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Running head: MEDIA VIOLENCE AND CONSEQUENCES DEBATE 1

Media Violence and Consequences Debate

Isaac S. Sotomayor

Pasadena City College

Author Note

Contact: Isotomayor@go.pasadena.edu
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Abstract

This paper explores the potential consequences that exposure to violence in media may manifest

by examining two articles: this paper’s use of articles by Ashworth, Pyle, & Pancer (2010) and

Exelmans, Custers & Van den Bulck (2015). Formatted as an argumentative debate paper, this

paper will outline the negative implications found in the above articles and the research that has

been done in support.

Keywords: Violence, Media, Video Games, Psychology, Modeling, Dominance,

Aggression, Delinquency, Studies, Risk Factor


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Media Violence and Consequences Debate

Today’s society is one where it has become commonplace to turn on the television and

see news of some sort of violence occurring. School shootings are blamed on factors such as lax

gun control laws, lack of parenting, school bullying, etc., but studies point to the conclusion that

commonality of violent media may play a role in the increase of violent occurrences (Exelmans

et al., p. 269). Violent media clearly has an appeal and video games are a form of this media that

have been on the rise (Ashworth et al., 2010 p. 121). The appeal of violent media has support

that indicates that rather than simply providing enjoyment due to violence, the violence is seen as

providing sensations of dominance, especially in adolescent males (Ashworth et al., 2010 p. 123)

Average play times have gone up as a reflection of the increase in popularity, with

examples from 1999 averaging 24 minutes per day and 2009 averaging 73 minutes per day

(Exelmans et al., p. 268). Through the continued exposure to violent media, according to General

Aggression Model, develops a more aggressive personality (Exelmans et al., p. 268). According

to Exelmans et al., aggression related stimuli changes “an individual’s attitudes and beliefs and

their beliefs about other’s behavior”, creating an aggressive personality as a result (268). Anti-

social behaviors have a higher likelihood of being expressed, as repeated exposure to violent

media increase, due to the repeated activation the knowledge structures developed through the

exposure (Exelmans et al., p. 268), Decreased attention to violent situations, along with gaining a

more positive attitude towards violence leads to higher rates of aggression and delinquency

(Exelmans et al., p. 268).

Ashworth et al., cites Jansz (2005) in that violence is used a means to portray a masculine

dominance (123). The various needs that violence and violent media provide indicate that
MEDIA VIOLENCE AND CONSEQUENCES DEBATE 4

violence is merely being used as a tool in which these needs are fulfilled (Ashworth et al., p.

123). Ashworth also references Zillmann’s (1998) argument that witnessing violence causes

distress and is only satisfying if it does something of value for the viewer (Ashworth et al., p.

123). The violence depicted in video games is autonomous, providing a sense of personal

freedom and control, as consumers dominate or are dominated by the character in the game

(Ashworth et al., p.124). Ashworth believes that even violent media in where there is no input

and it is merely being observed, can still have an effect similar to that of when there is input

(124). The vicarious nature of humans is that we can experience a variety of sensations through

the observations of others, and this can contribute to the adoptions of what is considered

acceptable behavior (Ashworth et al., p. 124). It can then be concluded that those who are

frequently exposed to violent video games would have different standards about what constitutes

acceptable social behavior relative to individuals who have not been exposed to violent media to

the same extent (Ashworth et al., p. 124-125).

Not all individuals who are exposed to violent media shoot up schools or carry

themselves as openly aggressive people, but continued studies support that the behaviors

witnessed are learned and affect them and their impact on society. Through the continued

exposure, individuals will accept violence more readily as being a social norm, while there will

be others that have not been exposed to the same extent. The desire to dominate others as a

means to position oneself as being more attractive or in control will lead to a disharmony. The

damage caused by violent media is that the individual will be seen as a deviant or delinquent, or

any number of negative labels. The frustrations that come from not being accepted and/or being

shunned by society as a whole can be the catalysts to actions of mass violence such as school

shootings (Exelmans et al., p. 271).


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References

Ashworth, L., Pyle, M., & Pancer, E. (2010). THE ROLE OF DOMINANCE IN THE APPEAL

OF VIOLENT MEDIA DEPICTIONS. Journal of Advertising, 39(4), 121-134.

Exelmans, L., Custers, K., & Van den Bulck, J. (2015). Violent video games and delinquent

behavior in adolescents: A risk factor perspective. Aggressive Behavior, 41(3), 267-279.

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