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Unformatted text preview: Communications NTVS Factors contributing to violence o Factors interact on individual level, and together Gang membership Drugs/alcohol Poverty Brain damage Impulsivity Racism Limitations of previous content analyses o Simply counted violent acts [if someone is shot 10 times, it is the same as someone being hit 10 times] o Didnt focus on harm [which portrayals lead to aggression ad which lead to desensitization and which lead to something different] Thee harmful outcomes o Learning aggression o Fear o Desensitization Know impact of all contextual features o Attractive perpetrator [+ learning] o Attractive target [+ desensitization] o Punishments [- learning, - fear] o Humor [+ learning, + desensitization] can trivialize/minimize aggression o Know each contextual factor, impact it has on learning, fear, desensitization, and why Stipulations of definition o Intent to harm excluding where harm may not be intended o Physical harm o Animate beings must have 3+ human like qualities o In light of previous research, this is a very conservative definition of violence Composite week [what it is, how its constructed] o Composite week each year o Program slots randomly selected throughout television season by time slot ad day o 23 channels, 6m-11pm o Randomly picked a channel, day of week, and time o 3,000 programs/year o 3 year study = 10,000 programs Findings o All four ized findings Glamorized Almost 40% perpetrators are attractive 44% violent interactions are justified Sanitized [pain + harm] Chastised Violence on TV is often not chastised/ does not have punishment Trivialized 40% of all violent scenes feature humor Less than 14% violent scenes feature blood and gore o # Of interactions per week, scenes per week Effects of Violence Aggression o Huesmann & Eron 2 variables Aggressive at age 8 TV violence at age 8 Only significant relationships TV violence at age 8 = serious, aggressive behavior at age 30 Aggressiveness at age 8 has no correlation to how much TV violence was viewed at age 30 o Priming/Cognitive Neoassociationistic Theory Memory Collection of networks [apple = ipod, pie, etc.,] Networks contain nodes [thoughts & feelings] o Similarity o Connectedness o Can connect unrelated things by repeating them over and over [milk/cookies] meaning Bandura o Four sub-functions Must pay attention to the message and attend to it Retention: must do something with the information Production: sufficiently produce what you see, must be able to imitate it Motivation: be motivated to execute what youve acquired [$ for grades] Choices & Consequences o Experimental design 1 month prior: kids given surveys about their legal knowledge, empathy, decision making-skills, aggression Received either control [no-curriculum classrooms] or experimental...
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