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Justified and unjustified movie violence evokes different brain responses, study finds

A new study by researchers at the University of Pennsylvania found that scenes of unjustified and justified violence in movies activate different parts of the adolescent brain. Viewers show a synchronized response in the ventromedial prefrontal cortex when watching justified violence, suggesting they see it as acceptable for self- or f...

SourceAnnenberg Public Policy Center of the University of Pennsylvania·JournalFrontiers in Behavioral Neuroscience·DateDec 10, 2019

Study questions video games' effects on violent behavior

A new study examined data from over 15,000 participants and found that playing video games as an adolescent is not linked to acts of violence in young adulthood. The research suggests that competing factors, such as gender differences, may contribute to the observed relationship between gaming and fighting.

SourceWiley·JournalContemporary Economic Policy·DateNov 6, 2019

White mass shooters receive sympathetic media treatment

A new study found that white mass shooters are 95% more likely to be described as mentally ill in media coverage compared to black shooters. The research analyzed 219 mass shootings and found that whites were often framed as sympathetic characters, while black shooters were portrayed as dangerous and a menace to society.

SourceOhio State University·JournalJournal of Research in Crime and Delinquency·DateJul 17, 2018

Parents say intense gun violence in PG-13 movies appropriate for teens 15 and older

A study by the Annenberg Public Policy Center found that parents think PG-13 movies with unjustified gun violence are more suitable for 16-year-olds than those with justified violence. Parents also reported becoming desensitized to violence when repeatedly exposed to it, but this was more pronounced in scenes without justification.

Negative portrayals of shooting victims lead to victim blaming

A new study by researchers at Duke University found that negative portrayals of shooting victims can lead to victim blaming and sympathize with the shooter. The study showed that participants favored lighter sentences for the shooter when given a negative biographical sketch about the victim, regardless of their race.

SourceDuke University·JournalJournal of Social Issues·DateDec 18, 2017

Violent video games found not to affect empathy

Researchers found that gamers had similar neural responses to emotionally provocative images as non-gamers, suggesting no long-term effects on empathy. The study used fMRI and a psychological questionnaire to compare gamers' and non-gamers' brain activity and emotional responses.

SourceFrontiers·JournalFrontiers in Psychology·DateMar 8, 2017

Video game ratings work, if you use them

Research from Iowa State University shows that video game ratings can effectively reduce violent play in children when used by parents to guide purchases and set rules. Parents who use the rating system and mediate their child's play are less likely to experience negative behaviors, such as acting out or misbehaving.

SourceIowa State University·JournalJournal of Public Policy & Marketing·DateJan 25, 2017

Study finds superhero culture magnifies aggressive, not defending behaviors

Research by Brigham Young University professor Sarah M. Coyne found that children who frequently engage with superhero culture are more likely to be physically and relationally aggressive. However, the study also suggests that parents can find a balance between allowing their kids to enjoy superheroes while promoting prosocial behavior.

SourceBrigham Young University·JournalJournal of Abnormal Child Psychology·DateJan 11, 2017

The irony of awkward

A recent study published in Developmental Psychology found that individuals who engage in problematic media, such as violent video games, gambling, or pornography, become more withdrawn over time. The research suggests that avoidant individuals are particularly at risk for negative outcomes, including depression and crime, when they co...

SourceBrigham Young University·JournalDevelopmental Psychology·DateJun 29, 2016

Meaningful media may push altruism across bounds of race and age

Researchers found that watching meaningful entertainment can boost altruism, especially towards people from different age and racial groups. The study suggests that this is due to the production of warm, uplifting feelings known as 'elevation', which lead to increased willingness to help others.

SourcePenn State·JournalJournal of Broadcasting & Electronic Media·DateFeb 4, 2016

Parents influence children's play of violent video games, according to Iowa State study

According to a new study by Iowa State University, parents' emotional states influence their children's behavior when it comes to playing violent video games. Warm and restrictive parenting styles can limit gaming time, while anxious and emotional parents may have the opposite effect. The research found that authoritative parents were ...

SourceIowa State University·JournalJournal of Consumer Affairs·DateOct 7, 2015

Schools with higher black, minority populations call cops, not docs

Research reveals that schools with more black and minority students tend to prioritize punishment over medical or psychological interventions, leading to higher rates of expulsions, suspensions, and referrals to law enforcement. This trend is linked to centralized governance and zero-tolerance policies in disadvantaged districts.

SourcePenn State·JournalSociology of Education·DateJul 22, 2015

Playing as black: Avatar race affects white video game players

A new study suggests that playing as a black character in violent video games can lead to stronger explicit negative attitudes toward blacks and display stronger implicit attitudes linking blacks to weapons. White players who played as black avatars showed more aggressive behavior against partners, with 115% more hot sauce forced on them.

SourceOhio State University·JournalSocial Psychological and Personality Science·DateMar 21, 2014

Alcohol-related violence: Is 'glassing' the big issue?

A study found that 'glassing' incidents account for only 9% of alcohol-related assault injuries, mostly occurring in homes. The paper highlights the need to address social norms and emerging drinker issues through grassroots strategies and regulatory reforms.

SourceWiley·JournalEmergency Medicine Australasia·DateOct 15, 2013