Intense interest in disturbing child abductions by the mass media, public safety organizations, and the public has helped sustain a socially constructed mythology and sporadic “moral panic” about the presumed pervasiveness of this threat to children. The result has often been reactionary “memorial” legislation enacted in response to sensational cases. A recent example is the America's Missing Broadcast Emergency Response (AMBER) Alert system, which is designed to interrupt serious child kidnappings in progress by soliciting citizen tips to help officials quickly rescue victims. Drawing on available empirical evidence and theoretical considerations, the authors contend that AMBER Alert has not achieved and probably cannot achieve the ambitious goals that inspired its creation. In fact, AMBER Alert is arguably an example of what could be called crime control theater. It is a socially constructed “solution” to a socially constructed problem, enabling public officials to symbolically address an essentially intractable threat. Despite laudable intentions, AMBER Alert exemplifies how crime control theater can create unintended problems, such as public backlash when the theatrical policy fails and a distorted public discourse about the nature of crime. Considerations for the future of AMBER Alert in particular, and the concept of crime control theater in general, are discussed.
Video game characters have the potential to shape players' perceptions of gender roles. Through social comparison processes, players learn societal expectations of appearances, behaviors and roles. Forty-nine articles were coded from current U.S. gaming magazines, resulting in 115 coded characters. This content analysis of video game magazine articles investigated how characters are portrayed, focusing on gender differences. Males were more likely to be heroes and main characters, use more weapons, have more abilities, and were more muscular and powerful. Females were more often supplemental characters, more attractive, sexy, and innocent, and also wore more revealing clothing. Understanding these video game messages is an important first step in understanding the effects games and magazines may have on behavior and attitudes.
Using one mock trial scenario, this study investigated whether religious and demographic factors were related to death penalty attitudes and sentencing verdicts. Those who favored the death penalty differed from those who had doubts about the penalty in gender, affiliation, fundamentalism, evangelism, literal Biblical interpretism, beliefs about God's attitudes toward murders, and perceptions of how their religious groups felt about the death penalty. These relationships generally held after mock jurors were death qualified. Gender, fundamentalism, literal interpretism, beliefs about God's death penalty position, and perceptions of how one's religious group felt about the death penalty predicted death penalty sentencing verdicts. Future research could determine whether using peremptory challenges to exclude potential jurors based on religion can help lawyers choose a more favorable jury.
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