JMC 1100 1st Edition Lecture 16 Media Uses and Effects Violence in the Media 2 Media Today I II New Take on Cinderella Josh Groban s gay rumors a Media enjoy the out game b Subtle Media Messages i Bigger issue about Men s Emotional Freedom ii Lack can be deadly 3 was social learning works 1 Observational Learning learn unfamiliar behavior by watching it in media a Example Pitch Perfect shower scene 2 Inhibitory Effects Seeing behaviors punished in the media teaches us to not model those behaviors ex Criminals arrested a But can extend to social issues you need to look and act a certain way for people to like you 3 Disinhibitory Effects negative behavior is rewarded and makes us more likely to model a Alcoholics considered fun people b No discussion about real results of alcoholism TV creates anti social behavior I Concern kids are watching more and more television Does it impact their behavior a Sample 11 000 children born in 2000 2002 b Mothers completed survey when kids were 5 and 7 i On how well adjusted kids were and how much time spent watching TV or playing computer electronic games II Finding 15 of 5 year olds watched TV and 3 played games three or more hours per day a Researches statistically controlled parenting and family dynamics b Finding watching more than three hours of TV per day was associated with a small increase in anti social behavior Violent Media Violent Society I II III Bobo Dolls aren t the only issue in the debate Point 1 adults who were spanked as children more likely to use violence to get what they want Point 2 Could video games support pre existing attitudes and behaviors or serve as a release from them Are the effects of violence in the watching or the doing These notes represent a detailed interpretation of the professor s lecture GradeBuddy is best used as a supplement to your own notes not as a substitute I We are seeing continued increase in people playing video games a Video games reward or punish players for certain behaviors b Some games do both at the same time How we study video games II Players randomly assigned to Pro Social or violent video games a Pro Social positive behaviors that help society b Pro social Games helping behavior empathy c Violent games approval of aggression and hostility III Surveys and experiments with fifth graders seventh graders and college students from three different countries Result 1 Games have little effect I No connection between game and reality or efficacy difficult for a player to model the behavior because technology in violent video games is not readily available II Players can differentiate between games and reality a But violent and pro social games affect how we view the world But other results show I Violent games have been associated with 1 Increase aggressive behavior and thoughts 2 Increase psychological arousal a Triggers flight or fight 3 Decrease pro social behavior a Desire to care about or help others lessened II These are found even in non aggressive people who view them for a short time a From the American psychological association Counter argument to results III Mood management theory people chose media to fit their current mood with the goal of improving it IV Key players use games to gain control over a virtual world to avoid feelings of helplessness in current life a One study found it helps alleviate depression and curb hostility Problem Causality I Uhlmann and Swanson Violent video game play makes players feel more aggressive II But aggressive feelings don t always lead to aggressive actions III Most players end up taking out aggression in games instead of random shootings Conclusion I II III Social learning works in three ways Violent content of TV and Video does have an effect on user s aggression No proven causality yet between video game aggression and real life aggressive actions
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