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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
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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.