This paper reviews and critiques peer-reviewed research on the effects of media violence on children and adolescents. Drawing on studies published in journals such as Psychological Science in the Public Interest and Aggressive Behavior, it examines how exposure to violent video games, television, and film increases aggressive behavior, decreases pro-social behavior, and can have lasting developmental consequences. The paper also surveys the historical context of media regulation, including the Motion Picture Production Code and the Payne Fund studies. The central argument is that while empirical evidence clearly establishes harms associated with media violence, the primary responsibility for guiding children's media consumption rests with parents rather than schools or law enforcement.
What impact does media violence have on society? How are children and adolescents affected by violence portrayed in movies, television, video games, and other forms of media? This paper reviews and critiques peer-reviewed articles that address the subject of media violence from several perspectives, and takes positions on the arguments and research presented in those scholarly articles.
There is ample empirical research available to support the assertion that violent video games, movies, and television programs have a negative impact on young people. It is the thesis of this paper that ultimately the responsibility for guiding children's exposure to violent media rests not with schools or law enforcement, but on the shoulders of parents.
An article in Psychological Science in the Public Interest flatly asserts that there is "unequivocal evidence that media violence increases the likelihood of aggressive and violent behavior," and that aggressive behavior will manifest itself in both "long-term" and "immediate contexts" (Anderson, 81). Whether it is violent video games, film, or television violence, when youths are exposed in a short-term context there can be verbally "aggressive thoughts, aggressive behavior, and aggressive emotions" (Anderson, 81).
The authors explain that β based on "large-scale longitudinal studies" β there are long-term manifestations to "frequent exposure to violent media in childhood." Those manifestations include "aggression later in life" that can consist of spousal abuse and physical assaults against others (Anderson, 81). Media violence research indicates that exposure increases "physiological arousal," as Anderson explains. The authors also point out that while "many children and youth spend an inordinate amount of time" witnessing violent media, the research they conducted reflects the fact that "parental-mediation interventions" can in fact result in beneficial outcomes (Anderson, 81).
Anderson points to the Bjorkqvist (1985) study that exposed five- and six-year-old Finnish children to violent media, while others in the class were not subjected to the violence. Two raters who did not know which children had seen the violent video watched the group playing, and those who had watched the violent media were observed "hitting other children" and "wrestling," along with other kinds of aggression.
Another study referenced by Anderson involved 396 boys between 7 and 9 years of age; some watched a nonviolent film while others watched a violent film. During the ensuing game of floor hockey, witnesses who did not know which boys had seen the violent film clearly identified those who had watched it. Those boys were pulling each other's hair, tripping, kneeing, elbowing, and engaging in "other assaultive behaviors" that went well beyond legal hockey rules (Anderson, 85). In Anderson's conclusion, the "troubling truth" is that "violent media are entering the home and inviting active participation of even young children β often with little parental supervision." This finding reinforces the thesis of this paper, which calls for far more attentive and consistent parental stewardship.
A 2011 peer-reviewed article in the journal Aggressive Behavior measures media violence exposure (MVE) by examining MVE alongside aggressive and pro-social behaviors at two different points during the school year (Gentile, et al., 2011). The study had 430 students β 3rd, 4th, and 5th graders β from five schools in Minnesota, 51% of whom were boys. Results were produced by questionnaires completed by both the students and their teachers.
In the early part of the school year ("Time 1"), children reported an average of 20.8 hours per week watching television and 9.6 hours per week playing video games. Boys watched more television and played "significantly" more video games than girls (Gentile, 198β99). In the second half of the school year ("Time 2"), students reported watching fewer hours of television and playing fewer hours of video games; Gentile suspects that "participants were beginning to guess the intent of the study" and may have "modified" their responses to the questionnaire (199).
However, children who had viewed more violence in the early part of the school year demonstrated "increased aggressive behaviors and decreased pro-social behaviors" later in the school year (Gentile, 205). The increased aggression shown β particularly by boys β could be "evidence of the beginning of a vicious cycle," Gentile asserts (205). As children become more aggressive, they can become "ostracized from the main group," which pushes them into cliques with others who share the same behaviors. Within those cliques, they may "reinforce each other's aggressive media habits and aggressive attitudes and behaviors," which exacerbates the problem for the school as a whole (Gentile, 205). Along with the increased aggressiveness, the academic performance of those in such cliques also tends to deteriorate (Gentile, 205).
"MPPC history and Payne Fund film impact studies"
"Summary of key events, challenges, and critical evaluations"
As stated in the thesis, ultimately parents are responsible for what their children watch in the media. There can no longer be any doubt β thanks to the empirical literature β that viewing violent media has negative impacts on children. While the Motion Picture Production Code amounted to what we would call censorship today, it represented an early attempt to shield children from media violence. In summation, the young men who killed their classmates at Columbine High School in Colorado β along with other mass killers β are known to have been heavily exposed to violent video games. Without meaningful parental guidance, society can expect more such heinous acts of violence against innocent people.
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