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Isaac S. Sotomayor
Author Note
Contact: Isotomayor@go.pasadena.edu
MEDIA VIOLENCE AND CONSEQUENCES DEBATE 2
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
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
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
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
References
Ashworth, L., Pyle, M., & Pancer, E. (2010). THE ROLE OF DOMINANCE IN THE APPEAL
Exelmans, L., Custers, K., & Van den Bulck, J. (2015). Violent video games and delinquent