Documente Academic
Documente Profesional
Documente Cultură
Behavior in Children
Does watching violence on TV, in movies, or video games
promote aggression?
With recent worry about mass shootings and gun violence in the United
States, one of the questions that always comes up is whether violent
media promotes violent or aggressive behavior. This is something that is
especially important to think about for parents, as violent content is
common on television and in movies, on the internet, and in some of the
most popular children’s video games.
Source: jarmoluk/Pixabay
But that wasn’t all; the study had a bit of a twist. The playroom also
contained a closed cabinet, where in one of the drawers was a real 0.38-
caliber handgun. The gun was not loaded, and it was modified so that it
couldn’t fire bullets. It was also modified so that it kept track of the
number of times the trigger was pulled hard enough that the gun would
have gone off. The children weren’t told that there was a gun in the
room, the researchers were simply interested in whether the children
would find the gun on their own, and if they did, what they’d do with it.
About 83 percent of the kids in the study found the gun, and most of
them played with it. Of the kids who found it, 27 percent immediately
gave it to the experimenter and the experimenter took it out of the room.
Of the remaining 58 percent of kids who found the gun, 42 percent
played with it in various ways. Importantly, almost none of the kids who
watched the movie clip without guns ever pulled the trigger. The kids
who watched the movie that contained gun footage were more likely to
pull the trigger of the real gun; on average, they pulled it about 2 to 3
times, and spent 4 to 5 times longer holding it when compared to kids
who watched the movie with no gun footage. What’s scarier is that some
of these kids pulled the trigger more than a few times; in fact, they pulled
it quite a lot. Some pulled the trigger over 20 times; one child pointed the
gun out the window at people walking down the street; and another child
pressed the gun to another child’s temple and pulled the trigger (Dillon,
& Bushman, 2017).
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive
behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial
behavior: A meta-analytic review of the scientific literature. Psychological Science, 12,
353-359.
Bandura, A., Ross, D., & Ross, S. A. (1963). Imitation of film-mediated aggressive
models. The Journal of Abnormal and Social Psychology, 66, 3-11.