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Effects of Media Violence

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Title: Effects of Media Violence


1
Effects of Media Violence
  • Wong Renhao
  • Graham Choo
  • Heng Hailee
  • Kenny Yeo
  • Roshni Rawla
  • Hans Yamin

2
It seems to be an inevitable human reaction
to search for a cause for everything, to find
something responsible (be it to be blamed on or
to be used as an excuse) for any
happenings.Throughout the entire history of
humanity, for as long as humans have roamed this
earth, violence has been a part of our daily
activities. It has been prevalent since the days
media had not even existed, and yet today the
mass media is being blamed for promoting
violence. As we walk into an era where humans
have become (and are still becoming) more and
more dependent on the mass media, it seems to
have become a consensus among people that the
mass media indeed carries an inalienable impact
on violence in our society today. In this
paper, we would uncover more about the
relationship between media and violence, and
discover the real truth behind it.
3
The Copycat Phenomenon
  • Imitation of exact behaviors depicted in the
    media
  • The Doomsday Flight (1966)
  • Altitude bomb (5000 feet above sea level)
  • The Burning Bed (1984)
  • An estranged housewife murdering her husband
    while he slept

4
The Copycat Phenomenon
  • MTVs Jackass
  • The fire stunt
  • The World Wrestling Federation
  • Children have died, imitating wrestling moves on
    each other
  • As many as 1/3 of convicted male felonies admit
    to copycatting crimes (Centerwall, 1992)

Lionel Tate
5
The Copycat Phenomenon
  • Are the murder and mayhem on television really to
    blame for the increased violence in society?

6
Statistics
  • The presence of violent content on television
  • ? in ownership of television sets from 1/10 homes
    having 1 (1950) to 1/10 homes NOT having 1 (1960)
  • The average child spends gt3 hrs each day in front
    of the tube (Minow, 1996)
  • According to the APA, the typical child will view
    gt8,000 murders and over 100,000 acts of TV
    violence in the course of a lifetime

7
Statistics
  • BUT these studies have nothing to say about how
    the violence may be affecting people
  • Content ? effect
  • Humans react differently to media messages

8
Research Studies
  • The causal link between viewing violence and
    behaving aggressively

9
Research Studies
  • Albert Banduras social learning theory
  • Emphasized the importance of rewards and
    punishments
  • 2 groups of children watched 2 different videos
  • Video 1 The leading characters acted
    aggressively and received rewards for his actions
  • Video 2 The leading characters acted
    aggressively and received punishment for his
    actions
  • The children played in the room and their actions
    were monitored
  • 2 findings
  • Children who saw aggressive behavior rewarded
    were more likely to imitate the aggression
  • The effects emerged most strongly for boys
    (predisposition to behave more aggressively)

10
Research Studies
  • BUT not every child who saw the aggression being
    rewarded behaved aggressively after the video

11
Research Studies
  • Leonard Eron and Rowell Huesmanns long term
    studies
  • Studied over 800 children under the age of 10,
    during the 1960s
  • Tendency for children who watched higher levels
    of TV violence to have higher scores on the
    ratings of aggressive behavior

12
Research Studies
  • BUT there is no way to tell which came first
    the TV viewing or the aggressive behavior?

13
Research Studies
  • Leonard Eron and Rowell Huesmanns long term
    studies
  • Longitudinal investigation (2003) that followed
    children into adulthood
  • Boys and girls in the upper 20 on TV viewing
    were significantly higher on the measures of
    adult aggression

14
Research Studies
  • BUT not every child who watched large amounts of
    TV violence ended up getting involved in crimes
  • Was childhood viewing a causal factor in the
    later commission of crimes?
  • Research potentially links media violence with
    real-life violence

15
Research Studies
  • Brandon Centerwalls research
  • ? in U.S. crime statistics from 3 homicides per
    100,000 people (1945 Just before TV emerged) to
    6 (1974)
  • Claimed that TV was the major culprit in the rise
    of homicides

16
Research Studies
  • Brandon Centerwalls research
  • But the homicide rate in South Africa dropped by
    7 from 1945 1974
  • As a result of a ban on TV
  • When the ban was lifted in 1974, the murder rate
    i ? by 56 by 1983
  • If we adopt a conservative estimate, the numbers
    still have to be taken seriously

17
Research Studies
  • Seymour Feshbachs Catharsis Hypothesis
  • Viewing TV violence could be therapeutic for a
    person filled with anger
  • Catharsis To cleanse or purge to get rid of
  • Media violence was actually a ve thing

18
Research Studies
  • Seymour Feshbachs Catharsis Hypothesis
  • The detention facility for boys experiment
  • Nonviolent TV diet vs. violent TV diet for
    several weeks
  • The boys who had watched TV violence behaved less
    aggressively
  • BUT we should be slow to arrive at definitive
    conclusions from any single study
  • Only demonstrated that people will act more
    violently if they cant watch their favorite TV
    programs than if they can watch them

19
Research Studies
  • Leonard Berkowitz and associates priming
    analysis
  • Angry people and media violence make for volatile
    mix
  • Offered the explanation of the facilitating /
    priming effect of media violence
  • Understood in terms of association
  • Process whereby one thing you think about reminds
    you of other thins in your mind that you
    associate with the first thing

20
Research Studies
  • Leonard Berkowitz and associates priming
    analysis
  • 3 findings
  • Violence can prime thoughts that are related to
    hostility
  • Media violence might prime thoughts that lead one
    to believe that aggressive behavior might be
    warranted in certain situations and might bring
    about certain benefits
  • Media violence might prime action tendencies that
    cause people to be more inclined to act violently

21
Desensitization
22
Desensitization
  • making us numb to violence in real life so that
    we dont react to it as we should if we had never
    seen it on the screen

23
Evidence
  • Anecdotal
  • Research

24
Anecdotal Evidence
  • sequels have more violence than previous movie
  • Increased violence to give viewers who have seen
    the previous movie heightened emotional charge
  • There is no easy way to go backwards
  • Ever-increasing level of violence

25
Evidence from Research
  • Ronald Drabman and Margaret Thomas
  • Children watch violent/non-violent film
  • Asked children to watch TV monitor to observe
    children interacting in another room while
    researcher went to adjacent room, to report if
    there was any trouble
  • Monitor was actually playing video of children
    fighting
  • Children who watched violent video were far less
    likely than other children to actually make an
    attempt to notify the experimenter about the
    fight that they observed on the monitor

26
Funny Violence
  • From the concept of desensitization
  • Viewers experience desensitization particularly
    when the violence is in a comical context
  • Effects of funny violence gt Effects of regular
    violence?

27
Funny Violence
  • Family Guy A Case Study

28
Family Guy
  • 9 clips from Best of compilation videos, 1
    standalone clip
  • Played in ascending order of level of (funny)
    violence

29
Trend of Increasing Violence
  • Best of Stewie
  • 4 violent clips
  • Average Level of Violence 3
  • Best of Stewie 2
  • 8 violent clips
  • Average Level of Violence 3
  • Best of Stewie 3
  • 9 violent clips
  • Average Level of Violence 3.78

30
Games Violent Games
31
Living with violent games
  • Plenty of violent games in the market
  • Guns, machine guns, bombs and all sorts of
    weapons
  • Realistic
  • Technology improves, game graphics improves as
    well
  • Close to life-like.

32
Violence
  • Grand Theft Auto
  • Counter-Strike
  • Evil Dead
  • all are rated Mature(M) blood and gore

33
Banned
  • Because they are too violent
  • In 2000, Singapore banned a PC game, Half-Life
  • Parents supported the act because they see these
    sort of game as a bad influence. (Marcus Yam,
    2000)

34
Columbine Massacre
  • Littleton, Colorado, 1999
  • Eric Harris and Dylan Klebold
  • Fans of Doom
  • Playing violent games
  • Aggressive behavior?

35
Professional Opinions
  • Lt. Col. Dave Grossman, 2000s
  • Author of a book about killing
  • The urge to kill is unnatural
  • Convinced that violent gaming is the cause
  • AVIDS (acquired violence immune deficiency
    syndrome)

36
Coincidently
  • 50 years ago, Dr. Frederic Wertham, a
    psychiatrist wrote a book on harmful effects of
    comics
  • Very much like Grossman
  • Perhaps in the 1950s, comics were the most
    popular entertainment
  • Thus the only bad influence.

37
Researchers Nicola Schutte and colleagues (1988)
  • Targets Children 5-7 years old
  • Karateka (violent) vs. Jungle Hunt (non-violent)
  • Result Kids who played Karateka showed
    aggressive behavior towards other kids. Jungle
    Hunt kids were more gentle at play.

38
Researchers Craig Anderson and Catherine Ford
  • Targets College students
  • Zaxxon (high-aggression) vs. Centipede
    (mild-aggression).
  • Result Students were asked to check off words
    that describe their feelings. Zaxxon players felt
    hostile, Centipede players were less hostile.
    Control group least hostile.

39
Researchers Karen Dill and Craig Anderson
  • Targets College students
  • 1st study Students habits of playing video
    games vs. aggressive delinquent. Measurement of
    trait of aggression.
  • 2nd study Wolfenstein 3D (violent game) vs.
    Myst (non-violent game) Both games generate the
    same amount of physiological arousal. After that,
    all students play a reaction game which they did
    not know it is part of the study. Winners get to
    blast the losers.
  • Result
  • 1st study Violent games players have been
    involved in more aggressive delinquents and those
    who played are more aggressive according to the
    trait of aggressive.
  • 2nd study Students who played the Wolf 3D tend
    to blast their opponents louder and louder.

40
Researcher Ron Tamborini
  • Some guys played violent games, observers were
    placed beside them.
  • Result Players were more hostile after the game,
    compared to the observers.

41
Researcher John Sherry
  • Meta-analysis
  • Result Significant effect of video game play on
    aggression, however, the effect found was smaller
    than violent TV on aggression.
  • Meta-analysis is the combination of the results
    of several studies that address a set of related
    research hypotheses. In short, meta-analysis is
    the studies with small sample sizes analyzing
    the results from a group of studies can allow
    more accurate data analysis.

42
(No Transcript)
43
IRL (In Real Life)
44
2005s Top 10 Most Violent Games
  • Resident Evil 4
  • Grand Theft Auto San Andreas
  • God of War
  • NARC
  • Killer 7
  • The Warriors
  • 50 Cent Bulletproof
  • Crime Life Gang Wars
  • Condemned Criminal Origins
  • True Crime New York City
  • (Family Media Guide, 2005)

45
Grand Theft Auto
  • Game-play revolves around gang warfare
  • Heavily influenced by gangster films (Scarface,
    Miami Vice, Boyz N the Hood)
  • Free-form sandbox play
  • Steal
  • Rob
  • Kill
  • Mass destruction

46
Case 1
  • Shylo Kujawski caught stealing a car
  • History of convictions
  • Hardcore GTA fan (tattoo on the back)
  • Is he really influenced by
  • the game?
  • Recidivism mental or crime
  • issue?
  • (Gamespot, 2006)

47
Case 2
  • William and Joshua Buckner
  • Shot at cars with .22 caliber rifle
  • They told the police who arrested them that they
    were bored, and decided to mimic their favorite
    videogame, Grand Theft Auto
  • Blame Game (Other issues to consider)
  • Access to firearms
  • Massive sales around the world
  • Or perhaps the answer to the perennial problem
    of delinquent teenagers dropping bricks from
    motorway and railway bridges is to sue the
    creators of Tetris.
  • (The Register, 2003)

48
Case 3
  • Devin Moore, 18
  • Killed 2 police-men and 1 dispatcher
  • Sentenced to death by lethal injection in 2005
  • Life is a videogame. Everybodys got to die
    sometime.
  • Again, an isolated case in the US
  • In the 50s, comic books were blamed for juvenile
    delinquency (scapegoatism)
  • Retailers selling games to minors.
  • David Walsh, child psychologist, believes that
    teenage brains are wired differently.
  • (Fox News, 2005)

49
Media Violence- MOVIES
  • In a crowded marketplace, where everyone is
    trying to be heard and where there's an amazing
    number of choices, the loudest, coarsest, most
    shocking voice does tend to be the one that at
    least grabs your attention for a
    moment.(Seabrook, J.,2001)

50
Top 10 Most Violent Movies
  • 1) Taxi Driver
  • 2) Blood Simple
  • 3) Natural Born Killers
  • 4) A Clockwork Orange
  • 5) Blood In Blood Out
  • 6) True Romance
  • 7) Fight Club
  • 8) Gang Related
  • 9) The Shield
  • 10) Hannibal

51
Did You Know?
  • When Hollywood Movies Producers make a sequel
    to a violent movie, they pack it up with more
    violence than they did the original film.

52
Interesting Facts
  • RoboCop featured 32
  • bodies
  • RoboCop 2 featured 81!
  • Similarly,
  • Die Hard 2 264 deaths
  • Rambo 3 106 deaths
  • Total Recall 74 deaths!

53
Action Sells
  • Action Movies
  • Dont require complex plots or characters
  • Rely on fights, killings, special effects and
    explosions to hold their audiences
  • Theyre simple and universally understood
  • Short-on-dialogue, high-on-testosterone" makes
    their dubbing or translation relatively
    inexpensive

54
Desensitization to Movie Violence
  • The level of violence in popular media is both
    hard to miss and easy to ignore. Studies have
    shown excessive exposure can result in
  • - Violence desensitization and lower levels of
    empathy toward others
  • - Increased levels of fear due to perceiving the
    world as violent
  • - Acceptance of violence as a way of settling
    conflict
  • - Higher tolerance and threshold of violence
    leading to a desire to experience more violence
    in both movies and real life.

55
Effects of Violence in Movies
  • Some violent movies may result in
  • Increased Aggression
  • Increased Crime
  • Influence and Effect
  • Cognition
  • Create Hostile Feelings

56
Movie Ratings
  • G- General Audiences
  • PG- Parental Guidance
  • R- Restricted
  • A movie is strongly
  • violent if it has a rating
  • of 8 or above (Hannibal),
  • and mildly violent if it has
  • a rating of 5 to 7 (Spider-Man).

57
WARNINGS
  • VIOLENT KILLING SCENES IN THIS MOVIE?MAY DIRECTLY
    OR INDIRECTLY CONTRIBUTE TO?THE INSIDENCE OF
    VIOLENCE.?
  • VIEWER DISRETION IS ADVISED.

58
VIDEO URL
  • http//www.youtube.com/watch?vNL0SILzGs4g

59
Music
  • Music is another form of media people like to
    point finger on, with regard to the effects of
    media violence
  • Previously, the accusation mainly points mostly
    to underground extreme music, e.g. Hardcore,
    Punk, Metal
  • However, researchers and scientists were not able
    to find any solid evidence on this. (Columbine
    incident, remember?)
  • As of recently, we can also see Hip-hop (i.e.
    Gangsta Rap) becoming the new scapegoat

60
Music
  • It seems that the blame on Music is no longer
    just on the audio itself, but rather, music
    videos
  • A lot of researchers look into music videos and
    what kind of impacts it brings about on youths
    today, e.g. the relationship between sexually
    violent rock music videos and males acceptance
    of violence against women JS Lawrence, DJ
    Joyner. 1991
  • However, instead of proving the effect of music,
    such studies actually adds on to the fact that
    music itself do not really carry any harmful
    effects towards listeners, and that
    visual-oriented media are the ones really
    affecting people as far as violent behaviors are
    concerned

61
Conclusion
  • We have looked into the possible impacts of
    violent contents in different forms of media on
    people, be it TV, Music, Movies, Games, etc.
  • Each affects people differently in different
    degrees, and different individuals react to it
    differently as well
  • It seems that it may really affect people in
    certain ways, but cases discussed are still
    pretty much the minority, or idiosyncratic
  • Is media really that big an influence where
    violence is concerned?
  • people tend to point fingers on media alone when
    something happens, undermining the impact of long
    years of education we have had, as well as
    natural instinct and instilled integrity/morality
    that people may possess
  • There has got to be a better way in explaining
    violent behaviors in people, perhaps it is time
    to look away from the media and re-assess the
    whole thing with a fresh point of view
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