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media violence
ABSTRACT
In the past, storytelling was the only means of passing information from the original source to the new generation. However, storytelling was only limited to those individuals that had access to the storyteller and they would have firsthand information before it was passed on to others and distorted. This gave a need to record stories in a more convenient way to ensure that the next generations would receive the message in the original non-distorted state. It is for this reason that saw evolution of message conveyance from complete dependence on human brains to a recorded form. As technology advanced, there was introduction of films. As the film industry grew, there was excitement as films even went to extreme point of incorporating immoral things which were not available before. One of the things that were evident from films was violence, films brought out violence which although was to displeasure of many, pleased teenagers and the youth in general. As film industry grew, people felt a need to be more involved in the act itself and subsequently there was introduction of violence games.
INTRODUCTION
Today millions of teenagers around the world have access to video games and movies. However, they do not have enough knowledge about the games or the action movies they watch due to the immense availability of the games and movies. Billions of dollars are spent every year purchasing violent video games and movies around the world. Most people who are highly contributing to this growth in this sector are teenagers and young adults who are between 16-35 age brackets. From the face look of it, it looks like playing or watching these games and movies does not cause direct violence even if the movies and games are all about violence.
The study of media violence analyzes the degree of correlation between the violence that is shown in the media, including TV, movies and video games, and violence in the real world. Some researchers have concluded that there is



References: Albarran, A., & Dimmick, J., 1993. An assessment of utility and competition superiority in the video entertainment industries. Journal of Media Economics, 6(2), 45–51. Anderson C. & Bushman B. 2001. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal and prosocial behavior: A meta-analysis. Psychology and Science 12, 353–359 Babrow, A. J. 1989. An expectancy-value analysis of the student soap opera audience. Communication Research, 16, 155–178 Bandura, A. 1977. Social learning theory. Englewood Cliffs, NJ: Prentice-Hall. Belson, W. 1978. Television violence and the adolescent boy. Hampshire, England: Saxon House. Brosius, H. B., & Kepplinger, H. M. 1990. The agenda setting function of TV news. Communication Research, 17(2), 183–211.

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