Negative Case Studies
Below you will see a variety of examples on how different Media Forms & Texts have influenced people in a negative way.
Marilyn Manson - Fear & Consumption
Can Violent Video Games Play A Role In Violent Behaviour?
Do violent video games change children behaviour
As part of your research into the effects and influence of violent video games you must read articles discussing the changes to behaviour in children. You can download an article revealing that video games do not have any effect on children to the right.
Literature review on the impact of playing violent video games on aggression – The Australian Attorney General Office – September 2010
Overall, the literature examining VVG effects on aggression is divided. A 2010 meta-analysis involved vast numbers of studies and participants, and is viewed as the pinnacle of the debate so far.187 The authors found an overall effect size of r = 0.24 (r = 0.15 when controlling for gender and prior aggression), which is in the small to moderate range. The high prevalence of VVG use in the community means this small effect size remains a cause for concern. However, there are a number of issues that have been raised with the VVG effect literature that arguably reduce the literature’s policy relevance.
• That insufficient attention has been directed at third variables, which may explain some of the effect
• That the strongest evidence has been found for short term VVG effects, and conclusions regarding long term effects have not been as strong
• That there is little evidence there is any difference in the effect of VVGs on children, adolescents and young adults
• That some studies appear to show games featuring cartoonish violence are just as harmful as games featuring realistic violence
• There is no conclusive evidence that VVGs are more harmful than other violent media.
Significant harmful effects from VVGs have not been persuasively proven or disproven. There is some consensus that VVGs may be harmful to certain populations, such as people with aggressive and psychotic personality traits. Overall, most studies have consistently shown a small statistical effect of VVG exposure on aggressive behaviour, but there are problems with these findings that reduce their policy relevance. Overall, as illustrated in this
review, research into the effects of VVGs on aggression is contested and inconclusive.
Violent Video Games & Personality Types – James Markey PhD – Washington
Playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered. But for others, it may offer opportunities to learn new skills and improve social networking.
In contrast, one study in the special issue shows that video game violence can increase aggression in some individuals, depending on their personalities. In his research, Patrick Markey, PhD, determined that a certain combination of personality traits can help predict which young people will be more adversely affected by violent video games. “Previous research has shown us that personality traits like psychoticism and aggressiveness intensify the negative effects of violent video games and we wanted to find out why,” said Markey.
Markey used the most popular psychological model of personality traits, called the Five-Factor Model, to examine these effects. The model scientifically classifies five personality traits: neuroticism, extraversion, openness to experience, agreeableness and conscientiousness.
Bandura Bobo Doll Experiment
Slender Man Stabbing
Newtown Connecticut Shooting
Adam Lanza – Article
Lanza's descent to madness and murder: Sandy Hook shooter notched up 83,000 online kills including 22,000 'head shots' using violent games to train himself for his massacre
• A new book titled 'Newtown: An American Tragedy' reveals new details about Adam Lanza's life
• The 20-year-old gunman also wore head-to-toe military garb around the house and created an indoor shooting range where he used his pellet gun to shoot at homemade paper targets
• Nancy Lanza also recalled to a friend days before the attack that her son had become increasingly obsessed with the military since she told him he wasn't cut out to be a Marine
• She described finding disturbing pictures of mutilated corpses and murdered children under his bed
Adam Lanza had notched up more than 83,000 'kills' on his beloved video games including 22,000 'head shots' as he trained himself for the horrific Sandy Hook massacre, it has emerged.
The 20-year-old also wore head-to-toe military garb around the house and created an indoor shooting range where he used his pellet gun to shoot at homemade paper targets.
According to a new book on the mass shooting that rocked the nation one year ago this month, Nancy Lanza recalled to a friend days before the attack that her son had become increasingly obsessed with the military since she told him he wasn't cut out to be a Marine, and she described finding disturbing pictures of mutilated corpses and murdered children under his bed.
While other players of his favorite game 'Combat Arms' sought out codes to cheat the system, Lanza's managed to get 83,496 kills, and 22,725 head shots all with a 'clean' record - without shortcuts. He was in training, and his Combat Arms profile showed he played 4,901 matches over more than 500 hours to hone his skills.
Around this time, in 2009, Lanza also became fixated with researching mass killers, and spent hours poring over their Wikipedia entries, updating some.
According to the book, Nancy Lanza was increasingly worried about her son and when she dropped into My Place Pizza & Restaurant in the second week of December 2012, she described her concerns to friend Dennis Durant.
Durant said Nancy was her usual bubbly self as they shared their first couple of beers but on the third draft she recalled a conversation she'd had with Adam about his dreams to join the army.
Positive Case Studies
Below you will see a variety of examples on how different Media Forms & Texts have influenced people in a positive way.