I think this will be (at least a main part of) my defence of violent literature and violent media from now on.
(Georges Bataille, Literature and Evil, page 20)

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I think this will be (at least a main part of) my defence of violent literature and violent media from now on.
(Georges Bataille, Literature and Evil, page 20)
Jon Lovett on the implications of consuming violent video
listen to our full conversation on @spotify
losing interest in violent media because it’s no fun to see mcs be violently oppressed
The Effects of Media Violence Exposure as a Risk Factor for Aggression in Children
Media violence can be described as any portrayal of violence which may be represented in the form of traditional media (television or film) or modern media forms including video gaming and music (lyrics or video) (Desai & Jaishankar, 2008). A literature review indicates significant evidence suggesting exposure to media violence is harmful to children, in particular, with regard to facilitating aggression (Anderson et al., 2003). However, harm may not be directly attributed to or caused directly by exposure to media violence, but rather additional risk factors which will be examined in this paper (Anderson et al., 2003; Gunter, 2008). Harm to children has been measured in various studies via displays of aggressive or antisocial behaviour which may include a child’s tendency to display hostile attribution bias (HAB) (Gentile, Coyne, & Walsh, 2011). The following paper hypothesises that exposure to media violence is harmful to children and aims to evaluate the current literature and evidence in light of this view including a perspective from its critics.
Current literature has reported consistently on the effects of media violence exposure focusing typically on traditional media i.e. television and film. However, a literature review indicates that these effects can also be experienced via different forms of media. Desai and Jaishankar (2008) note that most media violence is traditionally represented via television and film though with newer technologies, it can be considered in the context of music videos and gaming too. For example, they note that music videos portraying suicides may facilitate changes in children’s attitudes that indirectly lead to antisocial behaviours. It was also suggested that music lyrics can facilitate a deep range of emotions which is not limited to communicating harmful health messages, facilitating further risk of harm for younger audiences like children who are more vulnerable than adults (as cited in Desai & Jaishankar, 2008). These examples demonstrate how media violence may be depicted in varying forms of media. In evaluating the extent of effects of harm via different forms of media, Anderson et al. (2003) suggest that violence displayed via television, films, games and music facilitates a greater likelihood of aggressive and violent behaviour in both the short and long term.
The current literature provides significant evidence suggesting exposure to violent media does harm children, which is evaluated consistently by the increased tendency to behave in an aggressive way. The Report of the Media Violence Commission by Krahé et al. (2012) consolidated various empirical studies, which described the effects of media violence on both aggression and prosocial behaviour. The report draws upon evidence provided by experimental studies where participants who were exposed to violent or nonviolent media groups. The findings demonstrated that violent media exposure causes an increased probability of aggression in the short term. They also note that many cross-sectional surveys have shown that people who are regularly exposed to more violent media have an increased probability of behaving more aggressively in real life. In addition, they make reference to various longitudinal studies which have shown that children who grew up constantly exposed to violent media, had a greater risk of behaving aggressively in real life as adolescents and adults. While causation cannot be inferred from correlation studies the experimental results suggest that exposure to violent forms of media does in fact increase the risk of aggressive behaviour. While this provides support for the hypothesis, it is worth noting that the report also provides a suggestion of caution, that no single risk factor causes a child to act aggressively. Instead, it is the accumulation of risk factors in addition to media violence exposure, that leads to an aggressive display.
Similarly, Anderson et al. (2003) consolidated various empirical evidence in an attempt to evaluate the short and long-term effects of media violence on youth. They note that the experimental research clearly demonstrates that exposure to media violence heightens the chances that youth members will behave aggressively and have aggressive thoughts in the short term. The cross-sectional surveys consistently indicate that the more frequently youth are exposed to media violence, the greater is the likelihood they will behave aggressively and have aggressive thoughts. The longitudinal research consistently shows that exposure to media violence in childhood is a predictor of subsequent aggression in adolescence and young adulthood even when many other possible influences are statistically controlled (Anderson et al., 2003).
While a literature review for this study provides consistent evidence suggesting exposure to media violence causes harm, a study by Gunter (2008) aims to critically evaluate such findings. The study does not aim to necessarily refute the findings of published literature which concludes that the causal link between media violence and aggression as well as other forms of harm to children is established. Instead, it challenges the causal link between exposure to media violence and harm in children suggesting that this effect does not occur all the time nor always to the same extent for all audiences. The paper advises caution in accepting these causal conclusions about harmful effects of media violence, instead calling for consideration of individual differences in children. They also go on to note that there is empirical evidence that the effect of violent media consumption in facilitating aggression can be explained partly by the manifestation of a personality linked media content preference. This indicates that measuring the effect of harm in this context, is complex and must consider children’s individual differences as well as additional risk factors which contribute to the extent of harm observed. The study, while offering a critical evaluation on the current literature suggesting media violence exposure facilitates aggression; does support a concluding suggestion by Krahé et al. (2012); that viewer risk factors in addition to exposure to media violence, all contribute to the likelihood of harm in children.
Further evidence for the effect of media violence can be drawn from an experiment by Josephson (1987) in evaluating the effect of television violence on boys' aggression, with consideration of teacher-rated observed characteristic aggressiveness and violence-related cues as moderators. Boys in grades 2 and 3 watched violent or non-violent TV and half the groups were later exposed to a cue associated with the violent TV program. The boys played a game of hockey where aggression was measured by naturalistic observation. Boys who were more characteristically aggressive, showed a higher level of aggression following violent TV combined with the cue than for viewing violent TV alone, which in turn caused more aggression than did the non-violent TV condition. This indicates that like Gunter (2008) noted, it is quite clear that personality linked characteristics may account for an increase in displays of aggression and therefore harm in children and highlights that these additional risk factors must be taken into consideration when evaluating the association between media violence and aggression.
A longitudinal study by Gentile et al. (2011) aimed to examine the link between consumption of media violence and increased use of physical, verbal, and relational aggression and whether hostile attribution bias (HAB) would mediate between aggression and prosocial behaviour as well as accounting for any differences between boys and girls. The study recruited 430 3rd-5th grade children who reported on their use of different forms of media including TV, movies and video games. Evidence from the study highlighted that children's consumption of media violence early in the school year significantly predicted both higher verbally and physically aggressive behaviour and lower prosocial behaviour measured by an increase in HAB later in the school year, though no significance was found for relational aggression. Interestingly, differences in effects were found between the genders of children in relation to their level of HAB and specific forms of aggression. For example, HAB mediated the effect of exposure to media violence and physical aggression where the effect was stronger for boys while HAB mediated the effect of exposure to media violence on relational aggression and was stronger for girls, though these differences were not statistically significant. Furthermore, Krahé et al. (2012) conclude that the effects of violent media exposure are consistent regardless of the type of medium, age, gender or even location of their home.
Explanations for why negative outcomes occur in children following the viewing of violent media can be derived from various theories. Observational Learning Theory for example, offers the suggestion that the likelihood that an individual will acquire an observed behaviour is increased when the model performing the behaviour is similar to or appeals to the viewer, the viewer identifies with the model, a realistic context is set and the rewarding consequences follow after the viewed behaviour (as cited in Anderson et al., 2003). In evaluating this theory in the context of media violence, the example of a child playing their favourite shooting game can be used. The media characters are appealing to children, especially if their violent actions on the screen are presented as justified and socially acceptable, for example if the game is constructed in a way where killing other characters leads to a win in the game. If the violent content is rewarded and seen as an enjoyable experience for the child, then aggression concepts will be conditioned with positive feelings leading to possible changes to attitudes about aggression, such as seeing aggression as a more acceptable response when provoked. As a result, observational learning can help to explain how children can be primed by the observed media violence which facilitates a greater likelihood of observed displays of aggression.
In addition, developmental theory offers another perspective on the susceptibility of harm suggesting that younger children, whose social scripts, schemas and beliefs are less deeply engrained, should be more sensitive to this influence (as cited in Anderson et al., 2003). In assessing the age and gender of the viewer, one study reported an inverse correlation between viewers’ age and the magnitude of the effect of TV violence on aggression and other antisocial behaviours (as cited in Anderson et al., 2003). They found that in children, the media-violence effect was largest in the youngest age group, i.e. less than 5 years old. In a concluding statement, Anderson et al. (2003) note that the existing empirical research on moderators suggests that no one is exempt from the effects of media violence; taking into considerations of empirical studies measuring differences in gender, nonaggressive personality, superior upbringing, level of social class or intelligence act as as complete protective factors.
In conclusion, it is quite clear from the current evidence that media violence exposure is a risk factor for facilitating displays of aggression and other antisocial behaviours resulting in harmful effects. However, we cannot exclude the fact that other factors may be contributing to this outcome. Not every viewer or player will be affected to the same extent, though the view that they will be affected in some way is accepted. The current literature supports the hypothesis whereby exposure to media violence is a risk factor for aggression and other displays of antisocial behaviour, a measure of the result of harm in children. However, in accepting this view, it is advised that additional risk factors including individual viewer characteristics be taken into consideration as it is the accumulation rather, of various risk factors which results in harm in children.
For further reading refer to the below...
References
Anderson, C.A., Berkowitz, L., Donnerstein, E., Huesmann, L.R., Johnson, J., Linz, D.,... Wartella, E. (2003). The influence of media violence on youth. Psychological Science in the Public Interest, 4(3), 81-110. doi:10.1111/j.1529-1006.2003.pspi_1433.x
Desai, M., & Jaishankar, K. (2008). Impact of Media Violence on Children. Occasional Series in Criminal Justice and International Studies, 90-105. Retrieved from https://search-informit-com-au.ezproxy.une.edu.au/fullText;dn=603534293047387;res=IELHSS
Gentile, D. A., Coyne, S., & Walsh, D. A. (2011). Media violence, physical aggression, and relational aggression in school age children: A short-term longitudinal study. Aggressive Behavior, 37(2), 193-206. Retrieved from http://web.a.ebscohost.com.ezproxy.une.edu.au/ehost/pdfviewer/pdfviewer?vid=1&sid=0b688a53-cd7b-4820-a799-598e1f3580ab%40sdc-v-sessmgr03
Gunter, B. (2008). Media violence: Is there a case for causality? American Behavioral Scientist, 51(8), 1061-1122. doi:10.1177/0002764207312007
Josephson, W. L. (1987). Television violence and children's aggression: Testing the priming, social script, and disinhibition predictions. Journal of Personality and Social Psychology, 53(5), 882-890. doi:10.1037/0022-3514.53.5.882
Krahé, B., Berkowitz, L., Brockmeyer, J.H., Bushman, B.J., Coyne, S.M., Dill, K.E.,... Warburton, W.A. (2012). Report of the Media Violence Commission. Aggressive Behavior, 38, 335-341. doi:10.1002/ab.21443
🚨 REPORT: CNN On Purpose Intimidates Paul Manafort Jury!
🚨 REPORT: CNN On Purpose Intimidates Paul Manafort Jury!
CNN is being accused of attempting to intimidate the Paul Manafort jury after the far-left cable channel (and six other anti-Trump outlets) requested the jurors’ names and home addresses.
Manafort, who worked for a short time as President Trump’s campaign chairman during the 2016 presidential election, has been charged by special counsel Robert Mueller with various financial crimes, none of which…
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The Most Violent Video-Games
A high number of psychological studies reveal that there is a positive correlation between violent video game play and an individual’s aggressiveness. Insight of these studies, researchers, and policymakers, similarly agree that playing video games are contributing causes to the increased aggression among young adults.
In one particular study, Christopher Barlett, a psychologist at Iowa State University, led a research team that had 47 undergraduates play “Mortal Kombat: Deadly Alliance” for 15 minutes. Following, the group took different measures of arousal, both physical and psychological. It also tested whether the students would behave more aggressively, by having them give hot sauce to a fellow student who, they were told, did not like spicy food but had to swallow the sauce. When compared to a group who had played a non-violent video game, those who had been engaged in “Mortal Kombat” were more aggressive across the board. They gave their fellow student's significantly bigger portions of the hot sauce.
A number of similar studies have reached the same conclusion: A dose of violent gaming makes people act a little more aggressively than they usually would, at the very least for a few minutes after playing. But what sort of violent video games were they exposed to, below are instances are some of the most violent video games available on the market presently:
Bulletstorm: Full Clip
EditionBulletstorm is a sci-fi action first-person shooter game, developed by People Can Fly and Epic Games. Released on February 25, 2011, The game is well-known for its sense of style and crass humor, rewarding players with points for performing ridiculous and creative kills. These rewards outwardly focus on players using guns, kicks, and an electric whip-like device to destroy their opponents. There's plenty of blood, gore, and dismemberment, and players get points for killing enemies in increasingly extreme methods.
Conan Exiles
This massively multiplayer online survival role-playing game, released on May 8, 2018, set in a fictional prehistoric Hyborian Age. The game begins when the main character is rescued, by another character named Conan, becoming exiles they both begin their descent into a harsh desert landscape. It ultimately develops into a storyline that is full of bloody, gory action that includes decapitations and dismemberment; otherwise, there are certain events in the game that highlight the brutality of Conan's world, its environment, and its subject matter, which includes cannibalism, torture, and human sacrifice.
PlayerUnknown's Battlegrounds
Battleground is a player vs player action game, where up to 100 players can fight to the death; in a continually shrinking arena. Where the last player remaining wins. The players can use any weapon at their disposal, including guns, bats, bare hands or even cars; but your goal is to kill everyone you come across to ensure your safety. Even though players can choose to enter the game solo or in a team, alliances between players can quickly be tossed aside in favor of points and survival.
Your kids and Wrestlemania
by Joey Lombardi posted in Mom Stories I have a confession to make... I like professional wrestling. This is a serious public outing for me. I only have two friends who still watch it and absolutely no professional colleagues that will admit it if they do. I asked a new guy in the office if... Read more » Want to get the full story? Click on the headline above. And thanks for reading the BabyCenter Blog. http://bit.ly/1CZyeZ2
Read the full paper at: http://www.scirp.org/journal/PaperInformation.aspx?PaperID=49551 DOI: 10.4236/psych.2014.513159 Author(s) Yoshiyuki Tamamiya, Goh Matsuda, Kazuo Hiraki Affiliation(s) Graduate School of Arts and Sciences, The University of Tokyo, Tokyo, Japan. Graduate School of Arts and Sciences, The University of Tokyo, Tokyo, Japan. Graduate School of Arts and Sciences, The University of Tokyo, Tokyo, Japan. ABSTRACT The current study examined the long-term effects of video game violence on aggressiveness and facial expression recognition using multiple measures. In Experiment 1, participants unfamiliar with video games were randomly assigned to play a violent or nonviolent video game for four weeks. Before and after the game play interval, event-related potentials (ERP) evoked by facial expressions were recorded, and aggressiveness was measured with a questionnaire. Results showed that playing a violent video game delayed peak latency of a positive component of the ERP evoked by angry faces and increased aggressiveness among male participants. Experiment 2 included a 3-month follow-up assessment. Results showed preservation of delayed neural activity, while levels of aggressiveness diminished to some extent. These findings highlight differential aspects regarding the long-term effects of playing a violent video game: more enduring for facial expression recognition and short-lived for aggressiveness. KEYWORDS Violent Media, Facial Expression Recognition, Aggression, Event-Related Potential (ERP) gjreww140912