4. Violence in Media Flashcards

1
Q

problems with violence definition

A

-can lead to discrepancies-

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2
Q

original definition and issues

A
  • “any act or threat of physical force against the self or others”
    • TOO BROAD
    • Includes accidents, natural disasters, etc.
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3
Q

recent definitions and issues?

A
  • “any act or threat intended to cause physical harm”
    • Non-physical harm?
  • “acts that (intentionally) lead to physical or physical harm”
    • Even with this definition, it may vary!
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4
Q

what is the most studied form of media violence

A

tv and movies (60% TV contain violence (4-6 acts per hour))

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5
Q

how much violence in children’s tv?

A

approx. 69%

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6
Q

how much violence in movies?

A
  • 90% incl. some violence
  • G-rated—10min. total

DATED RESEARCH (1990s) — no recent research

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7
Q

when and what was the first violent video game

A

space wars (1962)

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8
Q

when was the first video game panic?

A

1976 (death race–pulled from shelves

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9
Q

define aggression

A

typically seen as broader than violence

“Any action intended to cause harm” (can vary in severity)

Kick someone’s leg lightly vs. kicking someone’s leg to hurt them

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10
Q

3 categories of aggression

A
  1. physical (direct harm)
  2. verbal (direct harm)
  3. relational (direct or indirect)
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11
Q

relational violence?

A

harm to social relationships—directly to them or through another source ie: posting about someone online

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12
Q

Factors that impact the likelihood of acting aggressively (4)

A
  1. Aggressive emotions
  2. Aggressive traits
  3. Physiological factors
  4. Aggressive thoughts
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13
Q

Catharsis theory

A

IDEA: violent impulses can be “purged” through consuming violent media

Very little evidence in support of this.

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14
Q

Social Learning Theory (bandura bobo doll)

A

IDEA: observational learning
- Impacted by reinforcements and punishments

Argument in media:

  • We are constantly shown violence leading to imitations
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15
Q

when is imitation most likely to occur? (2)

A
  1. rewarded
  2. no consequences (tacit (unspoken) reinforcement) – Nobody is telling you it’s bad, we might think it’s still okay
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16
Q

personal factors in motivation?

A

interest, attention, motivation, and self-efficacy

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17
Q

Script Theory

A

💡 Personal “screenplays” of what is expected

Shaped through experience and observational learning
- Used to guide behaviour

IDEA: kids engaging in violent media use this to build a violent script

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18
Q

Priming Theory

A

IDEA: Violent stimuli activates violent thoughts → “primes” other related thoughts

After playing video games, more likely to fill in letters to complete violent words (C_T = CAT or CUT)

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19
Q

Excitation Theory

A

IDEA: consuming violent media leads to arousal

  • Arousal may be interpreted as anger
  • Leads them to be more likely to act aggressively
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20
Q

Desensitization Theory

A

repeated exposure to media violence leads to a lessened emotional reaction

  • Leads to lower reactions to violence IRL
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21
Q

💡 How can desensitization and excitation theory both be true?

A
  • Hypothesis: they work on different time scales
    • First viewing = arousal
    • Repeated viewing = desensitization
22
Q

what is the correlation b/w violent tv and aggression

A

MOST studies show a positive correlation (mostly done on boys)

23
Q

what does exposure to tv violence predict

A
  1. willingness to use violence
  2. perceived effectiveness of violence
24
Q

exposure to wrestling predict?

A
  1. having tries to hurt someone with a weapon
  2. having been in a fight with date/romantic partner
25
Q

what is the + correlation between video game violence?

A

lower empathy, positive attitudes towards violence

26
Q

longitudinal studies and violent tv?

A

measured violent tv viewing for 2 years and asked other kids to report aggressive behaviour (more accurate) – 15 years later collected self-report and asked close friends/criminal records

27
Q

results of longitudinal?

A

violent tv consumption DID predict aggressive behaviour BUT not strong (but, consistent and stable)

28
Q

which group more likely to have criminal conviction

A

males with high violent viewing (NO FEMALES)

29
Q

does violent behaviour as a kid predict violent tv watching later?

A

no lol

30
Q

downward spiral model

A

We consume violent media makes us more aggressive which causes us to want to consume more violent media and etc.
- Compounding effect leading to criminal convictions

31
Q

results of most experimental studies?

A

those who watch TV violence are more likely to demonstrate aggressive cognitions/behaviours

32
Q

video game violence

A

stdy inkids (9-12) and adults (17-29)
play violent or non video game and blast a noise

RESULTS
both groups -> louder noise when violent game

33
Q

violent behaviour study in 11-14

A

exposed to indirect and direct violence
- more likely to give negative rating to researcher when exposed to violence

34
Q

NOT ALL STUDIES

A

8-12yrs = no difference in aggression after playing violent video game

35
Q

results of meta-analysis

A

small-moderate effects: ~2-10% of aggressive behaviour MIGHT BE explained by violent media consumption

36
Q

factors of the consumer (5)

A
  1. gender
  2. culture
  3. personality and mental state
  4. age
  5. identification with characters
37
Q

explain gender factor

A
  • larger effects of media violence for boys
  • gender effects = less common in recent studies (gender role shifts? gender schema? flaws in older study methodologies?)
38
Q

problems with studies in violent media

A

most only focus on boys

39
Q

culture?

A

Cultural differences in aggression
- Lowest amount of gun deaths = highest video game revenue
- In all samples, violent video game play correlated with and predicts video game play months later
- Aggression manifests differently across cultures

40
Q

Personality & Mental State?

A

INDIVIDUAL DIFFERENCES

Personality:
- Highly aggressive individuals more likely to seek out violent media
- May also be more impacted

Mental State:
- More likely to behave aggressively after exposure to media violence when feeling angry or frustrated

41
Q

Age?

A

Hard to study**
- Measuring differences in violent media across age groups?
- But u can’t study the same game across age groups…

Usually find mixed evidence

42
Q

who is most impacted by violent video games

A

Tendency for early childhood to be the most impacted -> 5 and younger

  • WHY? Reality vs. fantasy? Underlying story? (kids might not understand the narrative and only focus on the violence)
43
Q

Identification with characters?

A

More likely to imitate when the identity is similar
- Designing a personalized avatar = showed more aggression

44
Q

wishful identification findings

A
  • When wishful identification is low = no difference
  • Wishful identification high = large difference
45
Q

factors of the media (4)

A
  1. contextual features of violence
  2. social context
  3. medium itself
  4. social media
46
Q

Contextual features of the violence?

A

Factors leading to imitation:

  • Perpetrators are appealing (“glamourized violence”) (Attractive, powerful, high status)
  • Violence is rewarded or unpunished
  • Violence has no consequences to the victim
  • Violence is justified
  • Violence is realistic
47
Q

how were contextual features measured?

A

Adults were more aggressive after playing Doom 3 vs. Classic Doom (Same type of game but more realistic)

48
Q

The social context?

A

With video games in particular, many are now designed to be played collaboratively (MMOG)

49
Q

which % ????

A

60-80 are collaborative online social games
- While they may contain violence, also have aspects of prosociality → working together, sharing

50
Q

The medium itself?

A
  • Hard to directly compare!
  • Studies comparing playing video games vs watching play → more effect of playing
  • But, meta analyses tend to find a larger effect size from TV violence vs video games?
51
Q

Violence in social media?

A

Cyberbullying, hate speech, live-streaming violence, etc.?