It is believed that repeated exposure to real‐life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real‐life and media violence exposure and desensitization as reflected in related characteristics. One hundred fifty fourth and fifth graders completed measures of real‐life violence exposure, media violence exposure, empathy, and attitudes towards violence. Regression analyses indicated that only exposure to video game violence was associated with (lower) empathy. Both video game and movie violence exposure were associated with stronger proviolence attitudes. The active nature of playing video games, intense engagement, and the tendency to be translated into fantasy play may explain negative impact, though causality was not investigated in the present design. The samples’ relatively low exposure to real‐life violence may have limited the identification of relationships. Although difficult to quantify, desensitization to violence should be further studied using related characteristics as in the present study. Individual differences and causal relationships should also be examined.
Adolescents are prima y consumers of video and computer games, and the games they prefer are often violent. Related research suggests that exposure to media violence may affect attitudes and behavior. Self-concept is a key indicator of core attitudes and coping abilities, particularly in adolescents. n i s study documents current adolescent electronic game-playing habits, and explores associations among preference for violent games, frequency and location ofplay, and self-concept. Multivariate analyses identify marked gender differences in game-playing habits and in scores on the Harter Self-perception Profile for Adolescents. For girls, more time playing video or computer games is associated with lower Harter scores on six subscales, including self-esteem.Playing video and computer games is a valued leisure activity among adolescents, who often prefer violent games. Research suggests that exposure to media violence may affect attitudes and behavior. Self-concept is a key indicator of core attitudes and coping abilities, and, for adolescents, the evolution of the sense of self is a central developmental activity. This study examines whether there is a meaningful association between playing violent electronic games and aspects of adolescent self-concept.The first electronic video games were introduced in the 1970s. By the 1980s, researchers had begun to evaluate the impact of playing video games in many areas, including health, eye-hand coordination, patterns of daily activities, school performance, personality and psychopathology, and prosocial applications (see Funk, 1993b, andBuchman, 1995, for descriptions of this early research). The value of studying play on both dedicated and computerbased systems was recognized early (Greenfield, 1984). Such study is essential now, as most games are available for more than one system type.
The incidence and lethality of youth violence is escalating, leading to the development of violence prevention programs. Some have attempted to “resensitize” individuals to violence. The Attitudes Towards Violence Scale was designed to assess the impact of such interventions. The Scale demonstrates good internal reliability (Cronbach's alpha=.86) and a meaningful twofactor solution: Reactive Violence (violence used in response to actual or perceived threat) and Culture of Violence (a pervasive, ingrained identification with violence as an acceptable and valued activity). Being male, being of a non-European American ethnicity, or being a victim of violence predicted endorsement of proviolence attitudes. The Attitudes Towards Violence Scale may be useful in targeting interventions according to preexisting attitudinal dispositions.
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