8/10/2019 psychology.project. (2).docx
1/22
Dr. RAM MANOHAR LOHIYA NATIONAL LAW
UNIVERSITY
2013-2014
PSYCHOLOGY
FINAL DRAFT
IMPACTS OF TELEVISION VIOLENCE ON THE
TEENAGERS
Submitted to: Submitted by:
(Dr.Purnima Agarwal) ( Shikha Gurjer)
Assistant professor Roll No. 121 SEC (B)
RMLNLU SEMESTER-1 B.A.LLB(hons)
8/10/2019 psychology.project. (2).docx
2/22
ACKNOWLEDGEMENT
First and foremost, we would like to thank to our teacher of this
project, Mrs. (Dr. Purnima Agarwal )for the valuable guidance and
advice. She inspired us greatly to work in this project. Her willingness
to motivate us contributed tremendously to our project. We also
would like to thank her for showing us some example that related to
the topic of our project. Besides, we would like to thank the authority
of Dr. Ram Manohar Lohiya National Law University for providing
us with a good environment and facilities to complete this project.
Also, we would like to take this opportunity to thank to our university
for offering this subject ,Psychology.). Finally, an honourable
mention goes to our families and friends for their understandings and
supports on us in completing this project. Without helps of the
particular that mentioned above, I would face many difficulties while
doing this.
8/10/2019 psychology.project. (2).docx
3/22
TABLE OF CONTENTS PAGE NO
1. Introduction of Media violence 03
2. Media effects theories 04
Social learning theory
Social cognitive theory
Catalyst model
Moral panic theory
3. Timing of effects 06
Immediate effects
Long term effects
4.
Psychological effects of media violence on teenagers 10
5.
Academic study of effects of TV violence 14
Mass society theory
Anomie theory
6. Guidence/prevention for controlling effects of TV violence 15
7. Suggestion for decreasing negative effects of TV violence 16
8. Questionnaires 17
9. Conclusion 19
8/10/2019 psychology.project. (2).docx
4/22
INTRODUCTION OF MEDIA (TELEVISION ) VIOLENCE
Research into the media and violence examines whether links between consumingmedia
violence and subsequent aggressive andviolentbehavior exists. Although somesocial
scientists support this link methodological and theoretical problems with the existing
literature limit interpretation of findings in this area. There is concern among some scholars
that media researchers may have exaggerated effects (Ferguson & Kilburn, 2009; Freedman,
2002; Pinker 2002; Savage, 2004).
Complaints about the possible deleterious effects of mass media appear throughout history,
evenPlato was concerned about the effects of plays on youth. Various media/genres,
includingdime novels,comic books,jazz,rock and roll,role playing/computer games,
television, movies, internet (by computer or cell phone) and many others have attracted
speculation that consumers of such media may become more aggressive, rebellious or
immoral. This has led some scholars to conclude statements made by some researchers
merely fit into a cycle of media-based moral panics (e.g. Gauntlett, 1995; Trend, 2007;
Kutner & Olson, 2008). The advent oftelevisionprompted research into the effects of this
new medium in the 1960s. Much of this research has been guided bysocial learning theory
developed byAlbert Bandura.Social learning theory suggests that one way in which humanbeingslearn is by the process of modelling.
MEDIA EFFECTS THEORIES
SOCIAL LEARNING THEORY
Media effects theories in modern times originated withBandura's social learning theory,
which suggests that children may learn aggression from viewing others. Modeling of
behavior was observed in Bandura'sBobo Doll experiments.Bandura showed children a
video of a model beating up a Bobo doll and then put the children in a room with a Bobo doll
to see if he/she would imitate the behavior previously seen on the video.
The findings of this experiment suggest that children tended to model the behavior they
witnessed in the video. This has been often taken to imply that children may imitate
aggressive behaviors witnessed in media. However, Bandura's experiments have been
criticized (e.g. Gauntlett, 1995) on several grounds. First, it is difficult to generalize from
http://en.wikipedia.org/wiki/Mass_mediahttp://en.wikipedia.org/wiki/Violencehttp://en.wikipedia.org/wiki/Social_scienceshttp://en.wikipedia.org/wiki/Social_scienceshttp://en.wikipedia.org/wiki/Platohttp://en.wikipedia.org/wiki/Dime_novelhttp://en.wikipedia.org/wiki/Comic_bookhttp://en.wikipedia.org/wiki/Jazzhttp://en.wikipedia.org/wiki/Rock_and_rollhttp://en.wikipedia.org/wiki/Role_playing_gamehttp://en.wikipedia.org/wiki/Computer_gamehttp://en.wikipedia.org/wiki/Televisionhttp://en.wikipedia.org/wiki/Social_learning_theoryhttp://en.wikipedia.org/wiki/Albert_Bandurahttp://en.wikipedia.org/wiki/Imitationhttp://en.wikipedia.org/wiki/Albert_Bandurahttp://en.wikipedia.org/wiki/Bobo_Doll_experimenthttp://en.wikipedia.org/wiki/Bobo_Doll_experimenthttp://en.wikipedia.org/wiki/Albert_Bandurahttp://en.wikipedia.org/wiki/Imitationhttp://en.wikipedia.org/wiki/Albert_Bandurahttp://en.wikipedia.org/wiki/Social_learning_theoryhttp://en.wikipedia.org/wiki/Televisionhttp://en.wikipedia.org/wiki/Computer_gamehttp://en.wikipedia.org/wiki/Role_playing_gamehttp://en.wikipedia.org/wiki/Rock_and_rollhttp://en.wikipedia.org/wiki/Jazzhttp://en.wikipedia.org/wiki/Comic_bookhttp://en.wikipedia.org/wiki/Dime_novelhttp://en.wikipedia.org/wiki/Platohttp://en.wikipedia.org/wiki/Social_scienceshttp://en.wikipedia.org/wiki/Social_scienceshttp://en.wikipedia.org/wiki/Violencehttp://en.wikipedia.org/wiki/Mass_media8/10/2019 psychology.project. (2).docx
5/22
aggression toward a bo-bo doll (which is intended to be hit) to person-on-person violence.
Secondly, it may be possible that the children were motivated simply to please the
experimenter rather than to be aggressive. In other words, the children may have viewed the
videos as instructions, rather than incentives to feel more aggressive. Third, in a latter study
(1965) Bandura included a condition in which the adult model was punished for hitting the
bo-bo doll by himself being physically punished. Specifically the adult was pushed down in
the video by the experimenter and hit with a newspaper while being berated. This actual
person-on-person violence actually decreased aggressive acts in the children, probably due to
vicarious reinforcement. Nonetheless these last results indicate that even young children don't
automatically imitate aggression, but rather consider the context of aggression.
SOCIAL COGNITIVE THEORY
Social cognitive theories build upon social learning theory, but suggest that aggression may
be activated by learning and priming aggressive scripts. Desensitization and
arousal/excitation are also included in latter social cognitive theories. The concept of
desensitization has particularly gotten much interest from the scholarly community and
general public. It is theorized that with repeated exposure to media violence, a psychological
saturation or emotional adjustment takes place such that initial levels of anxiety and disgust
diminish or weaken. For example in one recent study, a sample of college students were
assigned at random to play either a violent ornon-violent video game for 20 minutes. They
were then asked to watch a 10 minute video of real life violence. The students who had
played the violent video games were observed to be significantly less affected by the a
simulated aggressive act than those who didn't play the violent video games. However the
degree to which the simulation was "believable" to the participants, or to which the
participants may have responded to "demand characteristics" is unclear (see criticisms
below). Nonetheless, social cognitive theory was arguably the most dominant paradigm of
media violence effects for many years, although it has come under recent criticism (e.g.
Freedman, 2002; Savage, 2004). Recent scholarship has suggested that social cognitive
theories of aggression are outdated and should be retired.
http://en.wikipedia.org/wiki/Non-violent_video_gamehttp://en.wikipedia.org/wiki/Non-violent_video_game8/10/2019 psychology.project. (2).docx
6/22
CATALYST MODEL
One alternate theory the Catalyst Model (Ferguson et al., 2008) has been proposed to explain
the etiology of violence. According to the Catalyst Model, violence arises from a combination of
genetic and early social influences (family and peers in particular). However, media violence is
explicitly not considered a causal influence according to this model, considered too weak an
influence. Specific violent acts are "catalyzed" by stressful environment circumstances, with less
stress required to catalyze violence in individuals with greater violence predisposition. Given
that the Catalyst Model specifically deemphasizes media violence, this theory is directly at odds
with most learning-focused media violence researchers. The Catalyst Model is a newer theory
and has not been tested as extensively as other theoretical models.
MORAL PANIC THEORY
A final theory relevant to this area is themoral panic theory.Elucidated largely byDavid
Gauntlett,this theory postulates that concerns about new media are historical and cyclical. In
this view, a society forms a predetermined negative belief about a new medium typically
not used by the elder and more powerful members of the society. Research studies and
positions taken by scholars and politicians tend to confirm the pre-existing belief, rather than
dispassionately observe and evaluate the issue. Ultimately the panic dies out after several
years or decades, but ultimately resurfaces when yet another new medium is introduced.
TIMING OF EFFECTS
Media effects can either be immediate or long term .This distinction focusses on when the
effect occurs not on how long it lasts.
An immediate effect is one that happens during exposure to the media message . If the effect
does happen, it might last only for a short period of time (such as becoming afraid during a
movie ) or might last forever (such as learning the outcome of a presidential election), but it
is still an immediate effect because it changed something in you during the exposure .For
example , when you watch a news program , you learn about the events of the day .Or while
reading a newspaper , you immediately feel happy when you learn that your favorite sports
team won an important game. And when you watch an action/adventure film, you might
begin jumping around in your seat and wrestling with your friends. These are all immediate
effects, because something happened to you during the exposure .
http://en.wikipedia.org/w/index.php?title=Moral_panic_theory&action=edit&redlink=1http://en.wikipedia.org/wiki/David_Gauntletthttp://en.wikipedia.org/wiki/David_Gauntletthttp://en.wikipedia.org/wiki/David_Gauntletthttp://en.wikipedia.org/wiki/David_Gauntletthttp://en.wikipedia.org/w/index.php?title=Moral_panic_theory&action=edit&redlink=18/10/2019 psychology.project. (2).docx
7/22
Long- term effects show up only after many exposures . No single exposure or no single
message is responsible for the effect .Instead , it is the pattern of repeated exposures that sets
up the conditions for a long- term effect. For e.g. after watching years of crime programs and
news report, you might come to believe that your neighbourhood is a high - crime
environment .No single exposure or event caused this belief : the belief is very slowly and
gradually constructed over years of exposures until one day it occurs to you that you better
buy another set of locks for your doors.
Immediate effects are much easier to notice than are long- term effects. There are two reasons
for this .First , immediate effects are fluctuations that often break through the manifestation
level. Long- term effects also take the form of changes, but those changes happen so
gradually and take so long to build up that is very difficult to notice any one of those slivers
of changes.
A second reason immediate effects are easier to notice is because they occur during an
exposure to a particular message and this makes it easy to link the effect to the media
message as a cause and conclude there was a media effect.By the time people notice a long
term effect , it is well after many mediaexposures and many other things happening in their
lives , so it is more difficult to link the effect to media exposures.
THE IMMEDIATE EFFECTS
1. BEHAVIORAL EFFECT
Imitation / copying behaviour: This is the effect that the public focuses on most when
thinking about protecting people from the influence of media violence .This is
understandable because copying behavior is very easy to spot and very easy to see the linkback to the media content . this type of effect is much more prevalent with teenagers than
adults .
Triggering novel behaviour: Triggering refers to a behaviour that is neither imitated
(mimicking a just-seen behaviour in the media) nor activated (putting in motion a previously
learned behaviour). Trigging refers to the media stimulating a person to act in a violent
manner but that person acts out in a novel way.
8/10/2019 psychology.project. (2).docx
8/22
Disinhibition: exposure to media violence can reduce viewers normal inhibiltions that
prevent them from behaving in a violent manner. This effect has the largest research base.
Attraction: Many people are attracted to violence, maybe not all the time, but there come
times when people want to see a violent show. If it were not for this effect violent CDs
would not sell, and horror movies would have no audiences. When you add up all the time
and money spent by millions of people each year in seeking out this kind of content, this must
be regarded as a major effect.
2. PHYSIOLOGICAL EFFECT
Fight/flight: exposure to violence can temporarily arouse people physiologically. During
exposure, a persons heart rate and blood pressure increase. These physiological changes are
the bodys way of getting ready to respond to the violence as if it were w real threat to the
viewer. This type of arousal dissipates usually within an hour after exposure.
Excitation transfer :violence presented in the media tends to arouse viewers and hence is an
energizer. People do not necessarily need to use that energy in an aggressive manner- they
can transfer that energy to other outlets. For example, people who are exposed to strongly
violent portrayal can become highly aroused (heightened heart rate) and are ready for action.
If there are sexual reminders in their environment, they will be likely stay highly aroused but
shift into a sexual mode. The arousal needs direction because arousal by itself is not guided.
If the viewers guides the energy into positive directions, then the exposure to violence will
have a prosocial value. Whatever the direction, the energy from the arousal is short-lived and
usually dissipates within several minutes after exposure.
3. EMOTIONAL EFFECT
Temporary fear: violence in films and on television can produce intense fright reactions.
Fright as an immediate emotional response is typically of relatively short duration, but it may
endure on occasion for several hours , days, or even longer. It is composed of the components
of the components of anxiety, distress and increased physiological arousal that are frequently
engendered in viewers as a result of exposure to specific types of media production.
8/10/2019 psychology.project. (2).docx
9/22
4. ATTITUDINAL EFFECT
Immediate creation/change of attitudes: a persons attitude can be created or changed with
as little as a single exposure. For example, researchers have shown that when people are
exposed to a violent television program, they will show an immediate drop in sympathetic
attitude.
5. COGNITIVE EFFECT
learning specific acts and lessons: people can learn behaviour patterns by watching
characters perform in the media. For example, children might watch cartoon where characters
beat each other over the head with rubber hammers and show no harm. The children do not
imitate the behaviour patterns they see because there are no rubber hammers available to
them. But this does not mean they have not learned how to perform a certain aggressive
behavioural sequence. Also they have learned that such behaviour is funny and not really
harmful to the person who is hit on the head.
LONG TERM EFFECTS
1.
BEHAVIOURAL EFFECT
Training behaviour: violent video games train players to kill. When children watch graphic
violence in the movies and on TV shows and also play realistic, violent video games, it
breaks down their natural resistance to killing. This training follows the same principles used
by the U.S military to transform peaceful young men into soldiers who must kill their
enemies. The game playing has a physical component of training that is a player are trained
in eye-hand coordination, thus practicing the ability to fire at and hit moving targets.
2. PHYSIOLOGICAL EFFECTS
Physiological habituation: this is building up or increasing physiological tolerance over the
long term. With repeated flight-or-flight responses, the human body gradually builds up a
resistance to the exposure to media violence. For example the first time people see horror
film, their bodies respond with a fight-or-flight reaction that substantially increase heart rate
and blood pressure. As they continue to view horror films over the years, the bodys reaction
8/10/2019 psychology.project. (2).docx
10/22
is not substantial to this stimulus the heart rate and blood pressure still increase but not as
much.
EMOTIONAL EFFECT
Cultivation of fear: There is a good deal of research support for the hypothesis that heavy
exposure to the world of television, which is saturated with violent portrayals, leads people to
construct unrealistically high estimates of the risk of victimization and a corresponding belief
that the world is a mean and violent place.
ATTITUDINAL EFFECT
Long -term reinforcement of attitudes/ beliefs: Because the media provide so many
messages of violence and because those messages are usually presented with the same cluster
of contextual factors, viewers existing attitudes about violence are reinforced over time. This
makes the attitudes stronger and therefore harder to change as time goes by.
THE PSYCHOLOGICAL EFFECTS OF MEDIA VIOLENCE ON
TEENAGERS
Abstract
Recent research has shown that connections between children playing violent video games
can cause later aggressive behavioral problems. In retrospect studies have also shown a
twelve percent increase in aggressive behavior after watching violent television as well.
Some parents and psychologists have said that there are children who benefit from the
proficiency and coordination of playing video games while others disagree. Critics of video
games claim that watching violent television is less detrimental due to the children not
physically playing out the violence. Research has also shown heavy viewers, which is four or
more hours a day, put in less effort at school, have poorer reading skills, play less friendly
with friends, have fewer hobbies and activities, and are more likely to be overweight. The
American Psychological Association says there are three major effects of watching violence
in the media (i.e.: video games/television) children may become less sensitive to the pain and
suffering of others, children may be more fearful of the world around them, and children may
be more likely to behave in aggressive or hurtful ways toward others.
8/10/2019 psychology.project. (2).docx
11/22
The Psychological Effects of Violent Media
Everything that children see or hear in the media early on in their lives affects them in some
way. Positive parenting role models indicate that in the best interest of our children we
should limit their exposure to violent acts. Unfortunately, violence is one of the most popular
forms of entertainment. Over sixty percent of television shows being shown in prime time
contain some form of violence. There are two very opposite sides of this issue. The media
who market the violent television, video games and other forms of entertainment argue this is
safe entertainment and the others argue that violence promotes violence
Current research tends to agree with the proponents who argue that violent media is
associated with aggressive behavior. Risky behavior by children and young adults can
include violence against others, lack of remorse for consequences. The type of faulty
thinking creates stressors in children which can lead to the onset of many different symptoms.
Children who view media violence are more likely to have increased feelings of hostility,
decreased emotional response to the portrayal of violence and injury that lead to violent
behavior through imitation. An example here would be the television show Jack Ass. There
have been several accidents related to young men attempting stunts that are done on the
show. The act of imitating what they have seen on a television show causes injury to
themselves or others around them.
The Academy of Pediatrics says More than one thousand scientific studies and reviews
conclude that significant exposure to media violence increases the risk of aggressive behavior
in certain children, desensitizes them to violence and makes them believe that the world is a
meaner and scarier place than it is. If children begin to think that this type of violence is
normal behavior these thoughts are often said to be difficult to change later on in life. This is
similar to the studies of domestic violence where children who are exposed to violence either
become offenders or victims because they believe that what they are exposed to is the norm.
One instance that brought the worry of violence in media is the Columbine incident. The two
young men that committed this act of violence were said to have played numerous hours of
violent video games. Their exposure to violence is said to have been the cause since the
children involved in Columbine came from secure home environments with active parental
influence. As with Michael Carneal, from Kentucky, who in 1997 shot and killed three of his
8/10/2019 psychology.project. (2).docx
12/22
classmates. He too was also said to have been a video game fanatic. Michael Breen an
attorney in the case against Michael Carneal stated in court; Michael Carneal clipped off
nine shots in a 10-second period. Eight of those shots were hits. Three were head and neck
shots and were kills. That is way beyond the military standard for expert marksmanship.
This was a kid who had never fired a pistol in his life, but because of his obsession with
computer games he had turned himself into an expert marksman (Ivory, 2003), (Hanson,
1999, p. 15). These two instances in a whole may be small evidence however, proves that
violent media play a role in such violence.
Another view from researchers suggests that performing violent acts in video games may be
more contributing to children's aggression than passively watching violent acts on television.
According to this view, the more children practice violent acts, the more likely they are to
perform violent acts (Cesarone, 1994). In most video games women are usually portrayed as
persons who are acted upon rather than as initiators of action, in the extreme they are
depicted as victims. Games such as, Grand Theft Auto promote prostitution, theft, and
violent behavior. This game encourages males to act out these behaviors to move further
along in the game. The movie the Matrix for example was said to be the triggering factor to
the violent high school students that wore trench coats. They were eventually arrested for
trying to play out their role as The One. Research has found that males play video games
more often than women which may be the producing factor of such violence in video games.
It is believed that acting out such violence as opposed to just viewing the violence causes the
children to become more familiar with how to act out violence without consequences.
On the other hand the makers of these violent types of media such as movies, video games
and television argue that violent children are drawn towards these types of violent
entertainment. These people believe that the child must have been exposed to more than just
programming in order to exhibit behaviors that they may have seen on television or in the
media. Some will argue though that the real effect is so small that in fact one hypothesis
suggests that exposure to violent media can actually provide a healthy release for the
frightening emotions of children and young adults. At the age children begin to play video
games they have not quite developed the ability to distinguish between what is reality and
what its not. This can cause young children to act upon the violence they have viewed on
television, video games and such, not knowing that what they are doing is wrong or
inappropriate.
8/10/2019 psychology.project. (2).docx
13/22
Unfortunately violent situations are all too common in everyday entertainment and there are
far less programming choices that are non-violent than there are violent. The National
Coalition on Television Violence reported there has been a consistent increase in the number
of violent themed video games. These games increased from fifty three percent in 1985 to
eighty two percent in1988 (Cesarone, 1994). The agreement amongst researchers on
television violence is that there is a significant increase from 3% to 15% in individuals'
aggressive behavior after watching violent television (Cesarone, 1994). Even if the choices
did exist the research has proven parents actually have no clue as to what their children watch
on television. Parents need to be attentive to the content these games have and question
whether they are appropriate for the age of their child. Parents should also monitor the
amount of time their children spend playing video games. For instance a co-workers eight
year old child said to me I watched an R rated movie one time because there were not any
parents around. In one multicultural study that was completed, found that in six different
nations young Americans had the least amount of work responsibility assigned to them. This
leads to an excess number of manufactured video games and store bought materials to
entertain them. Rather than being forced to go outside to participate in activities they are
encouraged to stay inside and watch television or play video games alone. Together these
two factors contribute to video game over usage. A study conducted in 1989, on video game
usage and content found that most of the arcade games contained antisocial values of a
violent nature (Ivory, 2001).
The only part of the issue that researchers do agree about is that violent media types are not
the only cause of children committing violent acts. The involvement of parents in what their
children watch, how the family interacts with each other, what the children are exposed to in
their environment are also indicators of how they will behave and what value system they
will follow. In 1995 one research revealed that both impulsive and reflective young adults
showed increased amounts of violent aggression towards play objects after playing violent
and non-violent video games. However, in a contradictory study it was found that there was
not a difference between children that were exposed to violent media and those who were
exposed to non-violent media. The catharsis theory disputes the claim that violent video
game content encourages aggression (Ivory, 2001). This theory suggests that the emotional
drive evoked by violent video game play reduces the chance of a child actually exhibiting
violent behavior; the childs fantasy play and imagined actions causes the child to have
reduced urges to act out aggression in actual behavior (Ivory, 2001).
8/10/2019 psychology.project. (2).docx
14/22
Whatever you believe, the US surgeon generals report only suggests possible short term
effects. There is no strong evidence on the long term effects of media violence. The fact is
that research is stronger towards media violence being a precursor to increased aggression in
children and young adults. This fact alone should be enough for parents to become more
involved in what their children are exposed to. According to Wartella and Reeves, Our
review found a progression from early attention to studies of media use to increasing
emphasis on issues of physical and emotional harm, and changes in childrens knowledge,
attitudes, and behaviors (Ivory, 2001).
There are some responsible companies who are taking steps to inform parents about the
content of the entertainment. Cartridge locks were developed by one company in 1990 to
prevent unsupervised access to video games. Several companies have developed their own
rating system for violence to help parents monitor their childs free time. X-Unfit and XV
(highly violent), PG and G ratings are the ratings from The National Coalition on Television
Violence to rate video game violence. With hopes that other video game makers will follow
Sega has developed their own rating system which include general, mature, and adult
audience. As for Nintendo they use the general rating that is used for movies; G, PG, PG-13
and R rated. The only problem with these ratings are that some parents are not aware of them
and stores still sell these games to children that are not old enough to be purchasing them.However, this is a helpful guide for parents that do monitor there childs form of
entertainmen
ACADEMIC STUDY OF EFFECTS OF TV VIOLENCE
MASS SOCIETY THEORY-Mass society as anideology can be accounted for by
attending to the term most often used as the polar opposite of mass, namely elite. A
form of society theoretically identified as dominated by a small number of
interconnected elites who control the conditions of life of the many, often by means of
persuasion and manipulation. This indicates the politics of mass society theorists- they
are advocates of various kinds of cultural elite who should be privileged and
promoted over the masses, claiming for themselves both exemption from and
leadership of the misguided masses.
"As technological innovation allowed government to expand, the centralized state grew in
size and importance." "Since then, government has assumed responsibility for more and more
http://en.wikipedia.org/wiki/Ideologyhttp://en.wikipedia.org/wiki/Ideology8/10/2019 psychology.project. (2).docx
15/22
areas of social life: schooling, regulating wages and working conditions, establishing
standards for products of all sorts, and providing financial assistance to the elderly, the ill,
and the unemployed." "In a mass society, power resides in large bureaucracies, leaving
people in local communities with little control over their lives. For example, state officials
mandate that local schools must meeteducational standards,local products must be
government-certified, and every citizen must maintain extensivetax records. Although such
regulations may protect and enhance social equality, they also force us to deal more and more
with nameless officials in distant and often unresponsive bureaucracies, and they undermine
theautonomy of families and local communities."
Mass society theory has been active in a wide range ofmedia studies,where it tends to
produce ideal visions of what the mass media such as television and cinema are doing to the
masses. Therefore, the mass media are necessary instruments for achieving and maintaining
mass societies. "Themass media give rise to national culture that washes over the traditional
differences that used to set off one region from another." "Mass-society theorists fear that the
transformation of people of various backgrounds into a generic mass may end up
dehumanizing everyone."
ANOMIE THEORY-One important early theory that has a bearing on the presentdis-cussion of the relationship between media and crime is Robert Mertons
(1938)strain theory, or anomie
. Merton borrowed the term anomie (meaning norm-lessness) from Durkheim and followed the
Chicago School in rejecting individ-ualistic explanations of crime and looking instead to
social and structuralfactors. Like mass society theory, strain theory takes as its starting point
adecline of community and social order and its replacement by alienation anddisorder. Whole
sections of society are cut adrift, unable to conform to thenorms that traditionally bind
communities together. Yet, within this state of normlessness, society as a whole remains
more or less intact. As Durkheim(1893/1933) notes, social cohesion persists despite periodic
economic crises(such as rapid increases in prosperity for some sections of society and the
con-comitant impoverishment of others in relative terms). Social cohesion may be partly
accounted for by the pursuit of common objectives, and anomie drawsattention to the goals
that people are encouraged to aspire to, such as a com-fortable level of wealth or status. The
majority of people will conform to thesocially acceptable means of attaining those goals; for
http://en.wikipedia.org/wiki/Educational_standardshttp://en.wikipedia.org/wiki/Taxhttp://en.wikipedia.org/wiki/Autonomyhttp://en.wikipedia.org/wiki/Media_studieshttp://en.wikipedia.org/wiki/Mass_mediahttp://en.wikipedia.org/wiki/Mass_mediahttp://en.wikipedia.org/wiki/Media_studieshttp://en.wikipedia.org/wiki/Autonomyhttp://en.wikipedia.org/wiki/Taxhttp://en.wikipedia.org/wiki/Educational_standards8/10/2019 psychology.project. (2).docx
16/22
example, hard work anda commitment to traditional, consensual values. Through
socialization, mostcome to accept both the goals and the legitimate means of achieving them;
aprocess summed up in the notion of the American Dream. But an overempha-sis on either
the cultural goals or the institutionalized means of attaining themcan lead to social strains, and anomie
usually describes a situation where a society places strong emphasis on a particular goal, but far less
emphasis on the appro- priate means of achieving that goal. It is this imbalance that can lead
someindividuals who Merton terms innovators to pursue nonconformist or illegalpaths to
achieve the culturally sanctioned goals of success and wealth.
GUIDANCE /PREVENTION FOR CONTROLLING EFFECTS OF TV
VIOLENCE
Guidance and prevention given by the parents to their teenagers (children) are as follows -
1. Cultivating intelligent viewing implies that parents encourage children to carefully
choose the programs, restrict viewing time and help them to find fun things to do
when the set is turned off.
2. Helping teenagers learn to manage anger is a very important part of early violence
prevention.
3. Teaching children (teenagers) the goal of discipline to teach them self - control, not to
punish them.
4. Parents can watch TV with children and talk about what happens in the show in order
to prevent violence in the media from having such a strong influence on teenagers.
5. Parents or care- giver should monitor what teens watch or play.
6. Try to prevent teens from watching violent TV shows.
7. Limit the no. of hours children watch TV or play video games
. SUGGESTIONS FOR DECREASING NEGATIVE EFFECTS OF TV
VIOLENCE OR ITS IMPACTS
1.
.Ignore some behaviour that is irritating but not dangerous.
2. Taking away a privilege can help to stop bad behaviour which is influenced by
television violence.
8/10/2019 psychology.project. (2).docx
17/22
3. Timeout is a method that some families use to give teenagers and adults- a short
cooling off period.
4.
Monitor all of your childs media consumption - video games , television, movies and
internet.
5. With ones child , discuss and make decisions on how much your child is allowed to
play video games, listen to music or watch TV .Enforce those limits and be consistent.
6. Take time to discuss with your children the games they are playing or other media they
are watching . Ask your children how they feel about what they observe in these video
games, television programs or movies. This is an opportunity to share your feelings
and grow closer with your child.
QUESTIONNAIRES
The following list of questions were asked to the teenagers in order to personally know about
their personal views about these violent TV shows and their reaction against those shows
How these teenagers perceive things from these violent shows which are highly influential in
nature.
In my project i have broadly focussed on the GUMRAH TV show which is telecasted in the
CHANNEL V. This show is one of the most violent show which basically focuses on the
life of teenagers and the serious crimes committed by them due to some pressure from their
parents, siblings or their so called peer groups ,it is the sole culprit who mostly force them to
do which should not be done by them as it is considered immoral in our standard society and
personally bad for them also. Other factors which force teens to commit crime is the
situations and circumstances which sometimes goes out of hand and become worst and it
results in the form of crimes commited by them.
LIST OF THE QUESTIONNAIRES ARE AS FOLLOWS
1. Do the teenager watch the show regularly ?
2. What do the teenager think while watching the violent TV show , simply what
goes in their mind at the time of watching the TV show?
3.
What the teenager perceive from this violent TV show ?
4. What do the teenager feel after watching the show?
5. Is there any impact of that violent TV show on them?
6.
How do the teens react in their personal life after watching violent show?
8/10/2019 psychology.project. (2).docx
18/22
7. What have you seen in that show ?
8. Do they have become aggressive in their behaviour?
9.
Their personal views after watching the show?
10.Is aggression is increasing within them because of the regular watching of
those shows?
11.
Viewpoint of the teenager before watching those shows ?
12.Do some changes have come within their behaviour after watching those
shows regularly- aggression towards parents, family and friend circle ?
I have taken a teenager for a interview for my questionnaires.
Nehall (girl) of 17 years. She is in the habit of watching the GUMRAH show
regularly as she gets fully entertained by this show because of the two reasons-
This show basically deals with the teenagers life, due to this she can relate with it the
most than any other show and another reason is that this show is full of excitement
because of the element of thrill, anxiety and fear .
Answers of the questionnaires are as follows-
1. Yes the teenager watch the show regularly.
2.
The only thing which goes around in the mind of the teenager while watching
the show is what is going to happen next, they are soo much into the show
that they dont want to miss even a single scene.Their prime focus is to stay in
touch with that show at the time of watching because of the excitement n thrill
related to it.
3. The teenager perceives two things -.Firstly that we should not trust people and
another thing is that the teenager himself/herself can solve his problems in his
own ways.
4. The mindset of teenager has changed towards the people around him , though
he has become awared of the dark shade of life .
5. Yes they are influenced by the violent show, they have become more
intolerant and aggressive behaviour in comparison to the other people with
respect to people ,things and views.
6. Teens behave aggressively in their personal life as now she is getting a way to
show her like and dislike through this show. Now they are imitating and
learning how to react in a particular situation through this show.
8/10/2019 psychology.project. (2).docx
19/22
7. In a episode , it is viewed by the teen that a girl murders his family so that she
can marry her love and can live happily ever.
8.
Yes
9. Though the teen knows that whatever a person do in a grave anger is not right
according to the norms set by the society but still they cant think of a more
better way than handling things in their own way. The other thing which
comes in mind is that what is wrong in behaving in such a manner if i am
happy with it why do i care about other people , person forget about family ,
friends etc only thing which a person knows about is fulfilment of their
needs ,and desires.
10.Yes
11.
As such when she was not in touch of this violent show she was more calm
and tolerant in comparison to present
12.. As a person is regular in touch with the violent TV show , he/ she gets
influenced by it though he/she may or not accept this fact but it can be
observed in their behaviour. And when a person is regularly watching
something violent he /she slowly imitates that behaviour and due to this
become more and more aggressive in their life and become aggressive
towards family and friends
Personally she told me that its good to be aggressive whats wrong in that .She said
that its perfectly ok because we should not care about other people and yes a person do
make mistake and its good than only he/ she can know about the better side .She said
she personally follow being aggressive instead of being cool and calm , may be
because of the violent TV show .Earlier she used to think that this show is very wrong
, teens should not behave high- tempered but now she relates it with practicality and
follows to be a aggressive person.
CONCLUSION
In conclusion, not one research conducted could prove either positive or negative long term
outcomes of violent media. The fact of the matter is that parents should monitor and be more
attentive to their children. In the act of a busy life we all tend to forget the real life issues.
Parents need to pay more attention to their childrens lives and not sit them in front of the
television, weather it is for movies, video games, or general television shows. In my opinion
in this day and age most parents get too wrapped up in their own lives to be overly concerned
8/10/2019 psychology.project. (2).docx
20/22
about what their children are doing. Raising a child is hard enough in this day and age but
you add all the outside media violence and it makes it ten times harder to steer your child in
the right direction. Does that really mean violent media causes children to be violent? I
dont believe so these children get bored and should be limited to the types of media
entertainment they are exposed to. All we can do as parents is pay attention to our children .
8/10/2019 psychology.project. (2).docx
21/22
BIBLIOGRAPHY
BOOKS
1. MEDIA VIOLENCE AND CRIME BY ANJU KHOSLA
2.
CRIME AND MEDIA , EDITED BY CHRIS GREER
3. WIKEPEDIA
8/10/2019 psychology.project. (2).docx
22/22