A new study by the University of Missouri found that pop music lyrics contain similar amounts of violence and misogyny as rap and hip-hop. Nearly one-third of popular songs analyzed contained references that degrade or demean women, highlighting the need for parental discussions about tricky lyrics.
A study analyzing 10 episodes each from the original Venezuelan telenovela 'Juana la Virgen' and its US remake 'Jane the Virgin' found that the American adaptation has more sex, violence, and alcohol use. In contrast, it also features more pro-health messaging.
A new study found no correlation between increased violent content in PG-13 rated movies and rising crime rates in the US. The research contradicts previous claims that exposure to such content can lead to desensitization and increased aggression.
Researchers found that frequent violent video game players were more accurate in identifying rotated target images despite being shown distracting graphic content. This suggests a link between violent media exposure and altered perception, with players less affected by emotional disruptors.
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Researchers at UNH's Prevention Innovations Research Center created two video games to teach bystander intervention skills in situations of sexual and relationship violence and stalking. The interactive scenario game was especially effective in increasing male attitudes toward bystander intervention.
Research explores digital media's effects on children, revealing enhanced phoneme learning and potential links to aggressive behavior. Early media exposure also affects attention in young minds.
A Dartmouth analysis of multiple studies found that playing violent video games is associated with increases in physical aggression over time. The effect varies across ethnicity, with the largest observed among white participants and some noted among Asians, but no effect seen among Hispanics.
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A new study found that teenagers exposed to TV and film violence and high levels of household conflict are at risk of engaging in aggressive behaviors. Parental monitoring is a strong protective factor against aggression, even when combined with other risk factors.
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.
A study by the UC Davis Violence Prevention Research Program found that televised sporting events in Chicago reduced violent, property and drug crime reports by as much as 25 percent. Winning games had a significant impact, with crime rates being approximately 15 percent lower during Bears Monday Night Football games.
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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.
A new study found that daily violent video game play does not lead to increased aggression levels in adults. Researchers compared participants who played violent games to those who played life simulation games or didn't play at all, and found no significant differences in aggression levels over time.
Despite previous mixed conclusions, a large-scale study by University of York researchers found no evidence to support the theory that violent video games make players more violent. The team tested over 3,000 participants with varying levels of gaming realism, including 'ragdoll physics', and discovered no priming effect on aggression.
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.
A randomized experiment found that children who watched a PG-rated movie clip containing guns played with a disabled real gun longer and pulled the trigger more often than those who saw the same movie without guns. Children who saw the movie containing guns also played more aggressively and sometimes fired the gun at people.
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Research suggests including graphic content in serious stories can increase moral sensitivity and desire for intervention, contradicting prevailing wisdom on sensationalism. Editors should consider showing graphic video if the story is important and accurate representation of severe events is necessary.
Researchers found that Pokemon Go users were more likely to be physically active, experience positive emotions, and make new social connections. The study, published in Media Psychology, suggests that augmented reality games can have a positive impact on players' emotional and social lives.
A cross-cultural study confirms that media violence affects aggressive behavior globally, with violent media use positively related to aggression in all countries. The study also identifies exposure to media violence as a risk factor for heightened aggressive thinking and lowered 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.
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.
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Research reveals that top-grossing PG-13 movies have more frequent and graphic gun violence than comparable R-rated films, with little attention to consequences. The study suggests that Hollywood prioritizes action-oriented films over responsible portrayals of gun violence, raising concerns about its impact on children.
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.
A study of over 1,000 Turkish residents found that consuming violent media within 90 minutes of bedtime increased the likelihood of having a violent dream by 13 times. Similarly, viewing sexual media was linked to sex-related dreams six times more often. The study suggests that the media we consume can influence our dreams.
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A study published in Psychology of Popular Media Culture found that violent video game use was associated with increased civic behaviors, such as volunteering, among youth. The relationship was small and correlational in nature, suggesting that violent games may not be a significant contributor to problem behaviors.
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...
Researchers found that nearly four in 10 news stories connect mental illness with violent behavior, despite less than five percent of violence being directly related to mental illness. The study suggests that this routine linkage paints an unfair portrait of those with mental illness and may have increased stigma.
A new study found that sexist video games decrease empathy in young male gamers towards female violence victims. Male players who strongly identified with their characters showed the least empathy.
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A University at Buffalo-led study finds that gamers become less responsive to guilt-inducing stimuli as they repeatedly play violent video games, leading to a loss of moral response over time.
A study found that gamers playing violent video games recalled 51% fewer corporate brand names than those playing the same game with nonviolent goals. The study also discovered that when players' goal is killing, they notice little else - including corporate brands.
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.
A new report by Ohio State University researchers highlights the similarities in prevention approaches for school rampage shootings and street violence, despite differences in demographics and risk factors. The study emphasizes the need for a multifaceted approach to prevent youth violence, including strengthening families, reducing ac...
Exposure to violence in print, video media erodes ethical behavior, a new study finds. Participants who watched violent movie clips were more likely to lie about watching all the videos.
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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 ...
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.
A meta-analysis of 53 studies involving nearly 8,500 people found that programs featuring violence and sex don't improve advertising effectiveness, while some nuances were discovered, such as improved ad recall when the content matches the media.
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A new study by the American Psychological Association found that violent and sexual media content may decrease advertising effectiveness and deter purchasing. The research suggests that ads with G-rated content might be more effective than those with violent or sexual themes.
A new study by Cynthia Frisby reveals racial stereotyping in the way media portrays athletes, with more stories about black athletes focusing on criminal actions and domestic violence. The research found that more than 66% of crime stories involved black athletes, while only 22% involved white athletes.
A study from the University of Missouri found that violent video games do not affect adults with autism spectrum disorder differently than typically developing adults. Over 100 participants, half with autism and half without, showed similar aggression levels after playing violent or nonviolent games for 15 minutes.
A recent study by Christopher Ferguson found no association between media violence consumption and societal violence rates. However, violent video game consumption was strongly correlated with declines in youth violence rates.
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A study by Ohio State University found that playing violent video games in 3D leads to higher anger levels compared to traditional 2D systems. Immersion in the game environment is a key factor contributing to this increased anger.
A new national study found that 66% of researchers, 67% of parents, and 90% of pediatricians agree that violent video games can increase aggressive behavior in children. The study also found a causal relationship between exposure to violent media and aggressive behavior.
Research demonstrates a clear link between screen violence and increased aggression in real life, highlighting the importance of minimizing exposure to violent media. Leading pediatricians and researchers will discuss ways to address public health implications of media violence at the Pediatric Academic Societies Annual Meeting.
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Rates of violent crime in the US have decreased since the 1990s, with significant declines in assaults involving weapons or injuries, bullying, and sexual victimization. Researchers attribute these declines to factors such as increased use of psychiatric medication and electronic technology.
A University of Missouri researcher found that media acceptance of video game violence increased as video game technology improved over time. As technology advanced, gamers became more comfortable with graphic violence, and journalists' concerns decreased. This trend mirrors the increased tolerance for violent media in popular culture.
A study by Iowa State University researchers found that children who play violent video games develop aggressive thought patterns that last long-term. The effects are consistent across age, gender, and culture, with repeated practice of aggression leading to increased real-life aggression.
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Habitual violent gaming is associated with long-term aggressive behavior in children, as measured by self-reported aggression and aggressive cognition. The study suggests that empathy does not mediate the effects of violent gaming on aggression.
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.
A study found that children with a specific variation of the serotonin-transporter gene were more likely to consume high amounts of violent media and exhibit ADHD-related behaviors. The researchers suggest that genetic factors may play a role in shaping children's media use habits.
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Research at Ohio State University found that teenagers who played violent video games ate more chocolate, stole raffle tickets, and showed less self-control. Teens with high moral disengagement were most likely to engage in these behaviors.
A new study found that gun use in PG-13 movies has more than tripled since 1985, with an average of 700 segments featuring gun violence per film. The increased gun violence is concerning because it may be strengthening the 'weapons effect', where people become more aggressive after seeing a gun.
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.
A study of 1,058 young people aged 14-21 found nearly 9% reported coercive or forced sex, with males more likely to start at a younger age. The study suggests monitoring adolescents' consumption of violent media and implementing bystander intervention programs to prevent victim blaming.
Researchers found a slight calming effect of violent video games on youths with attention deficit symptoms, reducing aggressive behavior. The study challenges the popular belief that violent video games increase aggression in vulnerable youth.
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New research finds that playing violent video games boosts visual skills but impairs proactive executive control, leading to increased aggression. This reduction in impulse control is linked to increased attention problems and aggression.
A study published in PLOS ONE found no correlation between playing violent video games and reduced prosocial behavior. In experiments, participants helped pick up pens at a rate of 40-60%, regardless of the game played.
A new UConn study found that video game players are more likely to experience aggressive thoughts and words when battling human-like characters. The research suggests that exposure to violent games can lead to increased aggression, particularly when players perceive the opponents as human-like.
Researchers found that audiences are drawn to violent content due to a desire to confront and understand real-life problems, rather than solely for entertainment. The study used a large binational sample to examine the motivations behind exposure to violent portrayals, suggesting a more complex and nuanced understanding of human behavior.
A study by Ohio State University researchers found that when students were denied the opportunity to cheat on an exam, they became more attracted to violent video games. This suggests that frustrated individuals may turn to these games as a way of engaging in aggressive behavior. The findings extend frustration-aggression theory and hi...
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Researchers found that people who were frustrated in their attempts to cheat or steal are more likely to be attracted to violent video games. The study also showed that denying people the chance to commit forbidden behaviors can increase frustration, leading to a preference for violent entertainment.
Researchers found that rates of violence increased significantly in James Bond films over a 46-year period, with severe violence increasing by nearly three times.