Psychosocial Effects of Violent Media on Elementary Age Children

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Presentation transcript:

Psychosocial Effects of Violent Media on Elementary Age Children Genevieve Young CHHS 302 Psychology Major

Professional Interest Psychology major Social Learning Theory

Critical Situation Technology Centered Lifestyle: portable game players, smart phones, laptops With technology comes easier access to violent media

Rhetorical Timing Brown vs. Entertainment Merchants Large demand for violence: violence sells

They Say Over 20 years of research shows violent media is associated to aggression American children will view more than 200,000 acts of violent media before age 18 Relation between real world violence and violent media exposure Other factors such as psychopathology, poverty & domestic abuse contribute to youth violence Video Games are participatory and have a greater influence of violence on children

Community Connection Schools & Media Literacy Programs Parents can monitor their children & discuss media

Thank you! Questions?

References Adachi, P & Willoughby, T, (2011) \The effect of violent video games on aggression: Is it more than just the violence? Aggression and Violent Behavior, 16(1). Anderson, C.A., & Gentile, D.A. (2008). Media Violence, Aggression, and Public Policy. In E. Borgida & S. Fiske (Eds.), Beyond Common Sense: Psychological Science in the Courtroom(pp. 281- 300). Malden, MA: Blackwell. Beresin, E, (2010) The impact of media violence on children and adolescents: opportunities for clinical interventions. Retrieved from:http://www.aacap.org/cs/root/developmentor/the_impact_o Carnagey, N & Anderson, C & Bushman, B. (2007) Effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology. Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication, 11(4).  Trend, D (2007). The myth of media violence. Malden, MA: Blackwell. Wagner, C. G. (2004). Aggression and Violent Media. Futurist, 38(4), 16.