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Brandishing Guns in American Media: Two Studies Examining How Often and in What Context Firearms Appear on Television and in Popular Video Games

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Abstract

The purpose of this article is to determine the amount and context of gun violence across 2 electronic media. Study I focuses on the landscape of gun violence on television, including the number of high risk portrayals. Study 2 provides data on the attributes of gun violence in video games. Results for each study are reported in terms of amount per medium and context of portrayals. Finally, differences between televised gun violence and video game gun violence are reported to illustrate how each medium may contribute to problematic behavior.
... Some Material May Be Inappropriate For Children Under 13") increased steadily during this period, a phenomenon called "ratings creep" (Potts & Belden, 2009). A high prominence of violence has also been identified in other media, such as television and video games (Smith et al., 2004), music videos (Smith & Boyson, 2002), books, and cartoons (Kirsh, 2010). ...
... Beyond the frequency of violence in the media, qualitative research has analysed the ways in which it is portrayed and has identified several features of how violence is presented in the media that are relevant to the understanding of harmful effects. Violence is often associated with positive consequences for MEDIA VIOLENCE AND AGGRESSION 73 the aggressor (such as progressing to the next level of a violent video game), presented as justified by a good cause (such as fighting evil forces), depicted without showing the consequences of violent actions on the victims (such as a cartoon character that is quickly re-assembled after being smashed by a weapon), and accompanied by humour (e.g., Smith et al., 2004). ...
... Increased normative acceptance of aggression. Content analyses of films and video games show that violence in the media is often presented as appropriate and justified (Smith et al., 2004). Violence in the service of a good cause against an evil enemy or committed to progress in a game conveys the message that under certain circumstances harming and killing others is normatively acceptable or even imperative. ...
... Violence is present in not only the news, but also in video games, movies, and television programs. Thus, in addition to video games becoming more widespread, they have also become increasingly more violent (Gentile & Anderson, 2003;Smith et al., 2004). Older video games included characters that were more cartoon-like and blood and gore that were fairly stylized (Hasan, Bègue, & Bushman, 2012). ...
... Thus, violence was still present in video games in the past, but it was much less drastic. Research shows that guns were only present in eight percent of violent interactions in the 60 most popular video games of 1999 (Smith et al., 2004). However, as a result of advancements in technology, the graphics in video games are now much more realistic. ...
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... Besides the reduction of access to guns and knives, changing of cultural and social norms that support violence was stressed. Guns figure prominently in the culture of violence, with a heavy contribution from the media (Smith et al., 2004). Indeed, "violence in screen entertainment media (i.e., television, film, video games, and the Internet), defined as depictions of characters (or players) trying to physically harm other characters (or players), is ubiquitous" (Anderson et al., 2017, p. 142). ...
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Threatening cues and surrounding contexts trigger specific defensive response patterns. Posturography, a technique for measuring postural strategies, has been used to evaluate motor defensive reactions in humans. When exposed to gun pointed pictures, humans were shown to exhibit an immobility reaction. Short and long-term exposure to violent video games was shown to be a causal risk factor for increased violent and aggressive behavior. Assaultive violence with a gun is a major trigger for motor defensive reactions, and post-traumatic stress disorder (PTSD) is the most characteristic psychiatric sequelae. Recent studies point to links between PTSD symptoms and emotional shortfalls in non-clinical trauma-exposed samples. The present study investigated defensive reactions to gun threat and PTSD symptoms in heavy players of violent video games compared to non-players. Male university students were screened according to use of violent video games and divided in three groups: non-players, moderate players, and heavy players. Stimuli were pictures depicting a man pointing a gun directed at the participant. In matched control pictures, non-lethal objects replaced the gun. Posturography was recorded and PTSD symptoms were assessed. When exposed to the threat pictures, non-players exhibited the expected reduction in amplitude of body sway (immobility), heavy players presented atypical augmented amplitude of body sway, and moderate players showed intermediate reactivity. Heavy players presented a significant distinct reaction compared to non-players. They also scored significantly higher in PTSD symptoms than non-players. Disadvantageous defensive reactions and higher vulnerability to PTSD symptoms, revealed in the present study, add to other shortcomings for heavy players.
... According to the weapons effect, seeing a picture of a gun can increase aggression in the viewer (Anderson, Benjamin, & Bartholow, 1998;Berkowitz & LePage, 1967;Leyens & Parke, 1975). This is important given that there is more repetitive and extensive gun violence in video games compared to other screen media (Smith et al., 2004). In addition, new gun controllers, designed to mimic the look and feel of real-life firearms, are often marketed as a way for the user to feel more "in" the game, and research finds that these controllers can increase immersion (McGloin et al., 2015). ...
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In addition to individual risk factors, recent findings surrounding the effects of violent video game play have provided compelling evidence that the contextual features of games also contribute to increased outcome aggression. The current study focuses on the relationship between violent video game play and the use of gun controllers on both social norms related to aggression and real-life behavioral aggression. As predicted, both violent video game play and gun controller use were positively related to behavioral aggression. The implications of these findings are discussed along with their influence on future research in this area.
... In the United States, personal possession of firearms by adults is guaranteed by the Constitution, and national surveys indicate that guns are present in approximately 40% of American homes (Pew Research Center, 2013;Swift, 2015). Beliefs about personal need to use firearms may be impacted by exposure to many fictional entertainment media sources, in which the violent use of firearms is pervasive ( Smith et al., 2004;Smith, Nathanson, & Wilson, 2002;Wilson et al., 1997), often with gross exaggerations of their use beyond any conceivable real life situations. Also relevant to perceptions of firearm use are demonstrated influences of media violence on viewerséxpectations of aggression in others, known as a hostile attributional bias (Anderson, Gentile, & Buckley, 2007;Krahe´& Krahe´& Möller, 2004), as well as on beliefs about criminal danger in their social environments, or a "mean world syndrome" (Gerbner, Gross, Morgan, & Signorielli, 1994). ...
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... However, children who played more violent video games had more positive beliefs about guns, were more likely to view gun violations as less serious, and thought that these same violations deserved less punishment. Given that gun violence is more frequent and more extensive in video games than on TV, this finding makes sense (Smith et al., 2004). ...
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... shooting). Regardless of players' experience with real guns, it is very likely that participants would have a mental model for one from previous media exposure given the amount of gun violence that is featured in contemporary media (Smith et al., 2004;Smith, Lachlan, & Tamborini, 2003). Thus, compared to a traditional button and joystick controller, a natural mapping motion capturing controller would allow for easier model matching, thus resulting in greater perceptions of game realism (H2). ...
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