In the research article, Growing Up With Television, …show more content…
In order to make relevant comparison between television and the real world researchers, Diefenbach and West, used definitions from the U.S. Department of Justice. They described violent crimes as acts of murder, rape, robbery, and aggravated assault. These subsections of the definition were then used as separate measurements in their study along with additions such as manslaughter and justification of a violent act. To perform this study the researchers used one week of prime time television (8 pm - 11 pm) from four networks (ABC, CBS, Fox, and NBC). The time table for the study was from October 27 to November 2, 1997 in Buncombe County North Carolina; this resulted in 84 hours of programing through 103 programs. This information would then be coded for violent content. Then the researchers also added a survey component which consisted of 410 respondents located in Buncombe County, NC. These respondents were asked about the quantity of television they consumed as well as their thoughts about the area they lived in, such as how many murders occurred in a year or how many home were broken into. As expected the results from the survey were skewed towards what was presented on television rather than what is actually happening in reality. Since …show more content…
Researchers, Vieira and Krcmar, looked into how game play can affect cognitions and behaviors. It is known that “television violence exposure has negatively affected children's moral judgements and reasoning skills.” However, there is still much to be learned about video games and if they have the same affect on children as television violence. Both developmental and environmental factors influence moral reasoning, which can also be viewed as “rightness of aggression in various situations.” Therefore, like television, if there are high levels of video game usage, the video game can influence how children develop moral reasoning skills and their perception of violence. The study consisted of 166 children from 29 schools in Boston and Southern New Hampshire with an age range of the children were 7 to 15. These children were asked to fill out a questionnaire which measured their top three favorite video game and it’s violence rating, hours spent playing video games in a week/weekend, and a number of questions that looked at perspective, sympathy, and moral reasoning regarding justified or unjustified violence. As a result many of the hypotheses ended up with no relationship, although, there was a negative relationship between sympathy and perception of