Violence

283 quotes found

"Violence, contrary to popular belief, is not part of the anarchist philosophy. It has repeatedly been pointed out by anarchist thinkers that the revolution can neither be won, nor the anarchist society established and maintained, by armed violence. Recourse to violence then is an indication of weakness, not of strength, and the revolution with the greatest possibilities of a successful outcome will undoubtedly be the one in which there is no violence, or in which violence is reduced to a minimum, for such a revolution would indicate the near unanimity of the population in the objectives of the revolution. … Violence as a means breeds violence; the cult of personalities as a means breeds dictators--big and small--and servile masses; government--even with the collaboration of socialists and anarchists--breeds more government. Surely then, freedom as a means breeds more freedom, possibly even the Free Society! To Those who say this condemns one to political sterility and the Ivory Tower our reply is that 'realism' and their 'circumstantialism' invariably lead to disaster. We believe there is something more real, more positive and more revolutionary to resisting war than in participation in it; that it is more civilised and more revolutionary to defend the right of a fascist to live than to support the Tribunals which have the legal power to shoot him; that it is more realistic to talk to the people from the gutter than from government benches; that in the long run it is more rewarding to influence minds by discussion than to mould them by coercion."

- Violence

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"It was Plato's contention that works of dramatic sensationalism encouraged men to be irrational or hysterical, to lose control of their feelings. These philosophers were writing of poetry and theater, not animated skin flicks. And the "feelings" they referred to were those you have in your heart, not the ones that rise in your loins. Regardless, this ancient sparring of theses is the foundation of a very modern debate. Does violent art and entertainment instill in each of us a greater need or desire for real violence? Or do such works offer a healthy, harmless, and periodic outlet for anti-social behavior, a play fantasy way to get all those messy impulses out of our system? The latter notion, referred to today as the Theory of Catharsis, was revived and popularized for the Media Age by Seymour Feshbach. His 1955 essay, "The Drive-Reducting Function of Fantasy Behavior," offered a fervent defense of television and movie violence, suggesting that such materials defuse latent aggression by placating viewers with small and safe doses of vicarious violence. In other words, those that occasionally stoke their own biological bloodlust with the power of make-believe are then less likely to take it out on the "real world." Sounds reasonably convincing, except a number of theories spring up afterwards that actively challenged Feshbach's finding. There was Leonard Berkowitz's Theory of Disinhibition, which stated, in affect, that violent media lessens our inhibitions about behaving aggressively and can also confuse our sense of what is or is not "aggressive behavior." This is somewhat related to the Theory of Desensitization, wherein prolonged exposure to fake violence conditions us to think of real violence as "normal" or "natural." And then there's Social Learning Theory,a.k.a. the hypothesis that since we all learn how to behave from observing others, watching dollops of violent media-especially at a young and impressionable age-teaches violence as an acceptable mode of interpersonal relations (Nancy Signorielli, Violence in the Media: A Reference Handbook, pp 16-22). Those last three, roundly summarized as the Anti-Violent Media theories, have gained a lot of traction in the last few decades. Catharsis, on the other hand, has been rather roundly dismissed by psychologists and cultural theorists alike. B.J. Bushman and L.R. Huesmann, two vocal proponents of the Disinhibition Theory rather brashly asserted that "there is not a thread of convincing scientific data" to support the Catharsis theory ("Effects of Televised Violence on Aggression," Handbook of Children and the Media, p. 236). What they meant, of course, is that controlled group studies of catharsis, the kind that virtually "proved" the Anti-Violent Media theories yielded no such accreditation from the medical or psychiatric community. As far as most of academia is concerned, catharsis just doesn't fly. And yet it still routinely pops up in the critical conversation, a few rogue theorists fighting the good fight on behalf of this (mostly) discredited theory. Most of those "successful" studies looked at same groups, tracking the various reactions of various individuals in a controlled environment. Few of them examined "real world" data. And almost none of them measured the effect's positive or' negative, of violent sexual media-"rough" pornography."

- Violence in media

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"Hentai won't transform a "normal" person into a slicing and dicing rapist, nor will it transform a disturbed sex offender into a health, productive member of society. This kind of stuff isn't an "On" or "Off" switch for deviant sexual behavior. It doesn't affect your actions so much as, potentially and quite harmfully, your attitudes. Its influence is insidious, subtle even. If there is, at last, a theory that explains the likely consequences of excessive hentai consumption, it is that of Cultivation. Developed in the late 1960s and early 1970s Larry Gross and George Gerbner's hotly debated social theory explores the long-term effects of modern media on the viewing public, on its general ideologies and given assumptions. Michael Morgan, who joined the Gross-Gerbner research team years later, summarizes the theory as such: Cultivation researchers have argued that these messages of power, dominance, segregation, and victimization cultivate relatively restrictive and intolerant views regarding personal morality and freedoms, women's roles, and minority rights. Rather than stimulating aggression, cultivation theory contends that heavy exposure to television violence cultivates insecurity, mistrust, and alienation, and a willingness to accept potentially repressive measures in the name of security, all of which strengthens and helps maintain the prevailing hierarchy of social power. ("Audience Research: Cultivation Analysis," The Museum of Broadcast Communications; emphasis mine) Hentai as a tool for status quo preservation? Might seem like a stretch, except that, in the lionization of manly power trips, these films cultivate gender identities as rigid as...well, as the pitched tents they inspire."

- Violence in media

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"Research on the effect that the media has on the public revolves around two interconnected issues. Does coverage of sensationalistic and violent crime create fear among the general public and does this fear influence criminal justice policy attitudes? Review of the research indicates that there are mixed results regarding the influence of the news media on creating an attitude of fear among the general public (Surette, 1998). In an early study, Gerbner et al (1980) hypothesized that heavy viewing of television violence leads to fear rather than aggression. Gerbner et al (1980) find that individuals who watch a large amount of television are more likely to feel a greater threat from crime, believe crime is more prevalent than statistics indicate, and take more precautions against crime. They find that crime portrayed on television is significantly more violent, random, and dangerous than crime in the "real" world. The researchers argue that viewers internalize these images and develop a "mean world view" or a scary image of reality. This view is characterized by "mistrust, cynicism, alienation, and perceptions of higher than average levels of threat of crime in society" (Surette, 1990:8). Further studies on the relationship between fear and television viewing indicate a direct and strong relationship (Barille, 1984; Bryant, Carveth and Brown, 1981; Hawkins and Pingree, 1980; Morgan, 1983; Williams, Zabrack and Joy, 1982, Weaver and Wakshlag, 1986). Conversely, Rice and Anderson (1990) find a weak, positive association between television viewing and fear of crime, alienation and distrust. However, multiple regression analysis fails to support the hypothesis that television viewing has a direct, substantial effect on fear of crime."

- Violence in media

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"A primary issue with the media’s inaccurate depiction of crime and the criminal justice system is that it socially constructs people’s perceptions about the nature of crime and how the criminal justice system works. Since most people rely on the media for their information about these topics, their perceptions about the system are skewed by this inaccurate information. Additionally, we know that people may act on their perceptions, such as by supporting certain crime and justice programs over others programs that do not fit with their perceptions, but which may be based on more accurate information. Several studies indicate that the images of crime and justice in the media impact the criminal justice system (Duwe, 2000; Hansen, 2001; Potter & Kappeler, 2006; Surette, 2007). For example, Hansen (2001) explains how news coverage of selected high profile juvenile crimes, in combination with coverage of drug and violent crimes in the 1980s and 1990s impacted the creation of get-tough policies for juvenile offenders (e.g., waivers to adult court, longer sentences, etc.).More specifically, the extant literature demonstrates that fictional crime dramas influence viewers’ attitudes towards the criminal justice system (Dowler, 2002; Kort-Butler & Sittner-Hartshorn, 2011), its actors (Dowler & Zawilski, 2007;Huey,2010),and increases fear of crime (Eschholz, Chiricos, & Gertz, 2003). One particular concern specific to fictional crime dramas, often referred to as the ‘CSI Effect,’ postulates viewers develop expectations for police and courtroom settings regarding the collection, evaluation, and presentation of physical evidence, including DNA evidence (Dowler, Fleming, & Muzzatti, 2006;Goodman-Delahunty & Tait,2006). Much of the general publics’ exposure to crime and the criminal justice system comes from fictional crime dramas. Since it is possible that the majority of people’s exposure to the criminal justice system is largely through crime fictional dramas, it is important to understand how the system, police specifically, are portrayed in these dramas."

- Violence in media

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""Entertaining reading has never harmed anyone. Men of good will, free men should be very grateful for one sentence in the statement made by Federal Judge John M. Woolsey when he lifted the ban on Ulysses. Judge Woolsey said, 'It is only with the normal person that the law is concerned.' May I repeat, he said, "It is only with the normal person that the law is concerned." Our American children are for the most part normal children. They are bright children, but those who want to prohibit comic magazines seem to see dirty, sneaky, perverted monsters who use the comics as a blueprint for action. Perverted little monsters are few and far between. They don't read comics. The chances are most of them are in schools for retarded children. What are we afraid of? Are we afraid of our own children? Do we forget that they are citizens, too, and entitled to select what to read or do? Do we think our children are so evil, so simple minded, that it takes a story of murder to set them to murder, a story of robbery to set them to robbery? Jimmy Walker once remarked that he never knew a girl to be ruined by a book. Nobody has ever been ruined by a comic." As has already been pointed out by previous testimony, a little healthy, normal child has never been made worse for reading comic magazines. The basic personality of a child is established before he reaches the age of comic-book reading. I don’t believe anything that has ever been written can make a child overaggressive or delinquent. The roots of such characteristics are much deeper. The truth is that delinquency is the product of real environment, in which the child lives and not of the fiction he reads. There are many problems that reach our children today. They are tied up with insecurity. No pill can cure them. No law will legislate them out of being. The problems are economic and social and they are complex. Our people need understanding; they need to have affection, decent homes, decent food. Do the comics encourage delinquency? Dr. David Abrahamsen has written: “Comic books do not lead into crime, although they have been widely blamed for it. I find comic books many times helpful for children in that through them they can get rid of many of their aggressions and harmful fantasies. I can never remember having seen one boy or girl who has committed a crime or who became neurotic or psychotic because he or she read comic books.”"

- Violence in media

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"A great deal of research has accumulated applying social learning theory to analyzing the impact of crime and violence in media and pop culture. Early studies (called the Payne Fund Studies) conducted in the 1930s found that many in a sample of 2,000 respondents were conscious of having directly imitated acts of violence they saw in films. This research spawned decades of controversy and research on the subject of media violence (Sparks & Sparks, 2002). A more recent study found that 25% of juvenile offenders got ideas about how to commit their crimes from popular culture (Surette, 2002). From the perspective of social learning theory, expectations and ideas are conveyed through television, film, music, computer games, and other forms of popular culture and are mimicked by youth in particular. Although there is some disagreement in the literature about whether or not media violence is criminogenic (crime producing) or cathartic (crime reducing) or both, a large and growing body of research suggests media violence triggers the occurrence of criminal behavior and shapes its form (Surette, 1998). Most of the studies on the effects of TV and computer game violence, however, have been conducted in laboratory settings and measured levels of aggression in response to violent stimuli (rather than actual criminal behavior), which is problematic for drawing conclusions. Beyond anecdotal accounts of media-mediated violence, little empirical research supports a direct criminalizing effect of violent media. Findings suggest that media depictions of violence are more likely to shape criminal behavior than trigger it (Surette, 1998). People already inclined to commit a crime get ideas about how to commit the crime from media images, but few otherwise law-abiding citizens will be influenced by media to commit a crime. On the other hand, compelling case study evidence suggests that the behavior of small group of “media junkies” may be unduly influenced by media violence though the potential for violent media to trigger criminal behavior is very small."

- Violence in media

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"The concern that violent video games may promote aggression or reduce empathy in its players is pervasive and given the popularity of these games their psychological impact is an urgent issue for society at large. Contrary to the custom, this topic has also been passionately debated in the scientific literature. One research camp has strongly argued that violent video games increase aggression in its players , whereas the other camp repeatedly concluded that the effects are minimal at best, if not absent. Importantly, it appears that these fundamental inconsistencies cannot be attributed to differences in research methodology since even meta-analyses, with the goal to integrate the results of all prior studies on the topic of aggression caused by video games led to disparate conclusions. These meta-analyses had a strong focus on children, and one of them reported a marginal age effect suggesting that children might be even more susceptible to violent video game effects. At present, almost all experimental studies targeting the effects of violent video games on aggression and/or empathy focussed on the effects of short-term video gameplay. In these studies the duration for which participants were instructed to play the games ranged from 4 min to maximally 2 h (mean = 22 min, median = 15 min, when considering all experimental studies reviewed in two of the recent major meta-analyses in the field) and most frequently the effects of video gaming have been tested directly after gameplay."

- Violence in media

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"Taken together, the findings of the present study show that an extensive game intervention over the course of 2 months did not reveal any specific changes in aggression, empathy, interpersonal competencies, impulsivity-related constructs, depressivity, anxiety or executive control functions; neither in comparison to an active control group that played a non-violent video game nor to a passive control group. We observed no effects when comparing a baseline and a post-training assessment, nor when focussing on more long-term effects between baseline and a follow-up interval 2 months after the participants stopped training. To our knowledge, the present study employed the most comprehensive test battery spanning a multitude of domains in which changes due to violent video games may have been expected. Therefore the present results provide strong evidence against the frequently debated negative effects of playing violent video games. This debate has mostly been informed by studies showing short-term effects of violent video games when tests were administered immediately after a short playtime of a few minutes; effects that may in large be caused by short-lived priming effects that vanish after minutes. The presented results will therefore help to communicate a more realistic scientific perspective of the real-life effects of violent video gaming. However, future research is needed to demonstrate the absence of effects of violent video gameplay in children."

- Violence in media

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"Originally, studies on violence in the cinema were connected to particular genres or filmmakers. This scholarship often investigated the patterns and tropes of violence as it was identified with genres, such as the western, the gangster film, and horror—or filmmakers such as Sam Peckinpah or Arthur Penn. In the late 1990s and early 2000s, however, there was a wave of new scholarship on violence in the cinema that often focused on how the form of violence created meaning. And since then, there has been steady publication of new scholarship every year investigating violence in the cinema. This bibliography is organized to represent the different paths of investigation that scholars have taken. A certain segment of the scholarship is still concerned with figuring out the relationship of violent spectacle to the narrative structure, while others investigate how violence impacts racial or gender identities. Still other scholarship considers the aesthetic qualities of violence in “ultraviolence,” specifically depicted in war films and apocalyptic films. Recent scholarship has also been addressing the rise in a new abundance of torture scenes in film often linking them to post-9/11 fears and issues. This contemporary scholarship has also led to some reinvestigations of genre, the Production Code, and various filmmakers associated with violence, all interpreted through this new lens concerning the aesthetics and structural impact of violence itself."

- Violence in media

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"2) Graphic images of abortion have saved lives. One example is a letter I have from Violet Sherringford of New Jersey, who went to an abortion facility and found pro-life protesters there. "The posters they displayed, though very graphic, did succeed in bringing me back to reality and in conveying the horrible mutilation and dismemberment inflicted on the unborn child.... I decided to have the baby. It was the best decision I ever will make." 3) We use graphic images to save lives from other kinds of violence - I've seen graphic drawing by first and second graders accompanied by the words "Drugs Kill"." I've seen smashed cars put on public display with the sign, "Drunk Driving Kills." The LA Times 7/8/95 reported an effort at Jefferson High School to stop street violence. Freshmen were shown slide after slide of victims blown apart by bullets. The anti-war movement in America was given momentum in the early '70's by a famous photo of a napalmed girl. Efforts to save the starving have been spurred on by images of malnourished children. The examples can go on and on. 4) The fact that the use of such images is disturbing does not mean such use is wrong. The free-speech rights guaranteed under the First Amendment apply even to speech which is disturbing, as the Supreme Court has repeatedly upheld (see The Right to Protest, ACLU: Gora et al .). Such disturbance is part of the price we pay for freedom. People might also be disturbed, annoyed, and upset by the blaring sirens of an ambulance rushing through the neighborhood. Yet the noise serves a purpose: People's lives are at stake, and the ambulance must be given the right of way. 5) I too am concerned about little children who see graphic images. I am also concerned about the littler children those images depict. The key factor that will make the difference in how children react to seeing anything disturbing is the role of their parents, who are present in a loving and comforting way, answering their questions and calming their fears. But to say that the presence of children in a neighborhood forbids the use of graphic images leads to an absurd conclusion, for what neighborhoods have no children? Is free speech to be limited to adult-only communities? And even then, what is to be done for the adults who complain?"

- Violence in media

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"Gerbner and his colleagues further propose that compared to light television viewers, heavy television viewers are more likely to perceive the world in ways that more closely mirror reality as presented on television than more objective measures of social reality, regardless of the specific programs or genres viewed (Herbner & Gross, 1976). Although the complete range of cultivation indicators has not yet been specified (Potter, 1993), individual researchers have tested the cultivation hypothesis in a variety of contexts, including racism (e.g., Gerbner, Gross, Morgan, & Signorielli, 1982; Morgan, 1986), alientation (e.g., Morgan, 1986) and gender stereotypes (Gross & Jeffries-Fox, 1978). However, the most studied issue in the extant cultivation literature is the prevalence of violence on television and its effects on perceptions of real-world incidence of crime and victimization (see review in Potter, 1993). Numerous content analyses of network television programs have demonstrated that the number of violent acts on U.S. television greatly exceeds the amount of real-world violence (Gerbner & Gross, 1976; Gerbner et al., 1977). In turn, research by Gerbner and his colleagues has shown that heavy television viewers: (A) overestimate the incidence of serious crime in our society, and (B) are more likely to believe that the world is a mean place where people cannot be trusted (i.e., the “mean world” syndrome; e.g., Gerbner et al., 1994)."

- Violence in media

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"The hypothesis that media violence increases aggressive behavior has been widely studied in experimental research looking at the short-term effects of exposure to violent media stimuli, as well as in cross-sectional and longitudinal studies relating habitual media violence exposure to individual differences in the readiness to show aggressive behavior. Although there is disagreement among some researchers as to whether or not the evidence currently available supports the view that media violence exposure is a risk factor for aggression (Huesmann & Taylor, 2003), most meta-analyses and reviews have reported substantial effect sizes across different media, methodologies, and outcome variables, suggesting that exposure to violent media contents increases the likelihood of aggressive behavior in the short term as well as over time (e.g., Anderson et al., 2003; Bushman & Huesmann, 2006; Huesmann, 1982; Huesmann & Kirwil, 2007; Murray, 2008; Paik & Comstock, 1994). Other authors have questioned both the strength of the evidence and its implications (e.g., Ferguson, 2007; Savage & Yancey, 2008). Ferguson and Kilburn (2009, 2010) concluded from their meta-analysis that there was no support for the claim that media violence increases aggressive behavior. However, they acknowledged that experimental studies using proxy measures of aggression did produce substantive effect sizes and were relatively unaffected by publication bias, and their conclusions have been vigorously disputed by others (Anderson et al., 2010; Bushman, Rothstein, & Anderson, 2010; Huesmann, 2010)."

- Violence in media

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"An alternative perspective on the relationship between anxious and pleasant arousal may be derived from the general aggression model extended by Carnagey et al. (2007), to include desensitization. They argued that because repeated exposure to media violence reduces the anxiety reaction to violence, new presentations of violence “instigate different cognitive and affective reactions than would have occurred in the absence of desensitization” (p. 491). One such affective reaction may be a positive response to violence that would otherwise have been inhibited by anxious arousal. Huesmann and Kirwil (2007) have called this process sensitization. They argued that, for some individuals, watching violence is enjoyable, and, whereas it may provoke anger, it does not produce anxious arousal. On the contrary, the more such individuals watch violence, the more they like watching it. They are experiencing a “sensitization” of positive feelings. Because finding violence pleasant is incompatible with experiencing anxious arousal, increased pleasant arousal to depictions of violence in individuals with a high exposure to media violence would constitute indirect evidence of desensitization of “negative feelings” about violence. On the basis of this line of reasoning, we propose that anxious arousal by violent media stimuli is negatively related to pleasant arousal and that habitual exposure to media violence should both decrease negative emotional reactions and increase positive emotional reactions to violence, though the increase in positive emotions may occur for only a subset of individuals. For example, in a recent study of young adults in Poland, Kirwil (2008) found that proactively aggressive individuals tended to respond to violent media stimuli with a reduction in anxious arousal, whereas reactively aggressive individuals tended to respond with an increase in enjoyment."

- Violence in media

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"Several theoretical perspectives explain how exposure to computer games, especially violent games, can lead to imitative behavior. It is clear why these theories of TV violence might easily be applied in a gaming environment. Perhaps the most comprehensive theory to date is the general aggression model (GAM), which comprehensively integrates central elements from several earlier aggression theories. Included in the model are elements of social cognitive theory (Bandura, 1994), which focuses on the audience member's attention to the modeled behavior, retention of that behavior, ability to imitate, and motivation to imitate the behavior. Furthermore, social cognitive theory concentrates on the model, noting that admired and rewarded models are more likely to be imitated. As such, the theory focuses on both the contextual cues (e.g., whether violence is rewarded) and the cognitive structures that lead to imitation. Script theory (Huesmann, 1986) is also integrated into the general aggression model. Script theory focuses on learned and activated scripts, arguing that we might learn to respond to situations in particular ways based on situations that have been repeatedly modeled for us. Therefore, in a new situation (e.g., a conflict), we might draw on scripts observed in the media, such as those containing violence. Also included in the general aggression model is cognitive-neoassociative priming theory (Berkowitz, 1993; Berkowitz & Heimer, 1989), which draws largely on network models of memory. Given that memory is organized through a network, ideas can prime or active related thoughts. Berkowitz argued that exposure to media violence, especially over long periods of time, could serve to create a rich, intricate memory network of hostility and violence for heavy viewers. The result, according to priming theory, is that exposure to media violence could then readily activate hostility and aggressive thoughts. In addition to cognitive-neoassociative priming theory, Green's affective aggression model (1990 explains that increased in aggression after exposure to media violence could result in hostility and negative affect. Furthermore, Zillmann's (1983) excitation transfer model focuses on the mechanism of physiological arousal as the cause of increases in aggression after exposure to violence."

- Violence in media

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"The general aggression model also explains that exposure to videogame violence can increase aggressive behavior both in the short and long term by noting that aggression is largely based on existing knowledge structures or existing mental scripts that are created by the process of social learning (Anderson et al., 2004). That is, individuals can learn new skills and information by watching the behaviors of others, especially if those behaviors are rewarded, performed by attractive actors, or do not cause pain or suffering fort the victim of aggression (i.e., sanitized violence). In the short term, both personological and situational input variables can lead to aggressive behavior. Personological variables include personality variables such as aggressive disposition, current states, beliefs, attitudes, and so on. Situational variables are found in the environment surrounding the person and include factors such as aggressive cues (e.g., playing a violent videogame), being provoked, or feeling pain. Both of these inputs can impact the present internal state of the person. For example, aggression may become more likely if an individual has an aggressive disposition and also plays an aggressive videogame. This may lead to feelings of hostility. Then, given the opportunity to retaliate against someone who has insulted the person, for example, that individual may behave more aggressively than someone without those personological or situational factors in place."

- Violence in media

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"Cantor (1994) has used Piagetian developmental theory in order to explain and predict what images frighten children at different stages of cognitive developmental progress. Wilson and Weiss (1991) have also used Piagetian developmental theory in order to understand children's responses to news media. Kremar and colleagues (Kremar & Cooke, 2001; Kremar & Valkenburg, 1999) have utilized Kohlberg's theories of moral development in order to understand how children of different ages respond to depictions of interpersonal violence in the media. Because Kohlberg argues that judgments about right and wrong are based on a different decision matrix for children of different ages, it makes sense that how children interpret violence, a potentially immoral act, may differ for younger versus older children. For example, children younger than age 5 tend to use the guidance of an authority figure in order to determine between right and wrong or may simply consider the outcome of an action in making such a judgement. Older children, in contrast, may consider the motive of the actor in order to decide whether an act was wrong (Kohlberg, 1984). In summary, child development, whether studied in the context of cognitive development, moral development, or emotional or social development, has provided a solid framework-one that focused on the child more than on the medium-to understand the responses of a group that is qualitatively different from its adult counterparts."

- Violence in media

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"In their narrative review of the empirical literature, Dill and Dill (1998) concluded that short-term exposure to violent videogames increases aggression. Similarly, Bensley and Van Eenwyk (2001) conclude there is evidence that playing violent videogames can increase short-term aggression in young children. Meta-analyses conducted on the research on violent videogames have also supported an effect of game play on aggression. The first such comprehensive study was conducted by Anderson and Bushman (2001). Across all studies included in their meta-analysis, the authors found that exposure to violent videogames was positively associated with increased levels of aggression. Anderson (2004) recently updated with original meta-analysis and concluded that when only those studies with the soundest methodological approaches were used, results showed even stronger effect sizes, suggesting that methodologically weaker studies actually underestimate the true effects of exposure to volent videogames. Another meta-analysis by Sherry (2001) using 25 studies found evidence for a small effect of videogame play on aggression. However, Sherry also found that effect sizes have increased over time, with more current studies producing stronger effects, presumably due to the greater realism of today's games. Game type was also important, as games classified as human violence or fantasy violence were found to be more strongly related to aggression than sports games."

- Violence in media

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"Mr. Harris has already intimated to you in a letter of his that while he was down at Jikau, ... a horrible case of murder and cannibalism on the part of rubber sentries occurred in this district. It was of a shocking nature, and has greatly distressed us. On Sunday morning, May 15, just after eight o'clock, I had gone across to Mr. Harris's house, ... when two boys rushed breathlessly in, and said that some sentries had killed a number of people, and that two men had gone by to tell the rubber white men, and that they also had some hands to show him, in case he did not believe them... Shortly afterwards the two men came along the path, and we heard the boys calling to them to come and show us; but they seemed afraid, and so we went out quickly and overtook them, and asked them where the hands were. Thereupon one of them opened a parcel of leaves, and showed us the hand and foot of a small child, who could not have been more than five years old. They were fresh and clean cut. It was an awful sight, and even now, as I write, I can feel the shudder and feeling of horror that came over me as we looked at them, and saw the agonised look of the poor fellow, who seemed dazed with grief, and said they were the hand and foot of his little girl. I can never forget the sight of that horror-stricken father. We asked them to come into the house and tell us about the affair, which they did, and the following is the story they told us—"The father of the little girl said his name was Nsala, and he was a native of Wala, which is a section of the Nsongo District... On the previous day, although it was three days before they were due to take in the rubber, fifteen sentries came from Lifinda, all except two being armed with Albini rifles, and they were accompanied by followers. They began making prisoners and shooting, and killed Bongingangoa, his wife; Boali, his little daughter of about five years of age; and Esanga, a boy of about ten years. These they at once cut up, and afterwards cooked in pots, putting in salt which they had brought with them, and then ate them.""

- Cannibalism

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