(Social Statistics Briefing Room, 2006)
More Statistics
Violence in the Media
Huston and colleagues have estimated that the average 18-year-old will have viewed 200,000 acts of violence on television (Huston, a.C., Donnerstein, E., Fairchild, H. et al. Big World, Small Screen: The Role of Television in American Society. Lincoln, NE: University of Nebraska Press, 1992.)
41% percent of American households have three or more televisions (Nielsen Media Research, 2000).
56% of children ages 8-16 have a television in their rooms (Annenberg Public Policy Center, 2000. Media in the Home 2000)
Percentage of television-time children ages 2-7 spend watching alone and unsupervised: 81 (Kaiser Family Foundation, 1999. "Kids and Media @ the New Millennium.")
Television alone is responsible for 10% of youth violence. (Senate Judiciary Committee Staff Report, 1999.)
Average time per week that the American child ages 2-17 spends watching television: 19 hours, 40 minutes (Nielsen Media Research, 2000)
Percentage of day care centers that use TV during a typical day: 70 (Tashman, Billy. "Sorry Ernie, TV Isn't Teaching." New York Times. Nov 12, 1994.)
Hours per year the average American youth spends in school: 900 (Barber, Benjamin. Harper's. Nov 1993: 41)
Hours per year the average American youth watches television: 1,023 (Nielsen Media Research, 2000) (Statistics, 2005)
The Media Coalition, founded in 1973, reportedly "defends the First Amendment right to create and distribute books, magazines, recordings, movies, videotapes and videogames; and defends the American public's First Amendment right to have access to the broadest possible range of opinion and entertainment." Members consist of U.S. publishers: librarians, booksellers, publishers, periodical distributors, recording and videogame manufacturers and retailers. Members include:
American Booksellers Foundation for Free Expression
Association of American Publishers
Freedom to Read Foundation
Interactive Digital Software Association
International Periodical Distributors Association
Magazine Publishers of America
National Association of College Stores
National Association of Recording Merchandisers
Publishers Marketing Association
Video Software Dealers Association ("Shooting the Messenger...," 2000)
Greene & Krcmar (2005) report that during the past decade, media-effects' researchers concluded that exposure to television violence can in fact, results in aggressive behavior and that TV / movie violence can influence individuals to imitate violent acts. The ongoing problem continues, however regarding "the lack of agreement concerning the relations among personality factors, media use, and negative behavioral outcomes."
More than 3,500 research studies have been completed in the U.S., and throughout the world, since the 1950s, utilizing numerous investigative methods to investigate whether or not a link to exist between exposure to media violence and subsequent violent behavior. "All but 18 have shown a positive correlation between media exposure and violent behavior." Findings from the approximately 3500 studies include:
Epidemiologists studying a broad array of factors associated with violence, including poverty, racial discrimination, substance abuse, inadequate schools, joblessness and family dissolution, found that exposure to violent media was a factor in half of the 10,000 homicides committed in the United States the previous year.
Numerous studies indicate that a preference for heavy metal music may be a significant marker for alienation, substance abuse, psychiatric disorders, suicide risk, sex-role stereotyping, or risk-taking behaviors during adolescence.
Research to date indicates that interactive media have an even more potent and lasting effect on violent behavior than passive media forms like television and movies. Several studies have shown that after playing violent video games, children and adolescents become desensitized to violence, have increasedlevels of aggressive thoughts and behavior, and act hostile toward others.
Studies designed to test the theory that experiencing media violence leads to a catharsis, a reduction in actual aggression due to the vicarious release of hostility, actually found increased overt aggression because of lowered inhibitions after experiencing media violence.
Meta-analysis, a process by which the results from many different research studies are analyzed as a whole, shows that the strength of the correlation between exposure to media violence and aggressive behavior is larger than that of condom non-use and sexually transmitted HIV, lead exposure and lower I.Q., passive tobacco smoke and lung cancer or calcium intake and bone mass, relationships which pediatricians accept as fact and on which we routinely base preventive medicine. ("REPORT on VIOLENCE..., 2000)
The following represent some of the Media Coalition's recent projects:
EMA v. Henry: www.mediacoalition.org./legal/EMAvHenry/Oct%2011%20Order.pdf" U.S. District Court Grants Preliminary Injunction
October 11, 2006 --U.S. District Court Judge Robin Cauthron today granted a motion for preliminary injunction in EMA v....
Media Violence Blaming Social Violence on the Media Violence in the media has statistically increased in the last decade, yet incidences of societal violence have not risen along with it. This contradicts the claim by many that violence in television shows, the movies, video games, and music has greatly contributed to the depravity of those exposed to such violence, including children. While increased exposure to the media presents increased exposure to
17). He is disgusted that news executives that direct what should be covered are less interested in "what's happening in Afghanistan" but more interested in "Michael Jackson and Laci Peterson" (Fenton, p. 20). What are the excuses TV executives, editors and producers give for focusing on scandal, sexual trysts, and embarrassing situations for celebrities? Fenton claims that those "gatekeepers of the news" will tell anyone listening that "the average [viewer]
, 2000). Specifically, the fact that video games portray extremely violent actions without a human cost can lessen a person's natural response (including empathy) in addition to promoting reckless conduct in real life. It is not necessarily that teenagers consciously believe they can "do" what they see in the games the way children sometimes come to believe that they can fly. But they may absorb unconscious images that inhibit their ability
Komisi Nasional Anti-Kekerasan Terhadap Perempuan - KNAKTP National Commission on Violence Against Women addresses policy reform at the national level, which may or may not prove to be effective in Cambodia, depending on officials leading government. (Organizations Addressing VAW, 2008) Findings from the survey reported by Knight (2006) stress that the challenge "to establish and implement a culture-sensitive standard of justice," is at times difficult. Forum Pemerhati Masalah Perempuan -
Gun Violence in America There are raging political debates about gun control in America. Most poor urban cities are characterized by gun violence always attributed to gang violence. These gangs always comprise of young adults and juvenile males. Increased cases of highly organized mass killings have orchestrated gun laws, even as the scenarios become rare. Reports released by researchers indicate that gun murders in the U.S. totals to 7,000 using firearms.
Behavioral and Cognitive Consciousness and Cognitive Behavior Treatment Prelude In this modern era, technology has made us its slave. Life has never been this flexible and convenient bringing efficiency and speed too. The technology has certainly altered our methods of communication, socializing, entertainment and maybe the way we behave. In this research paper, both popular sources and scholarly sources will be employed to discuss the possible effects of video gaming on youth.
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