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The immersive and inescapable way children and teens are exposed to violence in their "media diet" on social media apps, video games and movies can make them more aggressive and fearful, the American Academy of Pediatrics says in a new policy statement.
The group released its updated advice, titled "Virtual violence," in Monday's online issue of the journal Pediatrics.
"We've switched from calling it screen aggression or screen violence to virtual violence to capture the more immersive ways children can experience media violence today," said Dr. Dimitri Christakis, a pediatrician at Seattle Children's Research Institute and the principal author.
"Very soon it's going to be virtual reality violent video games. That makes the experience that much more intense and the recommendations that much more important."
Quantity of screen time has dominated the conversation about how parents can reassert control of their children's media habits, Christakis said.
Quantity of screen time has dominated the conversation about how parents can reassert control of their children's media habits. (Tim Boyle/Getty Images)
While limits are needed, it's more important to focus on quality, he said, adding that media can be educational and entertaining but there are also risks.
"Your child might be at greater risk than others, particularly when parents see aggressive tendencies in their children, they should make very concerted efforts to reduce the violence in their child's media diet."
The team defined aggressive behaviour as intention to harm another person, whether psychologically or physically. In kids, it includes being rude, arguing or driving aggressively.
Violence is aggression with the goal of extreme physical harm, such as injury or death.
The group's recommendations include:
The link between violence and aggression in children is settled, said Dr. Bruce Ballon, a psychiatrist at the Centre for Addiction and Mental Health in Toronto. He agrees with the U.S. recommendations, though he was not involved in their creation.
"Not everybody who uses technology is going to get into problematic use of it," said Ballon, who treats young people aged 16 to 24 at CAMH and studies the effects of violent video games on mental health.
"There's lots of vulnerability factors, learning disorders, attention deficit issues, social anxiety," he added.
The problem is there is no way to tell who is vulnerable to simulations in video games, such as first-person shooter games developed by the U.S. military to de-sensitize soldiers, until it is too late, he said.
Youth and children may also be exposed to real-life violence through mobile devices. That may result in distress, victimization or fear among teens who don't yet have the skills to contextualize risk, Christakis said. For others, sharing real-life events seen on mobile may bolster valuable social action and encourage thinking about police accountability.
Ballon said he suspects the U.S. is further ahead than Canada on exploring the link between causes of gun violence and use of media.
The Canadian Paediatric Society said it's formed a task force to develop a similar updated statement for pediatricians and family physicians on how to discuss media use with parents and families.
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Looking forward to: Crowfall / Lost Ark / Black Desert Mobile
Having said that one thing is for sure, violence and shock value in all media over done and passe to the point beyond boring. Time to move on to other innovations i say
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I didnt kill anyone or anything coming to work today, nor did I working all day long and nor did I going to the gym in the evening or having dinner that night (although the meat was yummy )
To me its not a value statement, its a question of over saturation. If nearly every single game that came out over the span of 20 years had magic ponies in them I would also say enough already
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That television and computers can desensitise children to violence.....I'm not so certain how you even measure it. For example, I've been playing video games since I was 5, at around age 7 or 8 I played DOOM2 a lot which is very violent. However, I'm not convinced that a lifetime of violent video games has made me better able to cope with witnessing a rape or a murder. I'm pretty sure I'd still find it shocking.
That television and computers can make children more violent is widely disputed. There is no academic consensus on this issue, in fact most studies say it has no effect or even reduces violence (as we can express our natural violence through video games, rather than taking it out on other people).
The biggest danger from virtual violence being accessed by children is that parents are using the convenience of digital media to replace traditional parenting techniques. Parents are an extremely important source of learning morals, but if the parent ignores this function and dumps their child in front of the tv all the time then it is only natural that the child is at increased risk of learning bad habits. But, bad parents are bad parents, so if they are the sort to ignore their children anyway then chances are that child is going to have a tough time, regardless of whether they watch too much tv or not.
In fact, TV and computers can be a highly educational and human developing tool if you just have things other than explosions all the time
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but if you ask me only reason I see to anyone say violence is never the answers is simple a way of control, far easier to control a population who will never take action against or use violence to keep his rights and freedom
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There is academic consensus here. Short term there is an increase in potential aggression whether thoughts, feelings, or behaviors. Long term, little to no impact. Go figure right after you're exposed to something you think about it or things similar to it.
http://pcl.missouri.edu/sites/default/files/Engelhardt.etal_.PsycSci.2015.pdf
http://www.tandfonline.com/doi/abs/10.1080/15205436.2011.632106?journalCode=hmcs20&
http://link.springer.com/article/10.1007/s12103-012-9177-z
http://www.sciencedirect.com/science/article/pii/S0747563212000623
And if you want a simpler version here's a Kotaku article for ya:
http://kotaku.com/why-most-video-game-aggression-studies-are-nonsense-1724116744
Steam: Neph
Help me Bioware, you're my only hope.
Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.
A 10 year old child can watch his village slaughtered by gorrillas and even told his 6 year old brother not to move and watched him run out in the street to be killed. That 10 year old boy is living reality of what our 10 year old children laugh at for entertainment. Yet it is our children who cannot stay out of mental hospitals and the children of war are normal members of society.
"While both real world and media sources contributed to predicting past inmate copycat behaviors, they also interacted significantly. With the additional enhancement of real world models, the media appear to form crime by providing instructional models to inclined individuals. The results did not support strong direct media exposure effects and the model of media as stylistic catalysts for crime was more supported. The media remains best perceived as a rudder for crime more than as a trigger"
And that supports the OP info. Some kids may not be affected but kids who have a tendency to violent behavior will have that re-enforced by the media they consume. Or as what you linked. A rudder for crime. Problem that the OP brings out, you dont know what kids have that tendency till its too late.
Steam: Neph
The children of war aren't in mental hospitals because their country is at war. The vast majority of children in America never even come close to the inside of a mental hospital. I'm a therapist and even among my patient population the majority aren't going into mental hospitals.
You're using a lot of common sense arguments that are not backed up by science.
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Looking forward to: Crowfall / Lost Ark / Black Desert Mobile
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Think of your day to day. How many acts of murder do you commit with your own hands in a week?
how many in a game?
its WAY out of sync
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Of course there is an issue with bad parenting where parents allow their children to access content that is not suitable for their age group, but thats another issue entirely.
That seems ridiculously short sighted and very blatantly wrong.
Psychologists and psychiatrists IDENTIFY problems, they don't cause them. Then they try to help. Today's society knows more about mental health than it did 50 years ago, allowing us to identify a wider range of problems with greater accuracy. Its called progress.
There are obviously problems with the treatment routes some countries take. I live in the UK but worked on a summer camp in the US whilst I was at uni as was shocked at how much medication the children were on. But, thats not an issue with the fields of psychology and psychiatry, thats a specific systemic problem in the USA with approaches for treating mental health issues.
As to enjoying stuff the human mind shouldn't enjoy? What the fuck man. Kids aren't fucked up because they play violent video games or watch adult horror films too young. The majority of kids aren't fucked up at all, nor are they all medicated. Nor are these problems even new, they are just arising from different sources.
There are specific problems that are relatively new in western society that are causing mental health issues. Digital technology replacing human interaction is the prime cause. Humans need personal contact, without it we develop mental health issues. Watching too much TV instead of hanging out with friends. Playing too many video games. Spending all your time on social networking sites. These are all contributing to decreased social abilities, leading to mental health issues.
But, go back 50 years and that didn't exist, but a whole different set of problems did. Class issues (being born into a working class household carried stigma if you tried to elevate yourself), sexuality, race.....the world was a generally tougher place in the past with just as many mental health issues, just caused by different things and generally ignored. At least now we're making progress with mental health, getting ever better at identifying problems and getting ever better at fixing them. We're a long way from being perfect and over medication can be an issue, but its better now than at any time in the past.