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The relation of tv violence to suicidal and violent acts by college students

Among Americans aged 15 to 34 years, two of the top three causes of death are homicide and suicide. In recent years, this has meant that 88 people die each day from firearm-related homicides, suicides, and unintentional deaths. Further, the number of nonfatal injuries due to firearms is more than double the number of deaths. Research suggests that the time they spend interacting with various media surpasses all other activities except sleep.

At the same time, media consumption through mobile devices and the Internet is increasing in every age group. Since then, various government agencies and organizations have examined the relationship.

  1. American Academy of Pediatrics, et al. Although film ratings and advisory labels can help parents decide on programs to be avoided, there are two major problems with relying on this system.
  2. The influence of media violence on youth. Studies have shown how children can get desensitized to violence.
  3. It has been updated to reflect the May 22 attack in Manchester.

These include increases in aggressive behavior, desensitization to violence, bullying, fear, depression, nightmares and sleep disturbances. Television An average American youth will witness 200,000 violent acts on television before age 18.

Overall, weapons appear on prime time television an average of nine times each hour. Watching Saturday morning cartoons used to be a common aspect of American life.

Now, networks feature cartoons continuously. Studies analyzing the content of popular cartoons noted that they contain 20 to 25 violent acts per hour, which is about six times as many as prime time programs. Studies have shown the average time spent playing to be around 13 hours per week. These interactive games also reward players for successful violent behavior. Studies have shown that the general effects of violence may be more profound when children play these interactive games than when they watch violence in a more passive manner, such as when watching television.

Children 8 to 18 years of age have been found to listen to at least two and a half hours of music a day. One study by the American Psychological Association APA found a correlation between violent lyrics, and aggressive thoughts and emotions, but not actions.

Content analysis has shown that in music videos more than 80 percent of violence is perpetrated by attractive people, and that it depicts acts of violence mainly against women and minorities.

Violence in the Media and Entertainment (Position Paper)

Additionally, artistic features and editing may juxtapose violence with beautiful scenery, potentially linking it to pleasurable or pleasing experiences. They also found viewers to be more likely to accept the use of violence, to accept violence against women, and to commit violent or aggressive acts themselves. They note that the amount of gun violence in top grossing PG-13 films has more than tripled since the introduction of the rating in 1985. Multiple studies have shown a strong association, and suspicion or suggestion of causality between exposure to violence in the media, and aggressive or violent behavior in viewers.

This is a serious public health issue that should concern all family physicians. What Can Family Physicians Do 1. Consider discussing media use during well-child visits Ask at least two media-related questions: Question patients about excessive exposure to media violence. If you identify heavy use more than 2 hours dailytake additional history of aggressive behaviors, sleep problems, fears, and depression.

Children under two years of age should be discouraged from watching television. Incorporate warnings about the health risks of violent media consumption into the well-child visit. Encourage parents and caregivers to monitor content. Parental monitoring has been shown to have protective effects on several academic, social and physical outcomes, including aggressive behaviors.

Encourage parents to discuss the content of television, films, video games, music videos, and the Internet with their children and make comparisons to real-life situations and consequences.

Consider and discuss movie and video game ratings and labels with parents to set expectations and guide choice of content. Although film ratings and advisory labels can help parents decide on programs to be avoided, there are two major problems with relying on this system.

Counsel parents and caregivers to limit exposure duration Exposure can be limited by removing televisions, video games, computers, and Internet connection from the bedroom. Limit screen time to no more than two hours a day. Use technology that locks certain channels or turns off the computer or television after a certain amount of time.

Clinical environment Limit video and television use in waiting rooms. Provide only nonviolent media choices in outpatient waiting rooms and inpatient settings.

Provide books, toys, and other alternative activities for patients who are waiting. Promote Media Education In addition to limiting exposure to violent media, educational efforts should be developed to help children understand the divide between real and fictionalized violence.

Such media literacy programs have been shown to be effective, both in limiting the negative effects of media, as well as in exploring the potential positive social uses of media. Advise adults to watch with their children, and help them process media violence.

Taping programs beforehand enables pausing for discussion or processing. Support the development of media education programs that focus on demystifying and processing media violence. Emphasis should be placed on the inappropriate and unrealistic nature of violence on television and films, and the consequences, responsibility, and complexity involved with true violence.

Support and Engage in Professional Education Become familiar with the research of trends of media use, and the effects of medial violence on patients.

Disseminate this knowledge via teaching at medical schools, residencies, grand rounds, and via community—based lectures. Request, attend, or create CME. Partner with families and community-based organizations to demand that media producers limit the amount and type of violence portrayed in mass media.

Advocate for research funding to continue studying this topic. Advocate for enhancements to media rating systems to enable parents and caregivers to guide their children to make healthy media choices. References World Health Organization. Accessed July 10, 2015. National vital statistics reports; vol. Accessed June 30, 2015. Protect children instead of guns, 2004.

Accessed June 18, 2015. Weinberger SE, et al. Firearm-related injury and death in the United States: A Kaiser Family Foundation Study. Accessed March 29, 2015. American Academy of Pediatrics. Council on Communications and Media. Children, adolescents, and the media. Where different age groups tend to spend their time online.

Television and growing up: Report to the Surgeon General. Department of Health and Human Services. National Institute of Mental Health. Ten years of scientific progress and implications for the eighties.

American Academy of Pediatrics, et al. Critical Incidence Response Group. Anderson CA, et al. The influence of media violence on youth. Psychol Sci Public Interest. In the matter of violent television programming and its impact on children. Media Violence and Children: A Complete Guide for Parents and Professionals. Coker TR, et al. Media violence exposure and physical aggression in fifth-grade children.

Ybarra ML, et al. Linkages between Internet and other media violence with seriously violent behavior by youth. Handbook of Children and the Media. Strasburger VC, et al. Children, adolescents, and the media in the 21st century.

National television violence study. Leung LR, et al. Huesmann LR, et al. J Pers Soc Psychol. Greitemeyer Y, Mugge DO. Video games do affect social outcomes: Pers Soc Psychol Bull.

Playing violent video games and desensitization to violence. Violent video games and delinquent behavior in adolescents: A longitudinal study of the association between violent video game play and aggression among adolescents.

Hollingdale J, Greitemeyer T. The effect of online violence video games on levels of aggression. Oxford University Press; 2007.