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1.
News and notes     
This study examined physical violence portrayed in a sample of televised professional wrestling. Trained research assistants coded the frequency of violent interactions, perpetrator characteristics, and contextual features (extent of violence, use of weapons, consequence of violence, reasons for violence, and reward for violence). Wrestling was compared with a sample of prime-time television from the National Television Violence Study (Smith, Nathanson, &; Wilson, 2002). Findings show that the extent of violence in wrestling is significantly greater than other prime-time genres and that wrestling more often portrays violence as justified, likely to go unpunished, and unlikely to produce extreme harm. Overall, wrestling presented violence in amounts and contexts linked with increased risk of harm to viewers.  相似文献   

2.
This study investigated the effect of individuals’ self-reported skill levels on generated violent content. After playing a violent video game, participants (N = 68) completed a questionnaire determining skill level with measures modified from previous game studies. The resulting 4,023 instances of violence were analyzed using techniques adapted from prior video game content analyses and the National Television Violence Study. Findings indicated a significant difference in the amount and context of violent acts between higher skilled and lower skilled players. Those who reported being higher skilled generated more instances of violence, were more often the perpetrators rather than the targets of violence, experienced greater consequences (graphicness) of violence, and experienced more on-screen and up-close violence.  相似文献   

3.
This study attempted to further the preliminary research in the area of sports and communication. Specifically, communication constructs including verbal aggression and context appropriateness were applied to the sports setting. Participants (n ‐ 407) completed questionnaires based on a team sporting event that they had recently watched. It was found that fans who were high in trait verbal aggression were (a) more likely to see verbal communication directed at the players and coaches during sporting events as appropriate, and (b) less likely to see fan display of support for their teams as an appropriate form of communication at sporting events. Participants who were high in fan identification were more likely to see displaying the team's insignia and verbal communication toward players and coaches as appropriate. Limitations and future directions for the area of sports communication are discussed.  相似文献   

4.
《Journalism Practice》2013,7(4):421-438
The notion that journalists can develop emotional problems after being exposed to violent or traumatic events has only recently become part of the dialogue about sound newsroom management. This study, based on a national survey of 400 US news people, examines issues related to journalists' coverage of tragic events. It also explores their views about management attitudes toward news workers who are experiencing profound emotional reactions after covering violent or traumatic events. It finds that when journalists see managers as empathetic on these matters, job satisfaction and perceived morale are higher, and journalists also are more likely to remain committed to their careers.  相似文献   

5.
The scholarly attention paid to the ways in which television viewers perceive sports action as violent, how perceptions may differ across games, and how perceptions might impact enjoyment is limited. The current project extends the literature by investigating perceived violence and enjoyment across different intercollegiate (American) football contests between two heated rivals. A total of 568 individuals viewed one of four televised contests featuring the same hometown team: two against heated rivals, two against nonrivals. Results reveal that viewers clearly perceived rivalry games to be more violent than nonrivalry games. Moreover, games won by the hometeam were seen as more violent than those lost. Also, those perceiving high levels of violence reported greater enjoyment than those who perceived low levels of violence in all games. Finally, hierarchical regression analyses revealed that perceived violence contributes differently to the enjoyment of games won than to games lost. Possible explanations for and implication of the findings are offered.  相似文献   

6.
This study was designed to investigate the predictive validity of a measure of speech evaluation, the Speech Evaluation Instrument (SEI) (Zahn & Hopper, 1985). More specifically, while the predictive validity of two dimensions of the measure, attractiveness and dynamism has been demonstrated, no studies to date have addressed the validity of the superiority dimension. In the present study, a variation on the known‐groups method was used in which respondents evaluated speakers likely to elicit differing reactions on this dimension, standard speaking adults and nonstandard speaking children. As hypothesized, the standard speaking adults were rated much higher on superiority than the nonstandard speaking children. The speech groups accounted for 36% of the variance in superiority evaluations. Speech groups also accounted for a significant proportion of the variance in attractiveness ratings. Implications of these results for the validity of the SEI are discussed.  相似文献   

7.
Supportive communication was examined as a component of mothers’ sex discussion with children. Results demonstrated that mothers who communicated supportively were more open and disclosing when discussing sex and were more likely to provide sons with birth control information and instruction than mothers who communicated nonsupportively. The study concludes by raising several issues for future research and sex education pro‐ams for parents.  相似文献   

8.
This study examines the relationship of cognitive and parental factors affecting adolescents viewing of television violence. Participants in the study were 422 adolescents and 298 of their parents who were surveyed for their viewing behaviors, perceptions of violent portrayals, and aggressive behavioral tendencies. Regression analysis indicated that attitude was the strongest predictor of aggression. The more adolescents reported liking television violence, the more aggressive were their intentions. Results suggested that while exposure to violence and parental factors both play a part in mediating subsequent aggression, viewing violence is less important than liking violence.  相似文献   

9.
We examined if cardiovascular and affective responding to video game play changed across social context or with game content. Male participants (13–22 years old) played a violent or nonviolent video game. Each participant played the game individually, competitively against a male partner, and cooperatively with the partner. There was no effect of social condition on heart rate (HR) or diastolic blood pressure (DBP). Participants had significantly higher systolic BP (SBP) when playing individually and competitively than when playing cooperatively, probably because play was more continuous. There was no impact of game type for HR or SBP. DBP was significantly higher for participants who played the violent game, perhaps because participants found the violent game more exciting and enjoyable. Participants who played the violent game rated the experimenters more positively than those who played the nonviolent game. Participants found game play more exciting, enjoyable, stressful, and frustrating, but less boring and relaxing, when they played competitively or cooperatively than when they played individually. The results are discussed in terms of the general aggression model.  相似文献   

10.
We examined the violent content of the top-grossing comedy films from 1951 to 2000. Comedic violence increased sharply around 1970 and has been relatively consistent since then. Aggressors were depicted in somewhat more positive terms than targets, but in general, the message of comedic violence was not one of good triumphing over evil. Top-grossing comedy films featured more violence when unemployment, suicide, homicide, divorce, and the consumer price index were higher.  相似文献   

11.
This study tests the relative importance of different factors of television narratives in how they influence people's judgments of how violent those narratives are. After watching 1 of 3 videotapes of a violent narrative, 99 college students answered a series of questions about their interpretations of the violence. It was found that participants' judgments about the degree of violence in the narratives were more strongly associated with their perceptions of the graphicness of the violent acts and the harm to the victims than with other factors such as the number of violent acts or the seriousness of those acts. Thus, people's judgments of the degree of violence in television programs differs from researchers' conceptualization. Implications of these differences are discussed.  相似文献   

12.
A content analysis of movie previews on video rentals was conducted to examine the prevalence of violence and sexuality. The majority of previews contained violence, and these portrayals were common across MPAA ratings (G/PG, PG-13, and R). Sexuality was also prevalent, though less frequent than violence, and most likely to appear in PG-13 and R-rated previews. Rates of aggression in previews were positively associated with increased marketing and distribution costs for the previewed films. Results are discussed in terms of the marketing of violent entertainment to youth and in terms of the use of violence to increase viewers' anticipated enjoyment.  相似文献   

13.
14.
Extensive research in sociology and psychology suggests that corporal punishment of children is a serious problem because it increases the risk of physical and psychological harm. In the present study we utilized a recently developed communication framework to investigate corporal punishment. We derived two hypotheses and conducted a study of 178 college students. Following established procedures, we asked respondents to report about corporal punishment during a period of their youth. Participants rated each parent and themselves on aggressive communication measures. They also rated themselves on assault tendencies, anger, self‐esteem, and intentions to use corporal punishment. Support for our two hypotheses revealed that when participants recalled receiving higher levels of corporal punishment they perceived their parents to be higher in verbal aggressiveness. Furthermore, they reported being higher in assault tendencies, anger, and intentions to use corporal punishment with their children.  相似文献   

15.
Recent research has shown that exposure to entertainment media depicting moral beauty may not only influence viewers' affective responses, but also lead to altruistic behavior. Although the process has been tied to a set of feelings commonly referred to as elevation, the mechanisms by which the effects take place have not been examined. This experiment (N = 107) showed that participants who watched a clip portraying moral beauty were more likely to help with an unrelated volunteer task after viewing than those who watched a non-meaningful clip. The effect of the clip was mediated by the degree to which the clip produced mixed affective response in participants. Although the clip portraying moral beauty led to increased empathy with the character and increased feelings of elevation, neither of these predicted helping behavior after controlling for clip content. Helping behavior also increased when the help recipient was less similar to the participants (age, race, and university affiliation).  相似文献   

16.
This study, guided by family communication patterns theory, examined the role of family communication in political socialization. We tested whether certain communication styles were associated with higher levels of political similarity within the family. Additionally, the independent influences of the mother and father, as well as the direction of these influences, were considered. Results suggest that different communication styles are associated with higher levels of political similarity. Additionally, it was found that children were more likely to share their mothers' political attitudes than their fathers'. Explanations for these findings are discussed and implications focusing on the role of communication in the socialization literature are considered.  相似文献   

17.
Advisory warnings were adopted by network television stations in the fall of 1993 to inform viewers of violent or sexual programming. To assess the impact of the advisories, independent samples of high school students were surveyed in the fall of 1993 (n = 1,854) and in the fall of 1994 (n = 1,489). Most students reported having seen a warning before programs with violent or sexual content. Furthermore, students were more aware of the advisories and had more accurate recall of the violence advisory over time. Although students’ knowledge of the advisories improved over time, their advisory‐related beliefs and the amount of violence they watched on television remained unchanged.  相似文献   

18.
At the behest of 39 members of the U.S. House of Representatives' Committee on Energy and Commerce, in 2007 the Federal Communications Commission (FCC) released a report that addressed the effects of violent television on children, the constitutionality of various strategies for regulating children's exposure to violent television content, and the viability and benefit of a congressionally developed definition of excessively violent television programming. This review evaluates how well the FCC carried out the tasks assigned to it by Congress, particularly in regards to the FCC's assessment of the social scientific research on the effects of exposure to televised violence.  相似文献   

19.
Mechanisms of moral disengagement in violent video game play have recently received considerable attention among communication scholars. To date, however, no study has analyzed the prevalence of moral disengagement factors in violent video games. To fill this research gap, the present approach includes both a systematic literature review and a content analysis of moral disengagement cues embedded in the narratives and actual game play of 17 top-ranked first-person shooters (PC). Findings suggest that moral disengagement factors are frequently embedded in first-person shooters, but their prevalence varies considerably. Most violent video games include justifications of the portrayed violence, a distorted portrayal of consequences, and dehumanization of opponents. Implications of the findings for research on violent games are discussed.  相似文献   

20.
An experiment with 351 second through sixth graders was conducted to determine the effectiveness of an active mediation strategy: encouraging children to focus on the feelings of the victim of violence in a cartoon. Although boys who watched the cartoon without the mediation were more aggression-prone after viewing than a control group, boys who received the mediation did not show an increase in aggressive tendencies. Neither the cartoon nor the mediation affected girls' aggression-proneness.  相似文献   

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