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Television
was introduced in 1945
- From
1945 to 1974 homicides in the United States increased 93%
-
In a national survey conducted in 1991 by an awards festival for the
film industry, respondents were asked what had the most influence on
society.
Respondents answered:
66% stated Movies / TV
14% stated Government
7% stated Education
6% stated Music
5% stated Religion
2% stated Other
- 1969:
Presidents Blue Ribbon National Commission on the
Causes and Prevention of Violence cites television violence as a contributor
to violence and our societys problem with violence.
- 1972:
Surgeon Generals office issues report citing the link between
television/movie violence and aggressive behavior. (This is the same
Surgeon General who issued the report on the link between tobacco and
cancer, why have we heard all about the one, but not the other?)
- 1976:
The House of Delegates of the American Medical Association adopts resolution
to actively oppose television programs containing violence, as
well as products and/or services sponsoring such programs, in
recognition of the fact that television violence is a risk factor
threatening the health and welfare of young Americans, indeed our future
society.
- 1982:
The National Institute of Mental Health reviews 2,500 worldwide studies
and reports that there is a clear consensus on the strong
link between television violence and aggressive behavior.
- 1984:
Attorney Generals Task Force on Family Violence states that evidence
is overwhelming that television violence contributes to
real violence.
- 1984:
Eron and Huesmann, in a 22 year study following 875 boys and girls from
ages 8-30, find that boys who viewed high levels of television were
four to five times more likely to become violent criminals, and children
who watched more violent television were more likely as adults to use
violence to punish their own children.
- 1992:
Journal of the American Medical Association publishes Dr. Brandon Centerwalls
study concluding that, the introduction of television into the
United States in the 1950s caused a subsequent doubling of the
homicide rate, and if, hypothetically, television technology
had never been developed, there would today be 10,000 fewer murders
each year in the United States, 70,000 fewer rapes and 700,000 fewer
injurious assaults.
- In
1992 a Washington Post article stated that, the preponderance
of evidence from more than 3,000 research studies over two decades shows
that the violence portrayed on television influences the attitudes and
behavior of children who watch it.
- 1992:
American Psychological Association report, Big World, Small World
Screen, concludes that the 40 years of research on the link between
television violence and real-life violence has been ignored, states
that the scientific debate is over, and calls for federal
policy to protect society from media violence.
- 1998:
Children and Media Violence; A Yearbook from UNESCO is International
Clearinghouse on Children and Violence on the Screen, reviews worldwide
studies of media violence from 25 countries and outlines the organizations
concern about the global aggressive culture being formed
by violent television, particularly violent U.S. television.
- 1999:
Lt. Col. David Grossman, a U.S. Army expert on the psychology of combat
and author of the Pulitzer nominated book, On Killing, testifies
before the Senate Commerce Committee and to the House Judiciary Committee
that the U.S. Marine Corps uses the video game Doom to train
their Marines. The U.S. Army uses a modified Super Nintendo game as
a marksmanship trainer, while law enforcement agencies worldwide use
a firearms training simulator identical to shooting games in the video
arcades. Col. Grossman analyzed 50 years of data on simulators, combined
with 30 years of data on screen violence, to explain how these video
games, in the hands of children, serve as murder simulators
that provide the skill and the will to kill. In his national address
to the nation after the Littleton shootings President Clinton cited
Col. Grossman and his research.
- 1999:
In the aftermath of the Littleton school shootings, President Clinton,
arguably the most pro-media President the U.S. has ever had, stated:
Our children are being fed a dependable daily dose of violence
and it sells. Now, 30 yeas of studies have shown that this desensitizes
our children to violence, and to the consequences of it. President
Clintons Surgeon General - when asked on Meet the Press
if he could do a Surgeon Generals Report on media violence - replied:
I can do another Surgeon Generals Report, but why dont
we begin by reading the 1972 Surgeon Generals Report that clearly
established the link between media violence and real violence.
-
1999: On June 1, 1999, President Clinton asked the Federal Trade Commission
and the Department of Justice to undertake a study of whether the movie,
music recording, and computer and video game industries market and advertise
products with violent content to youngsters. The President's request
paralleled Congressional calls for a study. Please feel free to view
the whole report at: http://www.ftc.gov/opa/2000/09/youthviol.htm .
- 2000:
Recent studies have shown that American children spend an average of
41/2 to 5 hours a day engrossed in television, video games, computers
and other media, all of which often have violent content.
- 2000:
The boy accused of taking hostages at a Glendale Elementary School had
a fascination with GoldenEye 007, a violent video game. And during the
Oct. 24 hostage ordeal at the school, Sean Botkin, 14, wore camouflage
clothing with the nickname of one of the game's characters emblazoned
above the left breast pocket, according to a videotaped interview of
Botkin released Friday by Glendale police. GoldenEye 007, based on a
James Bond movie, features a character called Dmitri Mishkin, whose
nickname, "Mishki," Botkin had on his clothing. The game features
spy-style and covert tactics as players confront and kill enemies with
an array of weapons.
- 2000:
A year-long Federal Trade Commission (FTC) study has found that movie
studios, record companies and video game producers have aggressively
marketed violent entertainment products to children, the Washington
Post reported in its Sunday edition. A draft report says that studios
pitched R-rated movies during television shows with mostly teen-age
audiences despite warnings that such movies may be inappropriate for
youths, the paper reported, citing sources familiar with the FTC's findings.
Additionally, the agency found that producers of violent video games
advertised products geared to mature audiences in magazines aimed at
young teenagers, the sources said according to the newspaper. The report,
ordered last year after a series of shootings at schools across the
United States, is expected to be released next month and the Senate
Commerce Committee is planning to hold a hearing, the Washington Post
said. Investigators for the FTC also found that children under the age
of 17 were often sold tickets to R-rated movies, which are restricted
to adults unless children are accompanied by their parents or guardians,
the paper said. In a poll conducted by the agency, parents said they
wanted more information about the content of movies beyond what is now
provided by the Motion Picture Association of America's rating system.
-
2000: The American Medical Association, the American Academy of Pediatrics,
the American Psychological Association and the American Academy of Child
and Adolescent Psychiatry have together issued a statement that: "The
conclusion of the public health community, based on over 30 years of
research, is that viewing entertainment violence can lead to increases
in aggressive attitudes, values and behaviors, particularly in children."
- 2001:
Researchers at Wake Forest University School of Medicine at the Pediatric
Academic Societies have found that adolescents who watch wrestling on
TV are exposed to a high frequency of violence between men and women,
alcohol use and hearing women referred to in derogatory terms such as
"bitch," according to the study. In addition, the scenarios
played out in the TV dramas often present violence as a solution to
a problem.
- 2001:
LONDON - Research has shown that children who play computer games for
hours at a time risk stunted brain growth and a loss of self-control.
A study found the thought processes required by computer games are too
simple to stimulate crucial areas of the brain, leading to underdevelopment
and behavioral problems such as violence.
- 2001:
The Center for Disease Control in Atlanta and the American Medical
Association have both, on separate occasions, stated essentially, "The
debate is over. Violent video and video games can be linked as factors"
in rampage-style incidents. One of the premier people who are fighting
for regulation of violent video and video games to children is Lieutenant
Colonel Dave Grossman. His book, "Stop Teaching Our Kids to Kill"
was co-authored with Dr. Gloria DeGaetano. This book is a good read,
with in-depth research and is as real as tomorrow's headlines.
-
2001: An Oklahoma researcher claims teenagers who play violent video
games such as "Doom" and "Soldier of Fortune" are
more likely to fight and argue with teacher's claims. Paul Lynch, a
third-year medical student at the University of Oklahoma, will present
his findings to the Society for Research in Child Development in Minneapolis.
-
2001: Attorney General John Ashcroft said that video games "literally
teach shooting" and other forms of violence in entertainment are
part of the problem when it comes to school shootings. Interviewed on
morning television shows a day after a shooting at a high school in
El Cajon, Calif., Ashcroft called on the entertainment industry to start
helping us devote ourselves to an ethic of resolving anger or problems
in a way other than violence. Ashcroft said on CBS's "The Early
Show", "Even the news industry can report incidents like this
in ways that maybe don't promote copycat replications" Ashcroft
said more needs to be done to curtail cultural influences that have
created an "ethic of violence" that leads kids to violence.
He said on ABC's "Good Morning America", "The entertainment
industry, with it's video games and the like, which sometimes literally
teach shooting and all, we've got to ask ourselves how do we as a culture,
respond to be more responsible?" " In citing violent video
games, Ashcroft went further than he has previously to suggest that
violent entertainment could be partially to blame for students' turning
to guns and violence.
- 2001:
A study conducted by all three of Britain's major media watchdogs has
concluded that televised wrestling is sparking copycat violence among
children. The report observed that although most adults see wrestling
as staged entertainment, most children do not. It quoted one 12-year-old
as telling researchers, "My brothers and I get into power fight.
I don't hit them with weapons, just my stool." The report observed,
"Children might be dangerously misled into imagining that inflicting
injuries is not serious because victims [in the TV matches] reliably
get up right away." The report also criticized the wrestling programs
for portraying women as sex objects.
- 2001:
Oklahoma State Senate passed unanimously a bill that prohibits selling
or renting violent video games to children under seventeen. Violence
is defined based on an "M" or "A" rating. Now heading
to the House, but with that vote, I would think the chances are good.
- 2001:
Science magazine showed adolescents watching more than three hours of
daily TV are much more likely to engage in violent behavior as adults.
- 2001:
Research conducted over the past 30 years leads to the conclusion that
televised violence does influence viewers' attitudes, values and behavior
(Hearold, 1986; Murray, 2000, 1994, 1973; Paik and Comstock, 1994; Surgeon
General's Scientific Advisory Committee on Television and Social Behavior,
1972)
- 2002:
According to a recent undercover survey conducted by the Federal Trade
Commission, 78% of unaccompanied children ages 13-16 were able to buy
adult-rated games at retail outlets.
-
2002: Teenagers who watch more than an hour of television a day are
much more likely to become violent than the rare adolescent who watches
less. One of the most definitive studies yet to link watching television
with violent behavior finds both men and women are affected by violent
programs on television - but, "teen-aged boys are especially at
risk." - Columbia University
- 2002:
People who play video games for more than two hours a day tend to be
irritable and have trouble concentrating on other tasks, according to
a new Japanese study. The findings were based on a study conducted by
researchers at Tokyo's Nihon University.
-
2002: The Warren Grant Magnusen Clinical Center at the National Institutes
of Health states extensive research with PET Scans, Positron Emission
Tomagraphy, has shown the same areas in the brain are activated while
performing violent acts as are while committing violence with violent
video games. Also, tension, blood pressure, respiration, and cardiac
activity increase in those using violent games.
- 2002:
Scenes of torture and sadism appeared on network entertainment TV at
a rate nearly double that over the previous two years. In a count requested
by The Christian Science Monitor, The Parents Television Council (PTC),
a TV watchdog group, logged 70 instances of scenes of graphic torture
or sadism on network entertainment TV from Sept. 1, 2001, until earlier
this month. In the two-year period previous to this, it logged 39.
- 2002:
A recent survey found that 92% of U.S. kids-ages 2 to 17-play video
games, and their parents bought 225 million of them last year to the
tune of 6.4 billion.
- 2002:
Grand Theft Auto 3, the No.1 video game in the U.S. with 4.2 million
copies since October 2001, at $50 a pop.
- 2003:
Researchers at the Indiana University School of Medicine utilized functional
magnetic resonance imaging (fMRI) to look at patterns of brain activity
of adolescents.
- 2003:
Researchers found that teens had different activity patterns in the
frontal lobe portion of their brain depending on their degree of exposure
to media violence. The frontal lobe portion of the brain is involved
in impulse control, attention and other cognitive activities.
- 2003:
A third of all 0-6 year olds (36%) have a TV in their bedroom, more
then one in four (27%) have a VCR or DVD, one in ten have a video game
player, and 7% have a computer. Thirty percent of 0-3 year olds have
a TV in their room, and 43% of 4-6 year olds do. - Kaiser Family
Foundation
- 2003:
Parents of young children appear to have a largely positive view about
TV and computers. They are significantly more likely to say TV "mostly
helps" children's learning (43%) than "mostly hurts"
it (27%); the overwhelming majority (72%) say computers"mostly
help" children's learning. About half of parents consider educational
TV shows (58%)and videos (49%) "very important" to children's
intellectual development. They are also far more likely to say they
have seen their children imitate positive behaviors from TV like sharing
or helping (78%) than negative ones like hitting or kicking (36%). However,
a majority of parents (59%) say their 4-6 year old boys imitate aggressive
behavior from TV(v. 35% for girls the same age). - Kaiser Family
Foundation
- 2003:
The vast majority of parents say they have rules about TV, including
90% with rules about what their kids watch and 69% with rules about
how they can watch. The study indicates the rules may have an affect:
children with the time-related rules spend an average of almost a half
hour less per day watching TV than other children do. - Kaiser Family
Foundation
- 2003:
Half of all 4-6 year olds have played video games, and one in four play
several times a week or more. Differences between boys and girls have
already begun to emerge at this young age: 56% of boys have played a
video game, compared to 36% of girls; and in a typical day, 24% of boys
will play compared to 8% of girls. - Kaiser Family Foundation
- 2004: Study after
study has found that children often behave more violently after watching
media violence. The violence they engage in ranges from trivial
aggressive play to injurious behavior with serious medical consequences.
Children also show higher levels of hostility after viewing violence,
and
the effects of this hostility range from being in a nasty mood to an
increased tendency to interpret a neutral comment or action as an attack.
In addition, children can be desensitized by media violence, becoming
less
distressed by real violence and less likely to sympathize with victims.
Finally, media violence makes children fearful, and these effects range
from
a general sense that the world is dangerous, to full-blown anxieties,
nightmares, sleep disturbances, and other trauma symptoms.
- 2004: Meta-analyses,
which statistically combine all the findings in a particular
area, demonstrate that there is a consensus on the negative effects
of media
violence. They also show that the effects are strong – stronger
than the
well-known relationship between children's exposure to lead and low
I.Q.
scores, for example. These effects cannot be ignored as inconclusive
or
inconsequential.
- 2004: A study
from the University of Michigan shows that TV viewing between the ages
of 6 and 10 predicts antisocial behavior as a young adult. In this study,
both males and females who were heavy TV-violence viewers as children
were significantly more likely to engage in serious physical aggression
and criminal behavior later in life; in addition, the heavy violence
viewers were twice as likely as the others to engage in spousal abuse
when they became adults. This analysis controlled for other potential
contributors to antisocial behavior, including socioeconomic status
and parenting practices.
- 2004: The long-term
effects of media on fears and anxieties are also striking. Research
shows that intensely violent images often induce anxieties that linger,
interfering with both sleeping and waking activities for years. Many
young adults report that frightening movie images that they saw as children
have remained on their minds in spite of their repeated attempts to
get rid of them. They also report feeling intense anxieties in non threatening
situations as a result of having been scared by a movie or television
program – even though they now know that there is nothing to fear.
[For example, you might find it logical that many people who have seen
the movie Jaws worry about encountering a shark whenever they swim in
the ocean. But you would be surprised to learn how many of these people
are still uncomfortable swimming in lakes or pools because of the enduring
emotional memory of the terror they experienced viewing this movie as
a child.] Findings are beginning to emerge from research teams mapping
the areas of the brain that are influenced by violent images, and these
studies promise to help us understand how media violence promotes aggression
and to help explain why it has such enduring effects on emotional memory.
- 2004: Click
HERE to read in a Word Document
the FCC CALL TO ACTION STATEMENT
- 2005:
The Family Movie Act of 2005; This bill provided an affirmative right
for those who used technology to skip objectionable material, such as
profanity, violence, or other adult material, in the audio / video works
that they legally purchased.
- 2005:
The State of Illinois passes sweeping laws against the sale of violent
video games to minors.
- SPRINGFIELD, Ill. - Gov. Rod Blagojevich vowed to
appeal a federal judge's ruling that shot down a new Illinois law banning
the sale of violent or sexual video games to minors. U.S. District Court
Judge Matthew Kennelly ruled Friday that Illinois' restrictions are
unconstitutional and barred the state from enforcing the law. The
Democratic governor and other supporters of the measure have argued
that children were being harmed by exposure to games in which characters
go on killing sprees or sexual escapades."This battle is not over,"
Blagojevich said in a statement. "Parents should be able to expect
that their kids will not have access to excessively violent and sexually
explicit video games without their permission."
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