40 research outputs found
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Documenting the mediated message: The art and science of content analysis research
As media consumers, we are often struck by the content features of what we encounter on television, film, radio, the newspaper, the Internet, in print, and in video games. Content can make us laugh, cry, fearful, angry, or joyful. It can make us feel connected to others or it can make us feel isolated or distant. It can inform us and it can persuade us. It is always teaching us something about the world around us, and the events and peopleâas well as the values, experiences, and points of viewâthat make up that world. What, exactly, we encounter through news and entertainment outlets, as well as what we ourselves create and distribute, has much to tell about our culture and the world in which we live.
Content analysis is a social scientific tool that allows for the documentation of the content features of the media and other cultural artifacts in order to better understand them, to determine whether the content we encounter represents broad patterns or is more idiosyncratic in nature, and to begin to consider how and why content features function as they do as cultural products with particular uses, users, and audiences. The method examines the artifacts of culture as an important locus of inquiry in their own right and also has the potential to reveal a great deal about both why and how those cultural artifacts take the shape they do and how individuals might create, use, and/or be influenced by them
Measuring the Effects of a Media Literacy Program on Conflict and Violence
A 5-session curricular unit on the topic of face-to-face conflict mediation and on-screen media violence was administered to 85 sixth graders. Repeated measures analyses were employed to study the 57 students for whom matched questionnaires were available. Results show students became more likely to choose a non-aggressive approach to two of three conflict scenarios presented and boys in the sample became more likely to acknowledge two of three effects of media violence. Other measures employed suggest a mixed response to the curriculum. Implications for successfully promoting media literacy in schools and for addressing interpersonal conflicts among young people are discussed
A qualitative study of early adolescentsâ critical thinking about the content and consequences of media violence
Research shows that young people are likely to encounter considerable amounts of violence in the media they use. Some of those depictions trivialize the severity of violence. Past studies show that media literacy education can spur critical thinking regarding violent portrayals in media texts. But rarely do prior studies employ qualitative methods to understand how young media audience members reason through the key question of whether media violence is either surprising or concerning. In the current study, an in-school media literacy program is offered to 48 6th graders who provide data in the form of written responses to a number of critical thinking prompts applied to media texts containing violence. The findings suggest that although most members of the sample readily noticed violent depictions in media texts and could critique the manner in which violence is depicted, relatively few expressed either surprise or concern about those depictions
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Cultivating conceptions of masculinity: Overall television use, genre viewing, and perceptions of norms regarding masculine gender roles
The potential of television to both reflect and shape cultural understandings of gender roles has long been the subject of social scientific inquiry. The present study employed survey methodology with 420 emerging adult respondents (18â25 years old) in a national U.S. sample to explore associations between amount of time spent viewing television and views about âidealâ masculine gender roles. The viewing of particular television genres was explored in addition to (and controlling for) overall amount of time spent with the medium, using cultivation theory as the theoretical foundation. Results showed significant statistical associations between viewing sitcoms, police and detective programs, sports, and reality television and scores on the Masculine Roles Norms InventoryâRevised scale. Biological sex of respondent (which very closely approximated gender identity in the sample) moderated a number of these relationships, with positive associations between viewing some genres and endorsement of traditional masculine gender roles stronger for biological male compared to biological female respondents
Video Game Playing and Beliefs about Masculinity Among Male and Female Emerging Adults
Video games have been soundly critiqued for their depiction of gender, and emerging research has shown that playing can be associated with holding stereotypical or narrow views of gender roles and norms. Yet, rarely has past research focused particularly on correlations between video game playing and perceptions of masculinity, in particular, despite critiques of gaming content and culture as a space where a type of hypermasculinity thrives. The current study explores the relationships between the overall amount of time spent with video games and time spent with games that contain violence with beliefs that emerging adults hold about masculine gender role norms. In a sample of 244 young adult video game players from across the United States, amount of perceived violence in favorite games is shown to predict scores on the Masculine Role Norms Index-Revised and some of its subscales, even under multiple controls. Gender identity of respondent does not moderate the relationships, thereby suggesting that both men and women players with violent favorite games are likely to endorse a view of masculinity that includes aggression, dominance, toughness, and the suppression of emotions. Implications for policymakers, students and other young adults, and for society at large are discussed
Cultivating Conceptions of Masculinity: Television and Perceptions of Masculine Gender Role Norms
The potential of television to both reflect and shape cultural understandings of gender roles has long been the subject of social scientific inquiry. The present study employed survey methodology with 420 emerging adult respondents (aged 18 to 25) in a national U.S. sample to explore associations between amount of time spent viewing television and views about âidealâ masculine gender roles. The viewing of particular television genres was explored in addition to (and controlling for) overall amount of time spent with the medium, using cultivation theory as the theoretical foundation. Results showed significant statistical associations between viewing sitcoms, police and detective programs, sports, and reality television and scores on the Masculine Roles Norms Inventory-Revised scale. Biological sex of respondent (which very closely approximated gender identity in the sample) moderated a number of these relationships, with positive associations between viewing some genres and endorsement of traditional masculine gender roles stronger for biological male compared to biological female respondents
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Shifting currents in media awareness
This longitudinal qualitative research study examines how a group of parents and teachers sought to raise awareness in their community about harmful media effects. Initially condemning the influx of new digital media technologies such as violent video games, the group eventually shifted tactics in an effort to go beyond âpreaching to the choirâ and bring other parents into the fold. Their experience suggests that we might reconsider media literacy as a form of social work
Intervening in the Media's Influence on Stereotypes of Race and Ethnicity: The Role of Media Literacy Education
This article provides a review of the research record on the potential for media literacy education to intervene in the media's influence on racial and ethnic stereotypes, and explores the theoretical concepts that underlie these efforts. It situates media literacy theory and practice within particular emphases in the field and synthesizes qualitative and quantitative studies. Quantitative research on the effect of media literacy training and mediated counterstereotypes on reducing racial/ethnic prejudice is described. In addition, we report qualitative data from an ongoing study of early adolescents who took part in a media literacy curriculum on stereotypes. The research record reveals that although the topic is severely understudied, media literacy education holds great promise for its ability to shape mediaârelated knowledge, attitudes, and behaviors and encourage an active and critical stance toward media
âMedia violence is made to attract and entertain peopleâ: Responses to Media Literacy Lessons on the Effects of and Institutional Motives behind Media Violence
This study investigated the following research question: How do sixth-graders respond to a media literacy lesson that was designed to, among other goals, introduce the concept of the presence of commercial interest in media production, particularly regarding the prevalence of media violence? Forty-seven responses were analyzed thematically using constant comparison. Studentsâ responses illustrate their critical thinking and understanding about producersâ intent in including violence in media, although recognizing the commercial interest behind media violence still seems to be a challenge. Findings also suggest the task of striking a balance between instilling critical thinking skills and acknowledging childrenâs personal media experiences
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Violent video games DO promote aggression
In this chapter, we provide a brief review of the research investigating the connection between playing violent video games and aggression, summarizing key approaches and findings from survey research and experimental methodology. We trace through some of the main features of the debate surrounding the topic, present the grounds on which we arrive at our own interpretive position, and make some suggestions for future research. We find that effects are often contingent on (or made stronger or weaker by) features of games themselves and how they are played as well as differences that different users bring to the gaming experience. On balance, we make a case for the interpretation that playing violent video games does, indeed, contribute a small but meaningful influence on aggression