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"When I was a kid, we watched the Vietnam War on the six o'clock news, and it was desensitizing. You felt you were watching a war film; meanwhile you were really watching these guys getting blown to bits. Parents need to protect their kids from watching that stuff."
"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."
"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."
"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."
"A primary issue with the mediaās inaccurate depiction of crime and the criminal justice system is that it socially constructs peopleās 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 viewersā 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 āCSI Effect,ā 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 publicsā exposure to crime and the criminal justice system comes from fictional crime dramas. Since it is possible that the majority of peopleās 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 shouldn't be presented as drama. I think people looking for an easy way out often write scenes where characters come into violent conflict as opposed to looking for the true drama in the situation. That's a shortcoming of a lot of films and television shows. I think certain presentations of violence are not immoral, but amoral."
"I find it amoral if you're making a movie where the problem is solved with a guy standing in the back of a pickup truck firing a machine gun at the bad guys. The morality of it is questionable because the repercussions of violence are incredibly far-reaching."
"There is in fact no one thing, no chemically isolatable and analyzable substance, that is violence any more than there is one thing that is sex, even though it is easy to slip into talking as if there were."
"The cinema is a peculiarly violent form of entertainment, developed in an catering for what we have come to think of as an age of violence."
""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 donāt 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: āComic 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.ā"
"There is always a point at which the terrorist ceases to manipulate the media gestalt. A point at which the violence may well escalate, but beyond which the terrorist has become symptomatic of the media gestalt itself. Terrorism as we ordinarily understand it is innately media-related."
"Research on women in print advertisements has shown that pictures of women's bodies and body parts ("body-isms") appear more often than pictures of men's bodies. Men's faces ("face-isms") are photographed more often than their bodies. This present study is the first to confirm this finding for television commercials. Results showed that men appear twice as often as women in beer commercials. The body-isms of women significantly outnumbered the body-isms of men. Women also appeared in swimwear more often than men, thus increasing the photo opportunities for body-isms. This study raises concerns about the dehumanizing influence of these images in beer commercials, and their association with alcohol use and the violence in the televised sporting events during which beer commercials are frequently aired."
"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 āmedia junkiesā may be unduly influenced by media violence though the potential for violent media to trigger criminal behavior is very small."
"As I sat in my office last evening, waiting to speak, I thought of the many times each week when television brings the war into the American home. No one can say exactly what effect those vivid scenes have on American opinion. Historians must only guess at the effect that television would have had during earlier conflicts on the future of this Nation during the Korean war, for example, at that time when our forces were pushed back there to Pusan or World War II, the Battle of the Bulge, or when our men were slugging it our in Europe or when most of our Air Force was shot down that day in June 1942 off Australia."
"The implied semantic equivalency in using the term āāviolenceāā to describe both actual events and their mediated representations suggests an inherent connection, and some would argue that film violence is a form of actual violence in that it can cause psychological distress and even act directly upon the body, causing revulsion, involuntary muscle spasms and even physical illness. Many of the most infamous violent films are associated with stories, mostly exaggerated, about initial audience membersā extreme physical responses. For example, when Sam Pechinpahās āāThe Wild Bunchāā (1969) first screened in a 190-minute rough cut in Kansas City, it was reported that members of the audience left in revulsion and one or two of them vomited in the alleyway behind the theatre (see Harmetz 1969). While I recognize the overlapping of real and re-enacted violence and do not wish to make any overly ātidy distinctionsā between the two, it is also important for our purposes here to draw distinctions in order to maintain some semblance of clarity. Fictional film violence in complicated enough."
"As John Frasier argues in āāViolence in the Artsāā, the complexity of mediated violence is immense, and it can and has fulfilled numerous and varied functions: āviolence as release, violence as communication, violence as play, violence as self-affirmation, or self-defense, or self-discovery, or self-destruction, violence as a a flight from reality, violence as the truest sanity in a particular situation, and so onā (1974: 9). That is essentially Martin Barkerās argument when he writes, āThere simply isnāt a āthingā called āviolence in the mediaāā (199: 10). Barker has further noted that the expression āmedia violenceā is āone of the most commonly repeated, and one of the most ill-informed, of all timeā¦āāThere simply is no category āmedia violenceā which can be researchedā (1997: 27-28; emphasis in original), which is why Barker argues that seventy years of social-scientific effects research has been largely useless: It has been constructed on the faulty logic that there is some such all-encompassing category as āmedia violenceā that can contain everything from movies, to television shows, to comic books, to newspaper photographs, to video games, to televised news reports and documentary footage."
"I feel that nonviolence coupled with some kind of sustaining influence can work in comics. I don't feel that you have to show blood and gore and guts. I think it's repellent. I've seen enough of it in its reality, and it's just as repellent when it's drawn as in reality. I see nothing of any value in anything that has what you call shock value. I see nothing in that except using that sort of thing to prove a point. In other words if you're making an anti-war document or if you're trying to tell the truth about a certain subject, and the blood and gore was a part of that subject, I wouldn't omit it. If I were going to make an exposƩ on anything I would show anything connected with it. For instance, in a gangster movie I would show the results of being a gangster-the life activities as well as the end and death. I would show exactly how it is they ended. I would show the bullet holes because it's part of the picture, but I wouldn't exploit it for its value alone. I see no entertainment in that sort of thing."
"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."
"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."
"The worst thing about this modern world is that people think you get killed on television with zero pain and zero blood. It must enter into kids' heads that it's not very messy to kill somebody, and it doesn't hurt that much. That's a real sickness to me. That's a real sick thing."
"Violent media has often been blamed for severe violent acts. Following recent findings that violence in movies has increased substantially over the last few decades, this research examined whether such increases were related to trends in severe acts of violence. Annual rates of movie violence and gun violence in movies were compared to homicide and aggravated assault rates between the years of 1960 and 2012. Time series analyses found that violent films were negatively, although nonsignificantly, related to homicides and aggravated assaults. These nonsignificant negative relations remained present even after controlling for various extraneous variables. Results suggest that caution is warranted when generalizing violent media research, conducted primarily in laboratories and via questionnaires, to societal trends in violent behavior."
"There are one or two rules of thumb which are useful in distinguishing sadism from exciting adventure in the comics. Threat of torture is harmless, but when the torture itās self is shown it becomes sadism. When a lovely heroine is show bound to the stake, comics followers are sure that the rescue will arrive just in the nick of time. The readers wish is to save the girl, not to see her suffer. A bound or chained person does not suffer even embarrassment in the comics, and the reader, therefore is not being taught to enjoy suffering."
"As regards the female characters thing, I'm afraid I think it's giving male creators a bum deal. The list does read pretty shocking at first until you think of everything the male heroes have gone through, too, in terms of deaths/mutilations/etc. Granted, the female stuff has more of a sexual violence theme and this is something people should probably watch out for, but rape is a rare thing in comics and is seldom done in an exploitative way."
"Why should murder be so over-represented in our popular fiction, and crimes of a sexual nature so under-represented? Surely it cannot be because rape is worse than murder, and is thus deserving of a special unmentionable status. Surely, the last people to suggest that rape was worse than murder were the sensitively reared classes of the Victorian era ⦠And yet, while it is perfectly acceptable (not to say almost mandatory) to depict violent and lethal incidents in lurid and gloating high-definition detail, this is somehow regarded as healthy and perfectly normal, and it is the considered depiction of sexual crimes that will inevitably attract uproars of the current variety."
"It turns out that Cameron, who is known as an action filmmaker, he admits, believes that his films have often been too violent, and the heavy amounts of gun violence that play into films such as Terminator 2: Judgment Day and True Lies he believes have no place in moral moviemaking in the current state of the world."
"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 horrorāor 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 āultraviolence,ā 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."
"As for some characters being dead and then alive again -- that happens to both genders in comics. Look at Wonder Man. The thing that, to my mind, separates the male and female characters are the sex crimes. Only the female characters are victims of sex crimes; male characters are never subjected to that. (There may be one or two exceptions when the male character was sexually abused as a child, but that's about it.) It is the number and frequency of THAT which troubles me. (...) A female soldier in battle may suffer wounds; that's different than a woman being stalked, kidnapped, and having violence done to her in civilian life. The former incurs the physical damage because of her occupation; the latter, strictly because of her gender. A female cop may be shot because she is a cop, not because she is a female. That, to me, is part of the difference."
""There are no charts, no words, that can convey what these photographs can," argued prosecutor Brian Kelberg in a regent dispute over whether photos of the slashed murder victims could be shown to O.J. Simpson's jurors. The defense had argued that the photos were too distressing and sickening, and should not be shown. Charts and diagrams were suggested as an alternative. But the judge allowed the photos."
"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?"
"There is a great streak of violence in every human being. If it is not channeled and understood, it will break out in war and madness."
"For example, violent video games, television, films, and music have all been found to affect aggressive thoughts, feelings, and behavior (Anderson et al., 2003; 2010), while the introduction of television itself to a rural area of Nepal significantly affected residents' attitudes and behaviors regarding family issues (e.g., contraceptive use; Barber & Axinn, 2004). However, not all media are expected to have the same effects on beliefs and behavior. Intuitively, it seems to follow that media content should tend to influence beliefs that are relevant to that particular content. For example, watching television crime drama is related to oppositional attitudes toward gun control (Dowler, 2002). Similarly, viewing genres of film or television that focus on relationships (e.g., romantic comedies) is associated with idealistic relationship expectations (Segrin & Nabi, 2002). As a final example, watching shows with paranormal content is associated with paranormal beliefs (Tseng, Tsai, Hsieh, Hung, & Huang, 2014). Each of these examples illustrates how specific content is associated with specific attitudes in ways that are consistent with the content. Media may influence attitudes as disparate as our perception of aggression and paranormal beliefs, so there is reason to believe that media may also influence sexist attitudes."
"Experts on political violence warn that attacks against people or institutions become more likely when elected officials or prominent media figures are able to issue threats or calls for violence with impunity."
"Political violence experts say that even if aggressive language by high-profile individuals does not directly end in physical harm, it creates a dangerous atmosphere in which the idea of violence becomes more accepted, especially if such rhetoric is left unchecked. āSo far, the politicians who have used this rhetoric to inspire people to violence have not been held accountable,ā said Mary McCord, a former senior Justice Department official who has studied the ties between extremist rhetoric and violence. āUntil that happens, thereās little deterrent to using this type of language.ā"
"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 āmean worldā syndrome; e.g., Gerbner et al., 1994)."
"By the time Spidey came on, there was a LOT of censorship at Fox. They were having whole countries like Canada ban some of their shows (Power Rangers, for instance) and they were very nervous about violence. When I watch the older episodes of Batman that first aired on Fox, they do all kinds of things that we couldn't do. By the time Spidey came on, Fox wouldn't let us do anything like that. No fists to the face, no realistic guns, no fire, no crashing through glass, no children in peril, no mention of the words death, die, or kill.""
"āRaises larger questions about whether or how understandings of violence bridge experiences o representations and actual life, about the pleasures of viewing barbarous images or committing actual incidents, and about the necessity to confront destructive tendencies in order to resist or at least comprehend them better."
"Watching violence in movies or in TV programs stimulates the spectators to imitate what they see much more than if seen live or on TV news. In movies, violence is filmed with perfect illumination, spectacular scenery, and in slow motion, making it even romantic. However, in the news, the public has a much better perception of how horrible violence can be, and it is used with objectives that do not exist in the movies."
"The gaming industry has come under increased scrutiny following the December 2012 shootings in Newtown, Connecticut ā a tragedy that has reignited the debate surrounding gun control and violent media. Vice President Joe Biden discussed the issue with game industry leaders earlier this year, while the National Rifle Association has taken a more pointed approach, singling out video games as a driver of violent culture. After the Newtown shooting, NRA chief executive Wayne LaPierre described the gaming industry as "a callous, corrupt and corrupting shadow industry that sells, and sows, violence against its own people.""
"Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth."
"In the present study, we examined the association between daily violent video game playing over the past year and depression in a large, ethnically diverse preadolescent sample. We found that playing high-violence video games for ā„2 hours per day is significantly associated with having a higher number of depressive symptoms. This association was consistent across all racial/ethnic subgroups and among boys, and more important, it was observed after controlling for aggression and several violence-related variables. The magnitude of these associations was small (Cohen's d values ranged from 0.12 to 0.25). However, these effect sizes are similar to those reported for the association between playing violent video games and aggression. Overall, our findings indicate that playing violent video games for a substantial amount of time each day over an extended period is significantly associated with depression in preadolescent youth. They also suggest that this association is unique, given that the number of depressive symptoms was not associated either with playing low-violence video games or with time spent playing video games in general."
"In conclusion, we found that, compared with playing low-violence video games for <2 hours per day, playing high-violence video games for ā„2 hours per day was significantly associated with a higher number of depressive symptoms among preadolescent youth. However, the magnitude of the association was small and a causal relationship cannot be inferred. Nevertheless, it should be noted that even these small effect sizes can be of practical importance considering the large number of preadolescent and adolescent youth who regularly play violent video games. More studies are needed to examine the association between playing violent video games and depression in general and among boys in particular. If this association were confirmed, longitudinal studies would then be needed to investigate its causality, persistence over time, underlying mechanisms, and clinical implications."
"Mr. Chairman, I am just a doctor. I canāt tell what the remedy is. I can only say that in my opin-ion this is a public-health problem. I think it ought to be possible to determine once and for all what is in these comic books and I think it ought to be possible to keep the children under 15 from seeing them displayed to them and preventing these being sold directly to children. In other words, I think something should be done to see that the children canāt get them. You see, if a father wants to go to a store and says, āI have a little boy of seven. He doesnāt know how to rape a girl; he doesnāt know how to rob a store. Please sell me one of the comic books,ā let the man sell him one, but I donāt think the boy should be able to go see this rape on the cover and buy the comic book. I think from the public-health point of view something might be done now, Mr. Chairmanā¦"
"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)."
"Several studies have shown that in the long run, habitual exposure to media violence may reduce anxious arousal in response to depictions of violence. Research has found that the more time individuals spent watching violent media depictions, the less emotionally responsive they became to violent stimuli (e.g., Averill, Malstrom, Koriat, & Lazarus, 1972) and the less sympathy they showed for victims of violence in the real world (e.g., Mullin & Linz, 1995). Bartholow, Bushman, and Sestir (2006) used event-related brain potential data (ERPs) to compare responses by violent and nonviolent video game users to violent stimuli and relate them to subsequent aggressive responses in a laboratory task. Bartholow et al. found that the more violent games participants played habitually, the less brain activity they showed in response to violent pictures and the more aggressively they behaved in the subsequent task. In a series of studies with children age 5 to 12, Funk and colleagues demonstrated that habitual usage of violent video games was associated with reduced empathy with others in need of help (Funk, Baldacci, Pasold, & Baumgardner, 2004; Funk, Buchman, Jenks, & Bechtoldt, 2003)."
"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 āinstigate different cognitive and affective reactions than would have occurred in the absence of desensitizationā (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 āsensitizationā 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 ānegative feelingsā 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."
"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."
"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."
"The research on computer and videogames and children has received considerable research attention in recent years. The earliest work examined the simple relationship between computer game play and aggression, whereas more recent research has utilized an experimental approach in order to test issues of causality between the two. For example, early research found a correlation between overall videogame exposure and real-world aggressive behavior in children from 4th to 12th grade (Dominick, 1984; Fling et al., 1992; Lin & Lepper, 1987). Early experimental work (Cooper & Mackie, 1986; Irwin & Gross, 1995; Schutte, Malouff, Post-Gorden, & Rodasta, 1988; Silvern & Williamson, 1987) also found some support for the notion that violent videogame content can increase aggression; however, technological advances in the field of electronic gaming have rendered much of the very early research in this area all but obsolete. What does more recent research tell us? Violent videogames can influence aggressive cognitions (Anderson et al., 2004; Anderson & Dill, 2000; Kirsh, 1998; Tamborini et al., 2001), as well as aggressive affect, leading to feelings of hostility (Anderson & Dill, 2000; Tamborini et al., 2001), and have been found in survey research to be associated with aggressive delinquent behavior, even after controlling for aggressive behavior (Anderson & Dill, 2000; Anderson & Murphy, 2003; Anderson et al., 2004)."
"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."
"Something strange is happening at Americaās colleges and universities. A movement is arising, undirected and driven largely by students, to scrub campuses clean of words, ideas, and subjects that might cause discomfort or give offense. Last December, Jeannie Suk wrote in an online article for The New Yorker about law students asking her fellow professors at Harvard not to teach rape lawāor, in one case, even use the word violate (as in āthat violates the lawā) lest it cause students distress."