Effects of Media Violence
Bibliographic Data
| ID | 20069769 |
|---|---|
| Authors | Glenn G Sparks, Cheri W Sparks |
| Year | 2002 |
| Pages | 279-296 |
| Publication date | 2002-02-01 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | CHAPTER |
| Venue | Media Effects (SOURCE_BOOK) |
| Publisher | Routledge (PUBLISHER • GB) |
| DOI | 10.4324/9781410602428-14 |
| OpenAlex | W2245912431 |
| ISBN | 9781410602428 |
| Language | EN |
| Citations received | 10 |
| References cited | 1 |
In December 2000, government officials, officials from the entertainment industry, parents, and their children were busy playing out an all too familiar script. In this case, the setting for this latest episode of the media violence controversy was Japan. Movie director Kinji Fukasaku had released an incredibly popular movie, Battle Royale. The film deals with conflict between junior high school delinquents who are sent to an island and told to battle to their death with automatic weapons. One viewer, who reacted to the film by noting that it “makes you think,” still declined to see it a second time because “it was just too grotesque” (Schaefer, 2000). Japan’s education minister, Nobutaka Machimura, discouraged owners of theaters from showing the film at all and clearly implied that its contents were “of a harmful nature.” The Motion Picture Code Committee restricted admission to children who were under 16 years old. However, this restriction did little to diminish the film’s popularity. It made world headlines, partially due to the fact that young viewers camped out on sidewalks for 2 days in order to gain admission to the opening showing. Part of the controversy was fueled by an apparent “copycat” crime in 1998 that involved a Japanese TV show titled Gift. Characters on that show carried butterfly knives and were blamed by parents, educators, and government officials for inspiring a 13-year-old boy to stab his teacher to deathwith a butterfly knife (Schaefer, 2000)
Asian Culture and Media Studies · Hate Speech and Cyberbullying Detection · Hong Kong and Taiwan Politics · Psychology
The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression
Violence exposure in real‐life, video games, television, movies, and the internet
Television, Disordered Eating, and Young Women in Fiji
Does watching TV make us happy
Associations Between Violent Video Gaming, Empathic Concern, and Prosocial Behavior Toward Strangers, Friends, and Family Members
Efficacy of an Intervention to Reduce the Use of Media Violence and Aggression
Exploring the Relationship between Video Game Ratings Implementation and Changes in Game Content as Represented by Game Magazines
What Makes Characters’ Bad Behaviors Acceptable? The Effects of Character Motivation and Outcome on Perceptions, Character Liking, and Moral Disengagement
Genealogy of a category mistake
Entertainment Media and Sexual Health
| Unique citing works | 10 |
|---|---|
| Citations per year | 0,45 |
| Citation span | 2004 - 2013 (10) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 9 |