrolled 183 (boys, n = 93; girls, n = 90) and 215 (boys, n = 104; girls, n = 111) 18- and 42-month-old children who underwent health check-ups. We found that 18-month-old children attending nursery school had significantly earlier wake times on weekdays and shorter sleep durations on weekends than children who stayed at home despite no differences in electronic media usage. There were no differences in sleep duration among 42-month-old children attending nursery schools, kindergartens, or staying at home; however, kindergarteners demonstrated a higher use of portable and home video games. Different life patterns affect electronic media usage in preschool children, especially those attending kindergarten. Particular attention should be paid to the higher usage of electronic media devices by kindergarteners, although they had the same sleep duration, as did other preschool children.


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