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Media Violence, Moral Panics and Videogames

Introduction
Behavioural Research into Media Effects vs. Normative Research into Media and Culture Columbine and Moral Panics A look at the various contexts and contents of violent media

The Media Effects Tradition


Based on behvaioural research
Focus on quantitative, observable and generalisable effects

Media effects generally limited by selective perception shaped by existing values/beliefs Children, however, are less equipped with existing values and beliefs.

Behavioural Media Effects, Violence and Children


Behavioural studies have shown that receptiveness to violence is influenced by a) The nature of the depicted aggression b) The gender of the child c) The tendency of the child to seek sensations d) The aggression levels of the child Empirical research into violent video games has shown that playing video games lowers players empathy and reaction to violence But the overwhelming conclusion is that violent media does NOT CAUSE violent behaviour

Violent games get some bad press


Columbine High School Shootings (Littleton, Colorado 1999)
2 students shot and killed 13, then themselves The students concerned played Doom and Wolfenstein 3D Had computer playing privileges progressively revoked following behavioural problems

Red Lake Massacre (Red Lake, Minnesota 2005)


16 year old killed 9 people then himself http://www.newgrounds.com/portal/view /195194

Dr Phil and Moral Panics


[T]he problem is we are programming these people as a society. You cannot tell me -common sense tells you that if these kids are playing video games, where they're on a mass killing spree in a video game, it's glamorized on the big screen, it's become part of the fibre of our society. You take that and mix it with a psychopath, a sociopath or someone suffering from mental illness and add in a dose of rage, the suggestibility is too high. And we're going to have to start dealing with that. We're going to have to start addressing those issues and recognizing that the mass murders of tomorrow are the children of today that are being programmed with this massive violence overdose. http://blog.wired.com/games/2007/04/dr_phil_also_bl.html

Considering the wider social context

Normative Research on media effects


Asks what about the context of these signs?
(remember the difference between European and American research traditions?)

Questions whether the categories of violence selected in Behavioural Studies are ever sophisticated enough to be helpful

Normative Research on media effects


Asks that violence be viewed within a wider social and cultural context
Our societies are complex, interlocking structures, and this means that we should not attempt to study any single institution or social process in isolation. The problem of media violence should be studied in relation to other institutions and to violence in society as a whole, and it should be set within the appropriate social, political and economic frameworks.
(Halloran 1978: 817, quoted in Cunningham 1992: 143)

In summary
Behavioural media effects research is subject to the following general criticisms (from Cunningham 1992)
Generally does not consider the textual context of the violence Assumes children and viewers to be nave cultural dupes Fails to consider other factors which contribute to violent behaviour (personal experience, socioeconomic group) Implies causation where it identifies correlation Often fails to critique officially sanctioned violence Contributes to moral panic

Where to next?
A more thorough and open classification system

Where to next?
A focus on modelling the correct behaviour
As a society/culture As parents

A rejection of moral panic


The average age of a computer game player in Australia is 29 Implies a general lack of respect towards children (and their parents) We have real issues with violence to deal with and undermining the ability to confront violence and communicate about it might not be the smartest thing to do

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