WorldWideScience

Sample records for marketing violent entertainment

  1. Marketing Violent Entertainment to Children: A Six-Month Follow-Up Review of Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries. A Report to Congress.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In September 2000, the Federal Trade Commission issued a report on marketing violent entertainment to children. The Commission found that all three segments of the entertainment industry intentionally promoted products to children that warranted parental cautions. This report provides a look at the advertising practices to see if the industries…

  2. Blood, Monstrosity and Violent Imagery: Grand-Guignol, the French Theatre of Horror as a Form of Violent Entertainment

    Directory of Open Access Journals (Sweden)

    Tanja Jurković

    2013-12-01

    Full Text Available During the sixty-year period of its existence, Grand-Guignol, the French theatre of horror, gained a status of a legendary theatre which dealt with horrors and terrors of human mind, successfully connecting faits divers (common, everyday facts with the erotic and titillating scenes of violence on stage. The performance style, the writing, the special effects, and the directorship over the course of years, made this theatre a legendary place where blood flowed in streams and people fainted during performances, in this way making its indelible mark in horror genre today. In this paper, the author is trying to focus the attention on the theatre of Grand-Guignol as a form of violent entertainment and the way the representations of violence and horror enacted on its stage affected the audience, through Goldstein’s theory of the importance of visual imagery in different media today. Furthermore, through comparison of violent acts presented on the stage of the Grand-Guignol and the atmosphere they create in the viewer’s mind with some of the aspects of Artaud’s vision of his theatre of cruelty, the author attempts to show how this form of violent entertainment in the theatrical media influences the vision of that same violence within the audience, with the sense of security as the main idea in which the viewers feel safe to enjoy, envision and in a way become the participants in the performances enacted on the small stage of the Grand-Guignol.

  3. Demographic and Substance Use Factors Associated with Non-Violent Alcohol-Related Injuries among Patrons of Australian Night-Time Entertainment Districts

    Directory of Open Access Journals (Sweden)

    Kerri Coomber

    2017-01-01

    Full Text Available This study examined the relationship between patron demographics, substance use, and experience of recent alcohol-related accidents and injuries that were not due to interpersonal violence in night-time entertainment districts. Cross-sectional interviews (n = 4016 were conducted around licensed venues in entertainment districts of five Australian cities. Demographic factors associated with non-violent alcohol-related injuries were examined, including gender, age, and occupation. The association between substance use on the night of interview; blood alcohol concentration (BAC, pre-drinking, energy drink consumption, and illicit drug use; and experience of injury was also explored. Thirteen percent of participants reported an alcohol-related injury within the past three months. Respondents aged younger than 25 years were significantly more likely to report an alcohol-related injury. Further, a significant occupation effect was found indicating the rate of alcohol-related injury was lower in managers/professionals compared to non-office workers. The likelihood of prior alcohol-related injury significantly increased with BAC, and self-reported pre-drinking, energy drink, or illicit drug consumption on the night of interview. These findings provide an indication of the demographic and substance use-related associations with alcohol-related injuries and, therefore, potential avenues of population-level policy intervention. Policy responses to alcohol-related harm must also account for an assessment and costing of non-violent injuries.

  4. Demographic and Substance Use Factors Associated with Non-Violent Alcohol-Related Injuries among Patrons of Australian Night-Time Entertainment Districts.

    Science.gov (United States)

    Coomber, Kerri; Mayshak, Richelle; Hyder, Shannon; Droste, Nicolas; Curtis, Ashlee; Pennay, Amy; Gilmore, William; Lam, Tina; Chikritzhs, Tanya; Miller, Peter G

    2017-01-12

    This study examined the relationship between patron demographics, substance use, and experience of recent alcohol-related accidents and injuries that were not due to interpersonal violence in night-time entertainment districts. Cross-sectional interviews ( n = 4016) were conducted around licensed venues in entertainment districts of five Australian cities. Demographic factors associated with non-violent alcohol-related injuries were examined, including gender, age, and occupation. The association between substance use on the night of interview; blood alcohol concentration (BAC), pre-drinking, energy drink consumption, and illicit drug use; and experience of injury was also explored. Thirteen percent of participants reported an alcohol-related injury within the past three months. Respondents aged younger than 25 years were significantly more likely to report an alcohol-related injury. Further, a significant occupation effect was found indicating the rate of alcohol-related injury was lower in managers/professionals compared to non-office workers. The likelihood of prior alcohol-related injury significantly increased with BAC, and self-reported pre-drinking, energy drink, or illicit drug consumption on the night of interview. These findings provide an indication of the demographic and substance use-related associations with alcohol-related injuries and, therefore, potential avenues of population-level policy intervention. Policy responses to alcohol-related harm must also account for an assessment and costing of non-violent injuries.

  5. Effects of Violent and Non-Violent Computer Game Content on Memory Performance in Adolescents

    Science.gov (United States)

    Maass, Asja; Kollhorster, Kirsten; Riediger, Annemarie; MacDonald, Vanessa; Lohaus, Arnold

    2011-01-01

    The present study focuses on the short-term effects of electronic entertainment media on memory and learning processes. It compares the effects of violent versus non-violent computer game content in a condition of playing and in another condition of watching the same game. The participants consisted of 83 female and 94 male adolescents with a mean…

  6. Entertaining the whole world

    OpenAIRE

    Cheok, Adrian David; Nijholt, Anton; Romão, Teresa

    2014-01-01

    Entertainment media are entertainment products and services that rely on digital technology. Mostly the digital entertainment industry is focused on the developed world such as USA, Europe, and Japan. However, due to the decreasing cost of computer and programming technologies, developing countries can greatly benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among developin...

  7. Potential marketing plan for Sony Computer Entertainment, Inc. to China

    OpenAIRE

    Li, Weishen

    2013-01-01

    The purpose of this thesis was to create a marketing plan for Sony Computer Enter-tainment, Inc. (SCE) for its market entry in mainland China. SCE is a major Japanese video game company which develops and manufactures video game consoles and game software on a global scale. SCE belongs to Sony Cooperation. Sony operates almost its every single business in China except the video game business due to the internal factors of China. Along with the great increase of Chinese people’s purchas-ing po...

  8. The “Moral Disengagement in Violent Videogames” model

    NARCIS (Netherlands)

    Hartmann, T.

    2017-01-01

    How do violent videogames, as entertainment products, communicate violence in the context of warfare and in other settings? Also, why do users enjoy virtual violence? The present article introduces the Moral Disengagement in Violent Videogames model to tackle these important questions. The model

  9. Online Gaming Appealing to the Female Market

    Institute of Scientific and Technical Information of China (English)

    MICHAEL O'NEILL

    2006-01-01

    @@ Magical Land, the latest online game from Shanda Interactive Entertainment, is a little different from other titles the company has put onto the market in the last few years. Gone is the dark and violent realism of their previous creations. In its place is a colorful,dreamlike cartoon world, closer to Hello Kitty than Dungeons and Dragons.

  10. Marketing Violent Entertainment to Children: A Twenty-One Month Follow-Up Review of Industry Practices in the Motion Picture, Music Recording and Electronic Game Industries. A Report to Congress.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In a report issued in September 2000, the Federal Trade Commission contended that the motion picture, music recording, and electronic game industries had engaged in widespread marketing of violent movies, music, and games to children inconsistent with their own parental advisories and undermining parents attempts to make informed decisions about…

  11. Fade In: Exploring The Effects of Technological Change on Consumers and Firm Revenues in Home Entertainment Markets for Film

    OpenAIRE

    Axarlian, Gabriel Pablo

    2015-01-01

    AbstractFADE IN:EXPLORING THE EFFECTS OF TECHNOLOGICAL CHANGE ON CONSUMERS AND FIRM REVENUES IN HOME ENTERTAINMENT MARKETS FOR FILM Gabriel Axarlian This dissertation is composed of three related works, two of which are similar in data and time span with the third being more independent in this respect. The three works focus on the nature of the film industry’s adaptation to changing technologies in home entertainment markets. My analysis studies the effectiveness of new strategies as well ...

  12. Violent video games and the Supreme Court: lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association.

    Science.gov (United States)

    Ferguson, Christopher J

    2013-01-01

    In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws. Recent reviews in many scholarly journals have come to similar conclusions, although much debate continues. Given past statements by the American Psychological Association linking video game and media violence with aggression, the Supreme Court ruling, particularly its critique of the science, is likely to be shocking and disappointing to some psychologists. One possible outcome is that the psychological community may increase the conclusiveness of their statements linking violent games to harm as a form of defensive reaction. However, in this article the author argues that the psychological community would be better served by reflecting on this research and considering whether the scientific process failed by permitting and even encouraging statements about video game violence that exceeded the data or ignored conflicting data. Although it is likely that debates on this issue will continue, a move toward caution and conservatism as well as increased dialogue between scholars on opposing sides of this debate will be necessary to restore scientific credibility. The current article reviews the involvement of the psychological science community in the Brown v. Entertainment Merchants Association case and suggests that it might learn from some of the errors in this case for the future. (c) 2013 APA, all rights reserved.

  13. The challenges of social marketing of organ donation: news and entertainment coverage of donation and transplantation.

    Science.gov (United States)

    Harrison, Tyler R; Morgan, Susan E; Chewning, Lisa V

    2008-01-01

    While great strides have been made in persuading the public to become potential organ donors, actual behavior has not yet caught up with the nearly universally favorable attitudes the public expresses toward donation. This paper explores the issue by situating the social marketing of organ donation against a broader backdrop of entertainment and news media coverage of organ donation. Organ donation storylines are featured on broadcast television in medical and legal dramas, soap operas, and other television serials approximately four times per month (not including most cable networks), and feature storylines that promote myths and fears of the organ donation process. National news and other non-fictionalized coverage of organ donation are even more common, with stories appearing over twenty times a month on average. These stories tend to be one-dimensional and highly sensationalized in their coverage. The marketing of organ donation for entertainment essentially creates a counter-campaign to organ donation, with greater resources and reach than social marketers have access to. Understanding the broader environmental context of organ donation messages highlights the issues faced by social marketing campaigns in persuading the public to become potential donors.

  14. Teaching Students about Violent Media Effects

    Science.gov (United States)

    Bushman, Brad J.

    2018-01-01

    Although violent entertainment has existed for centuries, the media have made it more accessible than ever before. In modern societies, people are immersed in media, like fish in water. Using hand-held devices, people can consume media just about anywhere they want, anytime they want. Moreover, violence is a common theme in the media, and research…

  15. Violent video games affecting our children.

    Science.gov (United States)

    Vessey, J A; Lee, J E

    2000-01-01

    Exposure to media violence is associated with increased aggression and its sequelae. Unfortunately, the majority of entertainment video games contain violence. Moreover, children of both genders prefer games with violent content. As there is no compulsory legislative standards to limit the type and amount of violence in video games, concerned adults must assume an oversight role.

  16. An Examination of the Entertainment Industry's Efforts To Curb Children's Exposure to Violent Content. Hearing before the Subcommittee on Telecommunications and the Internet of the Committee on Energy and Commerce. House of Representatives, One Hundred Seventh Congress, First Session.

    Science.gov (United States)

    Congress of the U.S., Washington, DC. House Committee on Energy and Commerce.

    This hearing's transcripts compile testimony given before the Subcommittee on Telecommunications and the Internet of the Committee on Energy and Commerce on the entertainment industry's efforts to curb children's exposure to violent content, especially those of the music industry. The hearing began with statements from the chairman of the…

  17. Comparing the effects of entertainment media and tobacco marketing on youth smoking.

    Science.gov (United States)

    Sargent, J D; Gibson, J; Heatherton, T F

    2009-02-01

    To examine the concurrent effects of exposure to movie smoking and tobacco marketing receptivity on adolescent smoking onset and progression. Cross-sectional study of 4524 northern New England adolescents aged 10-14 in 1999 with longitudinal follow-up of 2603 baseline never-smokers. Cross-sectional outcomes included ever tried smoking and higher level of lifetime smoking among 784 experimenters. The longitudinal outcome was onset of smoking among baseline never-smokers two years later. Movie smoking exposure was modelled as four population quartiles, tobacco marketing receptivity included two levels-having a favourite tobacco advert and wanting/owning tobacco promotional items. All analyses controlled for sociodemographics, other social influences, personality characteristics of the adolescent and parenting style. In the full cross-sectional sample, 17.5% had tried smoking; both exposure to movie smoking and receptivity to tobacco marketing were associated with having tried smoking. Among experimental smokers, the majority (64%) were receptive to tobacco marketing, which had a multivariate association with higher level of lifetime smoking (movie smoking did not). In the longitudinal study 9.5% of baseline never-smokers tried smoking at follow-up. Fewer never-smokers (18.5%) were receptive to tobacco marketing. Movie smoking had a multivariate association with trying smoking (receptivity to tobacco marketing did not). The results suggest separate roles for entertainment media and tobacco marketing on adolescent smoking. Both exposures deserve equal emphasis from a policy standpoint.

  18. Visiting Entertainment Venues and Sexual Health in China

    OpenAIRE

    Li, Li; Wu, Zunyou; Rotheram-Borus, Mary Jane; Guan, Jihui; Yin, Yueping; Detels, Roger; Wu, Sheng; Lee, Sung-Jae; Cao, Haijun; Lin, Chunqing; Rou, Keming; Liu, Zhendong

    2008-01-01

    Entertainment venues in China are associated with risky sexual behavior. Most previous studies related to entertainment venues in China have focused on sex workers and commercial sex, but this study addressed sexual health in a sample of the general urban population. A randomly selected sample of market vendors (n = 4,510) from an eastern city was recruited and assessed to examine relationships between entertainment venue visits and sexual risk. Both behavioral (self-reports of unprotected se...

  19. Visiting entertainment venues and sexual health in China.

    Science.gov (United States)

    Li, Li; Wu, Zunyou; Rotheram-Borus, Mary Jane; Guan, Jihui; Yin, Yueping; Detels, Roger; Wu, Sheng; Lee, Sung-Jae; Cao, Haijun; Lin, Chunqing; Rou, Keming; Liu, Zhendong

    2009-10-01

    Entertainment venues in China are associated with risky sexual behavior. Most previous studies related to entertainment venues in China have focused on sex workers and commercial sex, but this study addressed sexual health in a sample of the general urban population. A randomly selected sample of market vendors (n = 4,510) from an eastern city was recruited and assessed to examine relationships between entertainment venue visits and sexual risk. Both behavioral (self-reports of unprotected sex) and biomedical (STD test results) measures were used. About 18% of the sample (26.8% of men and 9% of women) reported visiting entertainment venues in the past 30 days. Those who visited entertainment venues were more likely to be male, younger, single, with higher education, and to have more discretionary income. For both men and women, visiting entertainment venues was a significant predictor for unprotected sex and STD infection. Gender differences were observed in predicting unprotected sex and STD infections. Entertainment venues could be potential sites for place-based intervention programs and outreach for the general population.

  20. Violent entertainment pitched to adolescents: an analysis of PG-13 films.

    Science.gov (United States)

    Webb, Theresa; Jenkins, Lucille; Browne, Nickolas; Afifi, Abdelmonen A; Kraus, Jess

    2007-06-01

    The purpose of this study was to evaluate the violence content of the top-grossing PG-13 films of 1999 and 2000 to determine what percentage of it had potential for negative effects on young viewers and what percentage of it had potential for prosocial or beneficial effects. A large, multidimensional analytic instrument was designed for systematic coding of each act of violence and its contextualization by features that have been shown either to enhance or to protect against harmful effects that are associated with violent media exposure: perpetrators and victims of violence, motivation for violence, presence of weapons, degree of realism, and consequences of violence. Descriptive statistics by genre were performed for each film. An ordinal logistic regression model was used to examine the association between the seriousness of violence and weapons, motive, and genre. In the sample of 77 PG-13 films, a total of 2251 violent actions were observed with roughly half (47%) of lethal magnitude. A total of 118 acts contained justified violence that were initiated by major characters and were extremely serious, and approximately two thirds of the films (49 [64%]) were rated PG-13 for reasons other than violence. Violence permeated nearly 90% of the films in our study. Although only a small subset of this content contained violence that was associated with negative effects, only 1 film contained violence that was associated with protective or beneficial effects.

  1. A plea for caution: violent video games, the Supreme Court, and the role of science.

    Science.gov (United States)

    Hall, Ryan C W; Day, Terri; Hall, Richard C W

    2011-04-01

    On November 2, 2010, the US Supreme Court heard arguments in the case of Schwarzenegger v Entertainment Merchants Association, with a ruling expected in 2011. This case addressed whether states have the right to restrict freedom of speech by limiting the sale of violent video games to minors. To date, 8 states have tried to pass legislation to this effect, with all attempts being found unconstitutional by lower courts. In large part, the Supreme Court's decision will be determined by its review and interpretation of the medical and social science literature addressing the effects of violent video games on children. Those on both sides of the violent video game debate claim that the scientific literature supports their opinions. Some involved in the debate have proclaimed that the debate is scientifically settled and that only people holding personal interests and biases oppose these "established truths." We review the historical similarities found in the 1950s comic book debate and studies identified from a PubMed search of the term violent video games showing both the harmful and beneficial effects of these video games. We define factors that physicians need to consider when reading and stating opinions about this literature. Opinions from past court rulings are discussed to provide insight into how judges may approach the application of these social science studies to the current legal issue. Although on the surface the case of Schwarzenegger v Entertainment Merchants Association pertains only to the restriction of violent video games, it may establish principles about how medical and public health testimony can affect fundamental constitutional rights and how much and on what basis the courts will defer to legislators' reliance on unsettled science.

  2. STRATEGI PEMASARAN PUBLIC RELATIONS MD ENTERTAINMENT PADA PEMASARAN FILM HABIBIE & AINUN

    OpenAIRE

    Trisna Adi Permana; Lilis Puspitasari

    2015-01-01

    Tujuan penelitian ini adalah untuk mengetahui perencanaan, implementasi serta evaluasi dari strategi Marketing Public Relations yang ditetapkan PR MD Entertainment pada film Habibie & Ainun pada tahun 2012-2013. Metode yang dilakukan adalah metode deskriptif yang bertujuan melukiskan secara sistematis fakta atau karakteristik populasi tertentu atau bidang tertentu secara faktual dan cermat. Hasil penelitian menunjukan PR MD Entertainment telah melakukan tahapan-tahapan atau Teknik...

  3. Strategi Pemasaran Public Relations Md Entertainment Pada Pemasaran Film Habibie & Ainun

    OpenAIRE

    Permana, Trisna Adi; Puspitasari, Lilis

    2015-01-01

    Tujuan penelitian ini adalah untuk mengetahui perencanaan, implementasi serta evaluasi dari strategiMarketing Public Relations yang ditetapkan PR MD Entertainment pada film Habibie & Ainun pada tahun2012-2013. Metode yang dilakukan adalah metode deskriptif yang bertujuan melukiskan secara sistematisfakta atau karakteristik populasi tertentu atau bidang tertentu secara faktual dan cermat. Hasil penelitianmenunjukan PR MD Entertainment telah melakukan tahapan-tahapan atau Teknik PR pada film Ha...

  4. A Plea for Caution: Violent Video Games, the Supreme Court, and the Role of Science

    Science.gov (United States)

    Hall, Ryan C. W.; Day, Terri; Hall, Richard C. W.

    2011-01-01

    On November 2, 2010, the US Supreme Court heard arguments in the case of Schwarzenegger v Entertainment Merchants Association, with a ruling expected in 2011. This case addressed whether states have the right to restrict freedom of speech by limiting the sale of violent video games to minors. To date, 8 states have tried to pass legislation to this effect, with all attempts being found unconstitutional by lower courts. In large part, the Supreme Court's decision will be determined by its review and interpretation of the medical and social science literature addressing the effects of violent video games on children. Those on both sides of the violent video game debate claim that the scientific literature supports their opinions. Some involved in the debate have proclaimed that the debate is scientifically settled and that only people holding personal interests and biases oppose these “established truths.” We review the historical similarities found in the 1950s comic book debate and studies identified from a PubMed search of the term violent video games showing both the harmful and beneficial effects of these video games. We define factors that physicians need to consider when reading and stating opinions about this literature. Opinions from past court rulings are discussed to provide insight into how judges may approach the application of these social science studies to the current legal issue. Although on the surface the case of Schwarzenegger v Entertainment Merchants Association pertains only to the restriction of violent video games, it may establish principles about how medical and public health testimony can affect fundamental constitutional rights and how much and on what basis the courts will defer to legislators' reliance on unsettled science. PMID:21454733

  5. Advertising Violent Toys in Weekly Circulars of Popular Retailers in the United States

    Science.gov (United States)

    Basch, Corey H.; Guerra, Laura A.; Reeves, Rachel; Basch, Charles E.

    2015-01-01

    Background: Violence is a pervasive problem in the United States. Toys, far from trivial playthings, are a reflection of society, including its beliefs and values. The purpose of this study was to describe the extent to which violent toys are marketed in online weekly flyers of popular retailers, how the violence is manifested, and whether violent toys are marketed differentially to boys and girls. Methods: For this cross-sectional observational study, online circulars from 5 major retailers were downloaded and examined each week for 14 weeks during the fall of 2014. For each retailer, the total number of toys, as well as the total number of violent and non-violent toys, was recorded. In addition, each violent toy was categorized into one of five groups: picturing a figure with a weapon, a figure with intent to strike (with fists drawn or an angry face), a toy with a violent name, a toy that was a weapon itself, or a set of toys that included two or more of these criteria. Results: A total number of 3,459 toys were observed, of which 1,053 (30%) were deemed violent. Of the violent toys, 95% were marketed to boys (n=1,003) versus 5% to girls (n=50). The most prevalent violent category was a figure with a weapon such as a sword, knife or gun (29%), followed by figures with fists out and aggressive faces (26%). Conclusion: Parents should be mindful of toy retailer‟s marketing of violent toys, especially toward boys, and the potential for those toys to de-sensitize their children to violence PMID:26634197

  6. Entertainment Pages.

    Science.gov (United States)

    Druce, Mike

    1981-01-01

    Notes that the planning of an effective entertainment page in a school newspaper must begin by establishing its purpose. Examines all the elements that contribute to the makeup of a good entertainment page. (RL)

  7. Media Entertainment and emotions

    DEFF Research Database (Denmark)

    Tan, Ed S.

    2017-01-01

    The chapter presents a psychological framework for entertainment experiences. It reviews types of emotion and their associations with media entertainment contents, explaining the role of genre.......The chapter presents a psychological framework for entertainment experiences. It reviews types of emotion and their associations with media entertainment contents, explaining the role of genre....

  8. Volcanic Infrasound - A technical topic communicated in an entertaining way

    Science.gov (United States)

    Kerlow, Isaac

    2017-04-01

    Volcanic Infrasound is a 9-minute film about using infrasound waves to detect and measure volcanic eruptions as they unfold. The film was made by an interdisciplinary team of filmmakers and scientists for a general audience. The movie explains the basic facts of using infrasound to detect volcanic activity, and it also shows volcano researchers as they install infrasound sensors in a natural reserve in the middle of the city. This is the first in a series of films that seek to address natural hazards of relevance to Singapore, a country shielded from violent hazards. This presentation reviews the science communication techniques and assumptions used to develop and produce this entertaining scientific documentary short. Trailer: https://vimeo.com/192206460

  9. Entertainment in View of Politicians in Ancient Greece and Rome

    Directory of Open Access Journals (Sweden)

    Valdas Pruskus

    2012-01-01

    Full Text Available The article discloses the cultural and social conditions of the entertainment phenomenon in Ancient Greece and Rome and the attitude of the authorities to it. The appearance of entertainment is closely related to the worship of cult of Gods. It is shown that the Romans being more materialistic and pragmatic paid less attention to spiritual entertainment than Greeks who fostered dramatic performances. Greek rulers and noblemen saw relaxational and educational function of the entertainment and also considered it as reducing tension and promoting solidarity. However, they did not intrude into its practical organization and had only a monitoring position, whereas the Romans were more interested in daily life and its bodily pleasures. Accordingly in recreational activities – games there dominated the spirit of competition, especially the gladiators games, which were bloody and cruel, but heated passions of spectators whose majority was comprised of plebs. There is shown that the authorities considered the entertainment as an effective tool to reach political aims, especially for gaining the support of commons in various elections, so they financed gladiators’ performances generously.This tradition is still topical in the flow of years. These days it has become the constituent part of the political marketing.

  10. Entertaining the whole world

    NARCIS (Netherlands)

    Cheok, Adrian David; Romão, Teresa; Nijholt, Anton; Yu, Gino; Cheok, Adrian David; Nijholt, Anton; Romão, Teresa

    2014-01-01

    Entertainment media are entertainment products and services that rely on digital technology. Mostly the digital entertainment industry is focused on the developed world such as USA, Europe, and Japan. However, due to the decreasing cost of computer and programming technologies, developing countries

  11. Advances in Computer Entertainment.

    NARCIS (Netherlands)

    Nijholt, Antinus; Romão, T.; Reidsma, Dennis; Unknown, [Unknown

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant

  12. Marketing Violent Entertainment to Children: A One-Year Follow-Up Review of Industry Practices in the Motion Picture, Music Recording and Electronic Game Industries. A Report to Congress.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In a report issued in September 2000, the Federal Trade Commission reported that the motion picture, music recording, and electronic game segments of the entertainment industry intentionally promoted products to children that warranted parent cautions. This report responds to the request of the Senate Commerce Committee by focusing on advertising…

  13. Playing it safe: Patron safety strategies and experience of violence in night-time entertainment districts.

    Science.gov (United States)

    Zhou, Jin; Droste, Nicolas; Curtis, Ashlee; Zinkiewicz, Lucy; Miller, Peter

    2018-03-01

    Incidences of violence are elevated in night-time entertainment districts. Research suggests that safety-related behavioural strategies adopted while drinking can reduce negative alcohol-related outcomes. The current study investigates the use of safety strategies and its association with experiences of violence among patrons from the general population. Patron interviews (N = 3949) were conducted in and around licenced venues in Newcastle (New South Wales) and Geelong (Victoria) during peak trading hours (Friday and Saturday, 21:00-01:00 h). Participants (mean age = 24.3, SD = 5.8; male 54.4%) were asked to report what measures, if any, they used to keep safe when drinking and whether they had been involved in a violent incident in the last 12 months. After controlling for patron demographics and location, the use of multiple (more than one) safety strategies was significantly associated with reduced odds of involvement in a violent incident (odds ratio = 0.64, 95% confidence interval 0.49-0.85, P = 0.002). Significant gender differences were observed in the number and type of safety strategies reported. Increasing the number of safety-related behaviours during drinking occasions is associated with a small but significant reduction in experiencing alcohol-related harms, such as violence. [Zhou J, Droste N, Curtis A, Zinkiewicz L, Miller P. Playing it safe: Patron safety strategies and experience of violence in night-time entertainment districts. © 2017 Australasian Professional Society on Alcohol and other Drugs.

  14. Comparing the effects of entertainment media and tobacco marketing on youth smoking in Germany.

    Science.gov (United States)

    Sargent, James D; Hanewinkel, Reiner

    2009-05-01

    To examine differential effects of smoking in films and tobacco advertising on adolescent smoking. We hypothesize that movie smoking will have greater effects on smoking initiation, whereas tobacco advertising receptivity will primarily affect experimentation. Longitudinal observational study of adolescents. School-based surveys conducted in Schleswig-Holstein, Germany. A total of 4384 adolescents age 11-15 years at baseline and re-surveyed 1 year later; ever smoking prevalence was 38% at time 1. The main outcome variable combined two items assessing life-time and current smoking (alpha = 0.87). Baseline never smokers were analyzed separately from those who had tried smoking (ever smokers). Exposure to smoking in 398 internationally distributed US movies was modeled as a continuous variable, with 0 corresponding to the 5th percentile and 1 to the 95th percentile of exposure. Tobacco marketing receptivity consisted of naming a brand for a favorite tobacco advertisement. Ordinal logistic regressions controlled for socio-demographics, other social influences, personality characteristics of the adolescent and parenting style. Whereas 34% of ever smokers were receptive to tobacco marketing at time 1, only 6% of never smokers were. Among time 1 never smokers, exposure to movie smoking was a significantly stronger predictor of higher time 2 smoking level [adjusted proportional odds ratio = 2.76, 95% confidence interval (1.84, 4.15)] than was tobacco marketing receptivity (1.53 [1.07, 2.20]). Among time 1 ever smokers, both tobacco marketing receptivity and exposure to movie smoking predicted higher levels of time 2 smoking [2.17 (1.78, 2.63) and 1.62 (1.18, 2.23), respectively], and the two estimates were not significantly different. In this longitudinal study, exposure to movie smoking was a stronger predictor of smoking initiation than tobacco marketing receptivity, which was more common among ever smokers. The results suggest that entertainment media smoking should be

  15. Comparing the effects of entertainment media and tobacco marketing on youth smoking in Germany

    Science.gov (United States)

    Sargent, James D.; Hanewinkel, Reiner

    2013-01-01

    Aims To examine differential effects of smoking in films and tobacco advertising on adolescent smoking. We hypothesize that movie smoking will have greater effects on smoking initiation, whereas tobacco advertising receptivity will primarily affect experimentation. Design Longitudinal observational study of adolescents. Setting School-based surveys conducted in Schleswig-Holstein, Germany. Participants A total of 4384 adolescents age 11–15 years at baseline and re-surveyed 1 year later; ever smoking prevalence was 38% at time 1. Measurements The main outcome variable combined two items assessing life-time and current smoking (alpha = 0.87). Baseline never smokers were analyzed separately from those who had tried smoking (ever smokers). Exposure to smoking in 398 internationally distributed US movies was modeled as a continuous variable, with 0 corresponding to the 5th percentile and 1 to the 95th percentile of exposure. Tobacco marketing receptivity consisted of naming a brand for a favorite tobacco advertisement. Ordinal logistic regressions controlled for socio-demographics, other social influences, personality characteristics of the adolescent and parenting style. Findings Whereas 34% of ever smokers were receptive to tobacco marketing at time 1, only 6% of never smokers were. Among time 1 never smokers, exposure to movie smoking was a significantly stronger predictor of higher time 2 smoking level [adjusted proportional odds ratio = 2.76, 95% confidence interval (1.84, 4.15)] than was tobacco marketing receptivity (1.53 [1.07, 2.20]). Among time 1 ever smokers, both tobacco marketing receptivity and exposure to movie smoking predicted higher levels of time 2 smoking [2.17 (1.78, 2.63) and 1.62 (1.18, 2.23), respectively], and the two estimates were not significantly different. Conclusions In this longitudinal study, exposure to movie smoking was a stronger predictor of smoking initiation than tobacco marketing receptivity, which was more common among ever

  16. Why do fans attend world Wrestling Entertainment? | Kruger | South ...

    African Journals Online (AJOL)

    This research examined the travel motives of South African World Wrestling Entertainment (WWE) fans at a live Smackdown event in July 2011, which was part of the WWE's world tour. Based on these motives, different market segments at the events were identified and profiled. This was the first time that the motives of ...

  17. Sensors for Entertainment.

    Science.gov (United States)

    Lamberti, Fabrizio; Sanna, Andrea; Rokne, Jon

    2016-07-15

    Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on "Sensors for Entertainment", developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.

  18. Sensors for Entertainment

    OpenAIRE

    Fabrizio Lamberti; Andrea Sanna; Jon Rokne

    2016-01-01

    Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on ?Sensors for Entertainment?, developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.

  19. Marketing Violent Entertainment to Children: A Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries [with] Appendices A-K. Report.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In June of 1999, President Clinton empowered the Federal Trade Commission to study whether movie, music recording, and computer and video game industries were advertising products with violent content to youngsters. Specifically he raised two questions: Do these industries promote products they themselves acknowledge warrant parental caution in…

  20. Entertainment, culture, and media art

    NARCIS (Netherlands)

    Nakatsu, R.; Tosa, N.; Rauterberg, G.W.M.; Xuan, W.; Nakatsu, R.; Rauterberg, M.; Ciancarini, P.

    2016-01-01

    This chapter is dedicated to explore the relationship between entertainment, culture, and media art. Firstly, the positioning of entertainment will be described including the historical point of view and also focusing on recent digital entertainment technologies. It will be clarified that

  1. Violent Video Games and the Supreme Court: Lessons for the Scientific Community in the Wake of Brown v. Entertainment Merchants Association

    Science.gov (United States)

    Ferguson, Christopher J.

    2013-01-01

    In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws.…

  2. A/B Testing in Improving Conversion on a Website : Case: Sanoma Entertainment Oy

    OpenAIRE

    Arento, Thomas

    2010-01-01

    The purpose of this thesis is to study marketing possibilities of improved conversion rates on websites. The study was made for Sanoma Entertainment Oy’s Gaming & Online unit. The main objective was to explore A/B testing as a tool to improve conversion rates by increasing click-through rates. The secondary objective was to test Google Website Optimizer as an A/B testing tool in comparison to current methods of A/B testing in Sanoma Entertainment Oy. The results of this study will be used as ...

  3. Branded entertainment: los contenidos de entretenimiento como herramienta de comunicación de marketing. Un estudio de su situación actual en España 

    Directory of Open Access Journals (Sweden)

    J de Aguilera-Moyano

    2015-09-01

    Full Text Available En el nuevo contexto de marketing surgen herramientas de comunicación como el branded entertainment; un tipo de mensaje híbrido con elque las marcas producen contenidos de entretenimiento. Metodología: Este estudio tiene como objetivo mejorar el conocimiento del branded entertainment y su situación en España así como sus expectativas de futuro. Se ha realizado una investigación exploratoria utilizando como técnica metodológica la entrevista en profundidad aplicada a un grupo de expertos en creación y distribución de branded entertainment. Resultados y conclusiones: Los resultados muestran: existe un amplio conocimiento de sus posibilidades como técnica de comunicación comercial; los contenidos producidos deben ser relevantes para competir con otros productos de entretenimiento; se espera un notable incremento en su utilización ante la pérdida de eficacia de las tácticas intrusivas; y se percibe como la herramienta de comunicación más adecuada para generar engagement del consumidor.

  4. Advances in Computer Entertainment.

    OpenAIRE

    Nijholt, Antinus; Romão, T.; Reidsma, Dennis; Unknown, [Unknown

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant areas of interest in modern society and is amongst the fastest growing industries in the world. ACE 2012 will bring together leading researchers and practitioners from academia and industry to prese...

  5. Crime As Entertainment or Entertainment as A Crime?

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2011-10-01

    Full Text Available Article presents one part of pop culture is crime portrayed as entertainment in television shows. Television has the means of information and entertainment, resulting in the shift of crime shows, initially crime was portrayed in the news but due to the high popularity, it becomes part of the entertainment as well. In terms of information, the most famous of crime drama show is Crime Scene Investigation (CSI, and this show gave effect known as the CSI effect, which is people have more appreciation to scientific evidences and DNA testing in trials. On the other hand, with so many shows involving crime resulting in cultivation impact, which is accumulation and the formation of perception of reality. People who are more exposed to this crime show will form the same perception as the one depicted by television and resulted to changes in their behavior. Several proposals to reduce this negative effects are audience learning, the use of rating system and electronic key in television set.  

  6. Grand Theft Auto IV comes to Singapore: effects of repeated exposure to violent video games on aggression.

    Science.gov (United States)

    Teng, Scott Kie Zin; Chong, Gabriel Yew Mun; Siew, Amy Sok Cheng; Skoric, Marko M

    2011-10-01

    Given the increasingly dominant role of video games in the mainstream entertainment industry, it is no surprise that the scholarly debate about their impact has been lively and well attended. Although >100 studies have been conducted to examine the impact of violent video games on aggression, no clear consensus has been reached, particularly in terms of their long-term impact on violent behavior and aggressive cognitions. This study employs a first-ever longitudinal laboratory-based experiment to examine longer-term effects of playing a violent video game. One hundred thirty-five participants were assigned either to the treatment condition where they played a violent video game in a controlled laboratory setting for a total of 12 hours or to the control group where they did not play a game. Participants in the treatment group played Grand Theft Auto IV over a period of 3 weeks and were compared with a control group on the posttest measures of trait aggression, attitudes toward violence, and empathy. The findings do not support the assertion that playing a violent video game for a period of 3 weeks increases aggression or reduces empathy, but they suggest a small increase in proviolence attitudes. The implications of the findings are discussed.

  7. The use of mobile technology for online shopping and entertainment among older adults in Finland

    OpenAIRE

    Kuoppamäki, Sanna-Mari; Taipale, Sakari; Wilska, Terhi-Anna

    2017-01-01

    Older adults are becoming an important market segment for all internet-based services, but few studies to date have considered older adults as online shoppers and users of entertainment media. Utilising the concept of life course, this article investigates the use of mobile technologies for online shopping and entertainment among consumers aged 55 to 74. The data were collected with a web-based survey completed by a panel of respondents representing Finnish television viewers (N = 322). The r...

  8. Vulnerability to sexual violence and participation in sex work among high-end entertainment centre workers in Hunan Province, China.

    Science.gov (United States)

    Kelvin, Elizabeth A; Sun, Xiaoming; Mantell, Joanne E; Zhou, Jianfang; Mao, Jingshu; Peng, Yanhui

    2013-11-01

    China has seen a proliferation of entertainment centres that are frequented by business people. Employees at these centres often are young, female rural-to-urban migrants who may be vulnerable to sexual violence and exploitation. Data for this study were collected using a self-administered survey among male and female employees in two high-end entertainment centres in Changsha, Hunan Province, China. We used logistic regression to examine predictors of violent and potentially exploitative experiences (partner violence, forced sex and transactional sex). Predictors included gender, ever having a same-sex partner, migration variables and employment characteristics. Participants reported high levels of partner violence (16.0% ever and 9.0% in the past 3 months) and forced sex (13.9% ever and 5.5% in the past 3 months). Nineteen percent reported sex work in the past 3 months. In the multivariate regressions, ever having had a same-sex partner was associated with higher odds of ever having experienced partner violence (odds ratio (OR)=7.8, Pgender nor migration status was associated with any of the outcomes. High-end entertainment centre workers in China are at risk for sexual violence and should be targeted with employment-based interventions.

  9. A Plea for Caution: Violent Video Games, the Supreme Court, and the Role of Science

    OpenAIRE

    Hall, Ryan C. W.; Day, Terri; Hall, Richard C. W.

    2011-01-01

    On November 2, 2010, the US Supreme Court heard arguments in the case of Schwarzenegger v Entertainment Merchants Association, with a ruling expected in 2011. This case addressed whether states have the right to restrict freedom of speech by limiting the sale of violent video games to minors. To date, 8 states have tried to pass legislation to this effect, with all attempts being found unconstitutional by lower courts. In large part, the Supreme Court's decision will be determined by its revi...

  10. Future Of Visual Entertainment

    Science.gov (United States)

    Dryer, Ivan

    1983-10-01

    The development of new visual entertainment forms has and will continue to have a powerful impact on the direction of our society. Foremost among these new forms will be the Holo's--moving Holographic images of anything imaginable, projected in mid air (a room, a dome) and so lifelike they are virtually indistinguishable from "reality". The Holo's and space development will ultimately transform entertainment and in the process, humanity, too. Meanwhile, the seeds of these changes are now being planted in entertainment trends and innovations whose implications are just beginning to emerge.

  11. When a victim becomes violent perpetrator: Violent victimization in childhood, violent criminal behavior in adulthood

    Directory of Open Access Journals (Sweden)

    Stevković Ljiljana

    2013-01-01

    Full Text Available Numerous international research has identified that direct or indirect exposure to violent victimization in a familial context during childhood is a risk factor for violent criminal behavior of victimized children in adulthood. Studies of violent victimization of children in Serbia are rare, and are mostly directed at determining the prevalence, the main characteristics of or the immediate physical, psychological and behavioral consequences of victimization. Empirical analysis of the criminological consequences of early violent victimization in adulthood are an exception in scientific studies in Serbia. The aim of the paper is to present the results of research into the influence of early violent victimization on violent crime of adult men and women. After the introduction a brief overview of the worldwide research confirming the correlation between the experience of violent victimization and subsequent violent behavior is given. The results of the research conducted by the author will then be discussed. The results illustrate the possibility of predicting violent criminal behavior in adulthood based on indicators of direct and indirect victimization in childhood. [Projekat Ministarstva nauke Republike Srbije, br. 179044: Razvoj metodologije evidentiranja kriminaliteta kao osnova kreiranja efikasnih mera za njegovo suzbijanje i prevenciju

  12. 78 FR 46502 - Reimbursed Entertainment Expenses

    Science.gov (United States)

    2013-08-01

    ... is a reimbursement of travel expenses for food and beverages that Y pays in performing services as an... entertainment, amusement, recreation, or travel. * * * * * (f) * * * (2) * * * (iv) Reimbursed entertainment, food, or beverage expenses--(A) Introduction. In the case of any expenditure for entertainment...

  13. A general theory of comic entertainment

    DEFF Research Database (Denmark)

    Grodal, Torben Kragh

    2014-01-01

    The article claims that comic entertainment consists of five elements 1. priming of the comic events to come 2. some comic entertainment inputs that creates arousal 3. Entertainment-internal signals of the playful nature of the comic input 4. Appraisal processes in audience members that evaluate...... the input as 'not real but playful', 5. this leads to a change in hedonic tone, and arousal is combined with the release of endorphins (a morphine-based neurotransmitter) that makes the arousal pleasant. The theory of comic entertainment accords with the PECMA flow theory proposed in Grodal: Embodied...... Visions, because the evaluation: playful, not real, influences the muscular directness towards the world that drops. Comic entertainment is further linked to human bonding....

  14. Preface (to: Advances in Computer Entertainment)

    NARCIS (Netherlands)

    Romão, Teresa; Nijholt, Antinus; Romão, Teresa; Reidsma, Dennis

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant

  15. Understanding the effects of violent video games on violent crime

    OpenAIRE

    Cunningham, A. Scott; Engelstätter, Benjamin; Ward, Michael R.

    2011-01-01

    Psychological studies invariably find a positive relationship between violent video game play and aggression. However, these studies cannot account for either aggressive effects of alternative activities video game playing substitutes for or the possible selection of relatively violent people into playing violent video games. That is, they lack external validity. We investigate the relationship between the prevalence of violent video games and violent crimes. Our results are consistent with t...

  16. Sex Differences in Violent versus Non-Violent Life-Threatening Altruism

    Directory of Open Access Journals (Sweden)

    Carey J. Fitzgerald

    2009-07-01

    Full Text Available Many studies on Hamilton's (1964 inclusive fitness theory have used the burning house and kidney donation examples of life-threatening altruism. However, these examples may not be sufficiently exhibiting the risk involved with life-threatening altruism that would have occurred in hunter-gatherer societies, such as fighting off attackers and/or predators. The present study examined participants' estimated likelihood to perform altruistic acts for specific kin members/friends in two violent life-threatening situations (i.e., being mugged and being chased and two non-violent life-threatening situations (i.e., the burning house and kidney donation examples. Participants were 216 undergraduate students who completed a questionnaire on altruism toward an actual kin member/friend. Each questionnaire contained four life-or-death scenarios (two violent and two non-violent in which either the participant's sibling, cousin, or best friend was in danger and needed help. Results indicated that people were more likely to help siblings than cousins and friends in both the violent and non-violent hypothetical scenarios. Participants indicated a greater likelihood to help people in violent situations than in non-violent situations. Women indicated a greater estimated likelihood than men to help people in non-violent situations while men indicated a greater estimated likelihood than women to help people in violent situations. Both male and female participants indicated a greater estimated likelihood to help women than men in violent situations.

  17. Entertainment computing, social transformation and the quantum field

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Nijholt, A.; Reidsma, D.; Hondorp, H.

    2009-01-01

    Entertainment computing is on its way getting an established academic discipline. The scope of entertainment computing is quite broad (see the scope of the international journal Entertainment Computing). One unifying idea in this diverse community of entertainment researchers and developers might be

  18. Sex differences in predictors of violent and non-violent juvenile offending.

    Science.gov (United States)

    Stephenson, Zoe; Woodhams, Jessica; Cooke, Claire

    2014-01-01

    In response to concerns regarding the rise in female juvenile violent crime and the dearth of gender-specific research, this study aimed to identify predictors of violent offending in female offenders. Data were extracted from risk assessments of 586 male and female juvenile offenders (aged 11-17 years) conducted between 2005 and 2009 by the Youth Offending Service in Gloucestershire, an English county. Information regarding the young people's living arrangements, family and personal relationships, education, emotional/mental health, thinking and behavior, and attitudes to offending was recorded. Comparisons were made between the violent male offenders (N = 185), the violent female offenders (N = 113), the non-violent male offenders (N = 150), and the non-violent female offenders (N = 138) for these variables. These were followed by a multinomial logistic regression analysis. The findings indicated that engaging in self-harm was the best predictor of being a female violent offender, with the predictors of giving into pressure from others and attempted suicide nearing significance. Furthermore, non-violent females were significantly less likely to lose control of their temper and more likely to give in to pressure from others than their violent counterparts. Non-violent males were significantly less likely to lose control of their temper and more likely to self-harm and give in to pressure from others than violent males. Although many similarities existed between sexes for predictors of violent offending, the findings of this study indicate that more attention needs to be paid to the mental health of female offenders. © 2013 Wiley Periodicals, Inc.

  19. Preface (to: Advances in Computer Entertainment)

    OpenAIRE

    Romão, Teresa; Nijholt, Antinus; Romão, Teresa; Reidsma, Dennis

    2012-01-01

    These are the proceedings of the 9th International Conference on Advances in Computer Entertainment ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant areas of interest in modern society and is amongst the fastest growing industries in the world. ACE 2012 will bring together leading researchers and practitioners from academia and industry to prese...

  20. 77 FR 58834 - Agency Information Collection Activities; Proposed Collection; Comment Request

    Science.gov (United States)

    2012-09-24

    ... 2007.\\6\\ Those reports found less marketing of violent R-rated films \\7\\ and M-rated video games \\8\\ to... nudity.'' \\8\\ The Entertainment Software Rating Board (ESRB) assigns computer and video games one of six... to consumers that these recordings may contain strong language or references to violence, sex, or...

  1. Entertainment computing, social transformation and the quantum field

    OpenAIRE

    Rauterberg, G.W.M.; Nijholt, A.; Reidsma, D.; Hondorp, H.

    2009-01-01

    Entertainment computing is on its way getting an established academic discipline. The scope of entertainment computing is quite broad (see the scope of the international journal Entertainment Computing). One unifying idea in this diverse community of entertainment researchers and developers might be a normative position to enhance human living through social transformation. One possible option in this direction is a shared `conscious' field. Several ideas about a new kind of field based on qu...

  2. Entertainment, Dance and Northern Mohawk Showmanship.

    Science.gov (United States)

    Blanchard, David

    1983-01-01

    Examines the nature and history of the Kahnawake Mohawk settlement's participation in the entertainment industry, including some of the Iroquoian roots of ritual parody that contributed to Mohawk performance. Notes some of the effects of entertainment on the settlement's traditional culture. (SB)

  3. Biosignal controlled recommendation in entertainment systems

    NARCIS (Netherlands)

    Liu, H.

    2010-01-01

    With the explosive growth of the entertainment contents and the ubiquitous access of them via fixed or mobile computing devices, recommendation systems become essential tools to help the user to find the right entertainment at the right time and location. I envision that by integrating the bio

  4. 11 CFR 7.20 - Gifts, entertainment, and favors.

    Science.gov (United States)

    2010-01-01

    ... 11 Federal Elections 1 2010-01-01 2010-01-01 false Gifts, entertainment, and favors. 7.20 Section... of Special Commission Employees § 7.20 Gifts, entertainment, and favors. Except as provided at 11 CFR... a gift, gratuity, loan, entertainment, or favor for himself or herself, or for another person...

  5. Violent and Non-Violent Extremism: Two Sides of the Same Coin?

    Directory of Open Access Journals (Sweden)

    Alex P. Schmid

    2014-05-01

    Full Text Available In this Research Paper, Research Fellow Dr. Alex P. Schmid seeks to clarify some conceptual issues that tend to obscure the debate about how best to counter violent extremism. The main focus of this Research Paper is on obtaining a clearer understanding of what “Islamist extremism” entails in the context of the ongoing debate on allegedly “acceptable” non-violent extremists and “unacceptable” violent extremists. The author discusses a number of conceptualisations of religious extremism in the context of liberal democracies and also distinguishes, inter alia, between merely “not (yet violent” militancy and principled non-violent political activism in the Gandhian tradition. The author argues that the distinction between “non-violent extremism” and “violent extremism” is not a valid one. The paper provides a set of twenty indicators of extremism that can be used as an instrument for monitoring extremist statements and actions, with an eye to challenging and countering such non-democratic manifestations.

  6. Digital Entertainment: Zukunftstrends der Computer-Entertainment-Industrie

    OpenAIRE

    Janson, A.

    2002-01-01

    Die Computer Entertainment Industrie existiert seit den frühen siebziger Jahren und ist seitdem einem stetigen Wachstums- und Veränderungsprozess unterzogen. Mittlerweile weist die Branche nach aktuellen Schätzungen weltweit einen jährlichen Umsatz von 18 bis 25 Milliarden US Dollar auf und ist in Hinblick auf Entwicklungskosten, Nutzerzahlen und Renditen durchaus mit der internationalen Filmindustrie vergleichbar. Die Entwicklung von Hardwaretechnologien (Grafikkarten, innovative Eingabegerä...

  7. Elevation in response to entertainment portrayals of moral virtue

    OpenAIRE

    Oliver, M. B.; Hartmann, T.; Woolley, J.

    2012-01-01

    Media psychologists have long puzzled over how individuals can experience enjoyment from entertainment such as tragedies that often elicit profound feelings of sadness. The present research examines the idea that a focus on "meaningful" entertainment and affective responses identified as "elevation" may provide a framework for understanding many examples of sad or dramatic entertainment. The results of this study suggest that many types of meaningful cinematic entertainment feature portrayals...

  8. New initiative links scientists and entertainers

    Science.gov (United States)

    Gwynne, Peter

    2009-01-01

    The US National Academy of Sciences has teamed up with Hollywood to improve the quality of science portrayed in films, TV shows and video games. The new Science and Entertainment Exchange (SEE) aims to create better links between entertainment-industry professionals and scientists to improve the credibility of programming related to science.

  9. 48 CFR 31.205-14 - Entertainment costs.

    Science.gov (United States)

    2010-10-01

    ... 48 Federal Acquisition Regulations System 1 2010-10-01 2010-10-01 false Entertainment costs. 31... CONTRACTING REQUIREMENTS CONTRACT COST PRINCIPLES AND PROCEDURES Contracts With Commercial Organizations 31.205-14 Entertainment costs. Costs of amusement, diversions, social activities, and any directly...

  10. An Education in Entertainment – Possible Trends in Southeast Asia

    Directory of Open Access Journals (Sweden)

    Benny Lim

    2014-03-01

    Full Text Available The term Entertainment Industry has been used interchangeably with the term Creative Industries and also has been suggested to be part of the creative industries. The creative industries seeks to provide commercially viable artistic and creative products, known as intellectual property, and in the process of such provision, contributes to the nation’s creative economy. From an education perspective in Southeast Asia, two observations can be made. Firstly, the focus of education in relation to the entertainment industry has always been technical. Secondly, the introduction of the concepts of the creative industries in Southeast Asia has spurred new trends in the education of the entertainment industry. Outside of Southeast Asia, there have been a growing number of academic programs in the field of Entertainment. From within Southeast Asia, Malaysia has taken the lead to introduce two new trends in the entertainment education – entertainment management and entertainment arts.

  11. Portrayals of schizophrenia by entertainment media: a content analysis of contemporary movies.

    Science.gov (United States)

    Owen, Patricia R

    2012-07-01

    Critics of entertainment media have indicated that cinematic depictions of schizophrenia are stereotypic and characterized by misinformation about symptoms, causes, and treatment. The pervasiveness and nature of misinformation are difficult to ascertain because of the lack of empirically based studies of movies portraying schizophrenia. This study analyzed portrayals of schizophrenia in contemporary movies to ascertain prevalence of stereotypes and misinformation about schizophrenia. English-language movies featuring at least one main character with schizophrenia that were released for showing in theaters between 1990 and 2010 were analyzed for depictions of schizophrenia. Two researchers independently rated each character with a checklist that assessed demographic characteristics, symptoms and stereotypes, causation, and treatment. Forty-two characters from 41 movies were identified, a majority of whom were male and Caucasian. Most characters displayed positive symptoms of schizophrenia. Delusions were featured most frequently, followed by auditory and visual hallucinations. A majority of characters displayed violent behavior toward themselves or others, and nearly one-third of violent characters engaged in homicidal behavior. About one-fourth of characters committed suicide. Causation of schizophrenia was infrequently noted, although about one-fourth of movies implied that a traumatic life event was significant in causation. Of movies alluding to or showing treatment, psychotropic medications were most commonly portrayed. The finding that misinformation and negative portrayals of schizophrenia in contemporary movies are common underscores the importance of determining how viewers interpret media messages and how these interpretations inform attitudes and beliefs both of the general public and of people with schizophrenia.

  12. Use of "entertainment" chimpanzees in commercials distorts public perception regarding their conservation status.

    Directory of Open Access Journals (Sweden)

    Kara K Schroepfer

    Full Text Available Chimpanzees (Pan troglodytes are often used in movies, commercials and print advertisements with the intention of eliciting a humorous response from audiences. The portrayal of chimpanzees in unnatural, human-like situations may have a negative effect on the public's understanding of their endangered status in the wild while making them appear as suitable pets. Alternatively, media content that elicits a positive emotional response toward chimpanzees may increase the public's commitment to chimpanzee conservation. To test these competing hypotheses, participants (n = 165 watched a series of commercials in an experiment framed as a marketing study. Imbedded within the same series of commercials was one of three chimpanzee videos. Participants either watched 1 a chimpanzee conservation commercial, 2 commercials containing "entertainment" chimpanzees or 3 control footage of the natural behavior of wild chimpanzees. Results from a post-viewing questionnaire reveal that participants who watched the conservation message understood that chimpanzees were endangered and unsuitable as pets at higher levels than those viewing the control footage. Meanwhile participants watching commercials with entertainment chimpanzees showed a decrease in understanding relative to those watching the control footage. In addition, when participants were given the opportunity to donate part of their earnings from the experiment to a conservation charity, donations were least frequent in the group watching commercials with entertainment chimpanzees. Control questions show that participants did not detect the purpose of the study. These results firmly support the hypothesis that use of entertainment chimpanzees in the popular media negatively distorts the public's perception and hinders chimpanzee conservation efforts.

  13. Enjoyment and entertainment in east and west

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Rauterberg, G.W.M.

    2004-01-01

    From a users perspective entertainment is based on enjoyment in using these products or services. How and which cultural differences between eastern and western cultures are influencing enjoyment and the design of entertainment technology is described in this paper. In particular the underlying

  14. Handbook of digital games and entertainment technologies

    NARCIS (Netherlands)

    Nakatsu, R.; Rauterberg, G.W.M.; Ciancarini, P.

    2017-01-01

    The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this

  15. Advertising Violent Toys in Weekly Circulars of Popular Retailers in the United States

    Directory of Open Access Journals (Sweden)

    Corey H. Basch

    2015-10-01

    with fists out and aggressive faces (26%. Conclusion: Parents should be mindful of toy retailer’s marketing of violent toys, especially toward boys, and the potential for those toys to desensitize their children to violence.

  16. Sensors for Entertainment

    Directory of Open Access Journals (Sweden)

    Fabrizio Lamberti

    2016-07-01

    Full Text Available Sensors are becoming ubiquitous in all areas of science, technology, and society. In this Special Issue on “Sensors for Entertainment”, developments in progress and the current state of application scenarios for sensors in the field of entertainment is explored.

  17. Automobile, construction and entertainment business sector influences on sedentary lifestyles.

    Science.gov (United States)

    Parra, Diana C; de Sá, Thiago H; Monteiro, Carlos A; Freudenberg, Nicholas

    2018-04-01

    Sedentary lifestyles contribute to premature death and health inequalities. Researchers have studied personal and community-level determinants of inactivity but few have analyzed corporate influences. To reframe the public health debate on inactivity and open new doors for public sector intervention, we conducted a scoping review of evidence from several disciplines to describe how the business and political practices of the automobile, construction, and entertainment sectors have encouraged sedentary lifestyles. In the last 50 years, these industries have found it profitable to produce motor vehicles, housing, and entertainment, which intentionally or unintentionally discourage physical activity. Ceding primary authority for policy decisions in these sectors to the market-based economy has enabled the growth of powerful lobbies that encourage and maintain sedentary lifestyles. To counteract these influences, public health and civil society need to confront more upstream economic and social determinants of sedentary lifestyles. Building on evidence from efforts to change harmful tobacco, alcohol and food industry practices, we propose the creation of research and policy agendas that contribute to public health practice that can modify corporate practices that contribute to physical, social and political environments that discourage physical activity.

  18. Special issue on advances in computer entertainment: editorial

    OpenAIRE

    Romão, T.; Romão, Teresa; Nijholt, Antinus; Cheok, J.D.; Cheok, Adrian David

    2015-01-01

    This special issue of the International Journal of Arts and Technology comprises a selection of papers from ACE 2012, the 9th International Conference on Advances in Computer Entertainment (Nijholt et al., 2012). ACE is the leading scientific forum for dissemination of cutting-edge research results in the area of entertainment computing. The main goal of ACE is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and application...

  19. Beyond Pleasure: Exploring the Eudaimonic Entertainment Experience

    Science.gov (United States)

    Wirth, Werner; Hofer, Matthias; Schramm, Holger

    2012-01-01

    We examine the notion of eudaimonic entertainment during exposure to a sad but meaningful movie, using a new measure consisting of 5 dimensions derived from research on positive psychology. We, thereby, transfer the conception of eudaimonic well-being to the conception of entertainment. Results of a confirmatory factor analysis show that the 5…

  20. Is basic personality related to violent and non-violent video game play and preferences?

    Science.gov (United States)

    Chory, Rebecca M; Goodboy, Alan K

    2011-04-01

    Based on the uses and gratifications perspective, personality was expected to relate to violent video game play frequency and game preferences. Participants completed measures of personality and frequency of violent video game play, and identified their most frequently played video games. Results indicate that individuals higher in openness but lower in agreeableness played violent video games more frequently. In addition, more open and extroverted but less agreeable and neurotic individuals generally preferred to play video games that are more violent. Results suggest personality may be more predictive of violent video game use than traditional media use, though the predictive personality dimensions may be consistent across media types.

  1. Electricity for the entertainment electrician & technician

    CERN Document Server

    Cadena, Richard

    2012-01-01

    Basic Electricity for the Entertainment Electrician will reinforce the fundamentals of electricity, power distribution, safety, and show you the latest technology on things like:* IGBTs* sine-wave dimming* all of the latest software applications (list to come)In the ever-changing entertainment technology field, this book will give you enough information to prepare you for a future in the industry or reinforce the practical experience you have already gained. If you understand the principles in this book, you will

  2. Positive effects of entertainment technology on human behaviour

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Jacquart, R.

    2004-01-01

    From a users' perspective entertainment is based on enjoyment in using these products or services. How and which cultural differences between eastern and western cultures are influencing enjoyment and the design of entertainment technology is described in this paper. In particular the underlying

  3. The BuzzFeed Marketing Challenge: An Integrative Social Media Experience

    Science.gov (United States)

    Cowley, Scott W.

    2017-01-01

    This article presents the BuzzFeed Marketing Challenge, which helps students gain integrative real-world marketing experience by selecting a target market, then creating, publishing, and promoting an article for the target market on entertainment publisher BuzzFeed.com. The challenge is for students to effectively use marketing strategy and…

  4. Completed Suicide with Violent and Non-Violent Methods in Rural Shandong, China: A Psychological Autopsy Study

    Science.gov (United States)

    Sun, Shi-Hua; Jia, Cun-Xian

    2014-01-01

    Background This study aims to describe the specific characteristics of completed suicides by violent methods and non-violent methods in rural Chinese population, and to explore the related factors for corresponding methods. Methods Data of this study came from investigation of 199 completed suicide cases and their paired controls of rural areas in three different counties in Shandong, China, by interviewing one informant of each subject using the method of Psychological Autopsy (PA). Results There were 78 (39.2%) suicides with violent methods and 121 (60.8%) suicides with non-violent methods. Ingesting pesticides, as a non-violent method, appeared to be the most common suicide method (103, 51.8%). Hanging (73 cases, 36.7%) and drowning (5 cases, 2.5%) were the only violent methods observed. Storage of pesticides at home and higher suicide intent score were significantly associated with choice of violent methods while committing suicide. Risk factors related to suicide death included negative life events and hopelessness. Conclusions Suicide with violent methods has different factors from suicide with non-violent methods. Suicide methods should be considered in suicide prevention and intervention strategies. PMID:25111835

  5. VARIETIES OF VIOLENT BEHAVOR.

    Science.gov (United States)

    Widom, Cathy Spatz

    2014-08-01

    There is an implicit assumption of homogeneity across violent behaviors and offenders in the criminology literature. Arguing against this assumption, I draw on three distinct literatures [child abuse and neglect (CAN) and violence, violence and post-traumatic stress disorder (PTSD), and CAN and PTSD] to provide a rationale for an examination of varieties of violent behaviors. I use data from my prospective cohort design study of the long-term consequences of CAN to define three varieties of violent offenders using age of documented cases of CAN, onset of PTSD, and first violent arrest in a temporally correct manner [CAN → to violence, CAN → PTSD → violence (PTSD first), and CAN → violence → PTSD (violence first)], and a fourth variety, violence only. The results illustrate meaningful heterogeneity in violent behavior and different developmental patterns and characteristics. There are three major implications: First, programs and policies that target violence need to recognize the heterogeneity and move away from a "one-size-fits-all" approach. Second, violence prevention policies and programs that target abused and neglected children are warranted, given the prominent role of CAN in the backgrounds of these violent offenders. Third, criminologists and others interested in violence need to attend to the role of PTSD, which is present in about one fifth (21 percent) of these violent offenders, and not relegate the study of these offenders to the psychiatric and psychological literatures.

  6. VARIETIES OF VIOLENT BEHAVOR*

    Science.gov (United States)

    WIDOM, CATHY SPATZ

    2014-01-01

    There is an implicit assumption of homogeneity across violent behaviors and offenders in the criminology literature. Arguing against this assumption, I draw on three distinct literatures [child abuse and neglect (CAN) and violence, violence and post-traumatic stress disorder (PTSD), and CAN and PTSD] to provide a rationale for an examination of varieties of violent behaviors. I use data from my prospective cohort design study of the long-term consequences of CAN to define three varieties of violent offenders using age of documented cases of CAN, onset of PTSD, and first violent arrest in a temporally correct manner [CAN → to violence, CAN → PTSD → violence (PTSD first), and CAN → violence → PTSD (violence first)], and a fourth variety, violence only. The results illustrate meaningful heterogeneity in violent behavior and different developmental patterns and characteristics. There are three major implications: First, programs and policies that target violence need to recognize the heterogeneity and move away from a “one-size-fits-all” approach. Second, violence prevention policies and programs that target abused and neglected children are warranted, given the prominent role of CAN in the backgrounds of these violent offenders. Third, criminologists and others interested in violence need to attend to the role of PTSD, which is present in about one fifth (21 percent) of these violent offenders, and not relegate the study of these offenders to the psychiatric and psychological literatures. PMID:25505799

  7. Criminal Profiles of Violent Juvenile Sex and Violent Juvenile Non-Sex Offenders: An Explorative Longitudinal Study

    Science.gov (United States)

    van Wijk, Anton Ph.; Mali, Bas R. F.; Bullens, Ruud A. R.; Vermeiren, Robert R.

    2007-01-01

    Few studies have longitudinally investigated the criminal profiles of violent juvenile sex and violent juvenile non-sex offenders. To make up for this lack, this study used police records of juveniles to determine the nature of the criminal profiles of violent sex offenders (n = 226) and violent non-sex offenders (n = 4,130). All offenders…

  8. Listening, watching, and reading: the structure and correlates of entertainment preferences.

    Science.gov (United States)

    Rentfrow, Peter J; Goldberg, Lewis R; Zilca, Ran

    2011-04-01

    People spend considerable amounts of time and money listening to music, watching TV and movies, and reading books and magazines, yet almost no attention in psychology has been devoted to understanding individual differences in preferences for such entertainment. The present research was designed to examine the structure and correlates of entertainment genre preferences. Analyses of the genre preferences of more than 3,000 individuals revealed a remarkably clear factor structure. Using multiple samples, methods, and geographic regions, data converged to reveal five entertainment-preference dimensions: Communal, Aesthetic, Dark, Thrilling, and Cerebral. Preferences for these entertainment dimensions were uniquely related to demographics and personality traits. Results also indicated that personality accounted for significant proportions of variance in entertainment preferences over and above demographics. The results provide a foundation for developing and testing hypotheses about the psychology of entertainment preferences. © 2011 The Authors. Journal of Personality © 2011, Wiley Periodicals, Inc.

  9. Entertainment computing : inaugural editorial

    NARCIS (Netherlands)

    Nakatsu, R.; Rauterberg, G.W.M.

    2009-01-01

    Entertainment computing is on its way getting an established research arena in industry and academia as well. To bring all the different contributing research communities together shared resources (e.g. email distribution list, conference series, and journals), organizational structures (e.g.

  10. The Role of Violent Thinking in Violent Behavior: It's More About Thinking Than Drinking.

    Science.gov (United States)

    Bowes, Nicola; Walker, Julian; Hughes, Elise; Lewis, Rhiannon; Hyde, Gemma

    2017-08-01

    This article aims to explore and report on violent thinking and alcohol misuse; how these factors may predict self-reported violence. The role of violent thinking in violent behavior is both well established in theoretical models, yet there are few measures that explain this role. One measure that has been identified is the Maudsley Violence Questionnaire (MVQ). This is the first study to explore the use of the MVQ with a general (nonoffender) adult sample, having already been shown to be valid with young people (under 18 years old), adult male offenders, and mentally disordered offenders. This study involved 808 adult participants-569 female and 239 male participants. As figures demonstrate that around half of all violent crime in the United Kingdom is alcohol related, we also explored the role of alcohol misuse. Regression was used to explore how these factors predicted violence. The results demonstrate the important role of violent thinking in violent behavior. The MVQ factor of "Machismo" was the primary factor in regression models for both male and female self-reported violence. The role of alcohol in the regression models differed slightly between the male and female participants, with alcohol misuse involved in male violence. The study supports theoretical models including the role of violent thinking and encourages those hoping to address violence, to consider "Machismo" as a treatment target. The study also provides further validation of the MVQ as a helpful tool for clinicians or researchers who may be interested in "measuring" violent thinking.

  11. Management of the acutely violent patient.

    Science.gov (United States)

    Petit, Jorge R

    2005-09-01

    Violence in the work place is a new but growing problem for our profession. It is likely that at some point a psychiatrist will be confronted with a potentially violent patient or need to assess a violent patient. Understanding predictors and associated factors in violence as well as having a clear and well-defined strategy in approaching and dealing with the violent patient, thus, are crucial. Ensuring patient, staff, and personal safety is the most important aspect in the management of a violent patient. All of the staff must be familiar with management strategies and clear guidelines that are implemented and followed when confronted with a violent patient. The more structured the approach to the violent patient, the less likely a bad outcome will occur. Manipulating one's work environment to maximize safety and understanding how to de-escalate potentially mounting violence are two steps in the approach to the violent patient. Restraint, seclusion, and psychopharmacologic interventions also are important and often are necessary components to the management of the violent patient.

  12. Genetic background of extreme violent behavior.

    Science.gov (United States)

    Tiihonen, J; Rautiainen, M-R; Ollila, H M; Repo-Tiihonen, E; Virkkunen, M; Palotie, A; Pietiläinen, O; Kristiansson, K; Joukamaa, M; Lauerma, H; Saarela, J; Tyni, S; Vartiainen, H; Paananen, J; Goldman, D; Paunio, T

    2015-06-01

    In developed countries, the majority of all violent crime is committed by a small group of antisocial recidivistic offenders, but no genes have been shown to contribute to recidivistic violent offending or severe violent behavior, such as homicide. Our results, from two independent cohorts of Finnish prisoners, revealed that a monoamine oxidase A (MAOA) low-activity genotype (contributing to low dopamine turnover rate) as well as the CDH13 gene (coding for neuronal membrane adhesion protein) are associated with extremely violent behavior (at least 10 committed homicides, attempted homicides or batteries). No substantial signal was observed for either MAOA or CDH13 among non-violent offenders, indicating that findings were specific for violent offending, and not largely attributable to substance abuse or antisocial personality disorder. These results indicate both low monoamine metabolism and neuronal membrane dysfunction as plausible factors in the etiology of extreme criminal violent behavior, and imply that at least about 5-10% of all severe violent crime in Finland is attributable to the aforementioned MAOA and CDH13 genotypes.

  13. The Study of Traditional and Non-traditional Marketing Communications: Target Marketing in the Events Sector.

    OpenAIRE

    Geraghty, Gordon; Conway, Ann T

    2016-01-01

    There is a vast array of information on marketing but there is little literature on event marketing, specifically target marketing for events. The event sector is one that is constantly changing; the need to reinvent, innovate and self-disrupt is part and parcel for a sector that seeks to constantly entertain and turn a profit, so too is the marketing sector. The research was carried out using face-to-face in-depth interviews and 1 focus group, all of which were audio recorded with the con...

  14. Elevation in response to entertainment portrayals of moral virtue

    NARCIS (Netherlands)

    Oliver, M. B.; Hartmann, T.; Woolley, J.

    2012-01-01

    Media psychologists have long puzzled over how individuals can experience enjoyment from entertainment such as tragedies that often elicit profound feelings of sadness. The present research examines the idea that a focus on "meaningful" entertainment and affective responses identified as "elevation"

  15. Organizing a Campus Seminar on Careers in Entertainment.

    Science.gov (United States)

    Walt Disney Productions, Anaheim, CA.

    Developed by Walt Disney Productions as part of a project granted by the Career Education Program of the Office of Education, this handbook is designed to help college and university fine arts departments in planning and carrying out an on-campus seminar on careers in entertainment. Sections include Why Hold a Seminar on Careers in Entertainment?,…

  16. STRATEGY FOR THE DESTINATIONAL E-MARKETING & SALES

    OpenAIRE

    Zlatko Sehanovic; Giorgio Cadum; Igor Sehanovic

    2010-01-01

    Every tourist destination should make and implement a destination’s marketing and sales strategy. A very important part of destination’s sales and marketing strategy is the e-marketing and sales strategy. The cooperation of specialized regional development agencies, regional tourist board, local (city and county) tourist boards, hoteliers, tourist agencies, conservators, entertainment and cultural program developers, private accommodation owners and others involved in creation of destination’...

  17. 77 FR 50204 - Star Entertainment Group, Inc., Order of Suspension of Trading

    Science.gov (United States)

    2012-08-20

    ... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] Star Entertainment Group, Inc., Order of... lack of current and accurate information concerning the securities of Star Entertainment Group, Inc. (``Star Entertainment'') because of questions regarding the accuracy of the company's financial statements...

  18. Biopolitical Marketing and Technologies of Enclosure

    OpenAIRE

    Zwick, D.; Denegri-Knott, Janice

    2018-01-01

    Recently, there has been a lot of talk about consumer empowerment through new information and communication technologies. Corporate captains of marketing, Wired Magazine’s neo-libertarian techno-utopians, marketing consultants of the digital economy and many marketing academics agree that we all have more choices, more information, more entertainment, more transparency, and lower prices thanks to Amazon, Facebook, Youtube, and all the rest. We are liberated from the burdens of material owners...

  19. Environmental changes and violent conflict

    International Nuclear Information System (INIS)

    Bernauer, Thomas; Böhmelt, Tobias; Koubi, Vally

    2012-01-01

    This letter reviews the scientific literature on whether and how environmental changes affect the risk of violent conflict. The available evidence from qualitative case studies indicates that environmental stress can contribute to violent conflict in some specific cases. Results from quantitative large-N studies, however, strongly suggest that we should be careful in drawing general conclusions. Those large-N studies that we regard as the most sophisticated ones obtain results that are not robust to alternative model specifications and, thus, have been debated. This suggests that environmental changes may, under specific circumstances, increase the risk of violent conflict, but not necessarily in a systematic way and unconditionally. Hence there is, to date, no scientific consensus on the impact of environmental changes on violent conflict. This letter also highlights the most important challenges for further research on the subject. One of the key issues is that the effects of environmental changes on violent conflict are likely to be contingent on a set of economic and political conditions that determine adaptation capacity. In the authors' view, the most important indirect effects are likely to lead from environmental changes via economic performance and migration to violent conflict. (letter)

  20. Connecting Consumer Behavior with Marketing Research through Garbology

    Science.gov (United States)

    Damron-Martinez, Datha; Jackson, Katherine L.

    2017-01-01

    Because of the ever-increasing demand by faculty for realistic, experiential-learning exercises easily incorporated into the marketing curriculum, this article offers a new exercise that is based on Parlin's early work in marketing research with Campbell's soup: garbology. Garbology is an entertaining, experiential learning activity that serves as…

  1. Handbook of digital games and entertainment technologies

    CERN Document Server

    Rauterberg, Matthias; Ciancarini, Paolo

    2017-01-01

    The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas.  The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other ...

  2. The Effect of Current Trends in Mobile Marketing on Traditional Marketing Communications and Customer Relationship Management

    OpenAIRE

    Hoffmann, Kristina

    2011-01-01

    As consumers increasingly prefer mobile devices as their main communication and entertainment channel, it becomes more and more important for marketers as well. Mobile marketing today does not only include sending SMS and E-mail but rather is becoming a whole new interactive, rich-media marketing channel with possibilities for direct engagement with ads and brands like never before. This research attempts to provide a greater understanding about the effects of current trends in mobile mark...

  3. The intergenerational transmission of violent offending

    NARCIS (Netherlands)

    van de Weijer, S.G.A.; Bijleveld, C.C.J.H.; Blokland, A.A.J.

    2014-01-01

    The current study examines the intergenerational transmission and concentration of violent offending using conviction data of 3,440 persons from three consecutive generations from the Dutch Transfive study. Violent offending is more concentrated within nuclear families than non-violent offending,

  4. Violent computer games, empathy, and cosmopolitanism

    NARCIS (Netherlands)

    Coeckelbergh, Mark

    2007-01-01

    Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided

  5. Trading as Entertainment?

    OpenAIRE

    Daniel Dorn; Paul Sengmueller

    2009-01-01

    Among 1,000 German brokerage clients for whom both survey responses and actual trading records are available, investors who report enjoying investing or gambling turn over their portfolio at twice the rate of their peers. Including entertainment attributes as additional explanatory variables in cross-sectional regressions of portfolio turnover on objective investor attributes more than doubles the fraction of the total variation of portfolio turnover that can be explained. The results are rob...

  6. Fenomena ‘Entertainment Architecture’ di Indonesia dan Perkembangan dalam Arsitektur

    Directory of Open Access Journals (Sweden)

    Nur Endah Nuffida

    2017-02-01

    Full Text Available Fenomena ‘entertainment architecture’ berkembang pada paruh akhir abad 20 di dunia yang ditandai dengan kehadiran karya-karya arsitektur yang dibangun dengan tujuan utama sebagai hiburan yang atraktif bagi penggunanya. Kajian ini merupakan upaya untuk menganalisis munculnya fenomena ‘entertainment architecture’ sebagai sebuah tipe dalam karya arsitektur, khususnya di Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah metode penelitian kualitatif dengan paradigma naturalistik Tujuan penelitian ini adalah untuk mengetahui dan menemukan pengertian ‘entertainment architecture’, berbagai karakteristik tertentu dalam bentuk rupa dan wujud arsitekturalnya dan bagaimana karakteristik tersebut dapat dibaca sebagai sebuah tipe dalam perkembangan arsitektur. Hasil kajian memberikan kesimpulan bahwa fenomena ‘entertainment architecture’ di Indonesia dapat dibaca sebagai perkembangan gagasan baru dalam paras berpikir dan membuat arsitektur melalui bahasa bangunan yang tertampilkan melalui sosok, tampang dan wujudnya yang berbeda dengan bahasa bangunan yang telah ada sebelumnya.

  7. Use of Sexuality-Focused Entertainment Media in Sex Education

    Science.gov (United States)

    Neustifter, Ruth; Blumer, Markie L. C.; O'Reilly, Jessica; Ramirez, Francisco

    2015-01-01

    The literature on the impact of entertainment media on sex education is typically pathology-focused, unclear regarding the effects of such usage, and void of dialogue between those who actually work in the areas of sexuality education and entertainment. To address this gap, this paper is the product of joint authorship between media figures from…

  8. Violent Comic Books Influence Relational Aggression.

    Science.gov (United States)

    Kirsh, Steven J.; Olczak, Paul V.

    This paper assesses the impact that reading violent comic books has on hostile attributional bias using relationally aggressive scenarios. College students (N=85) read either very violent or mildly violent comic books. Participants rated the comic books on levels of violence, humor, interest level, and overall likeability. They also read five…

  9. 77 FR 45480 - Deductions for Entertainment Use of Business Aircraft

    Science.gov (United States)

    2012-08-01

    ... Deductions for Entertainment Use of Business Aircraft AGENCY: Internal Revenue Service (IRS), Treasury... business aircraft for entertainment. These final regulations affect taxpayers that deduct expenses for... section 274 of the Internal Revenue Code (Code) of deductions for the use of business aircraft for...

  10. Embedding gesture recognition into airplane seats for in-flight entertainment

    NARCIS (Netherlands)

    van de Westelaken, H.F.M.; Hu, J.; Liu, H.; Rauterberg, G.W.M.

    2011-01-01

    In order to reduce both psychological and physical stress in air travel, sensors are integrated into airplane seats to detect gestures as input for in-flight entertainment systems. The content provided by the entertainment systems helps to reduce psychological stress, and gesture recognition is used

  11. War Isn’t Hell, It’s Entertainment

    DEFF Research Database (Denmark)

    Schubart, Rikke

    The interdisciplinary anthology War Isn’t Hell, It’s Entertainment analyses the relationship between war and the military on the one hand, and, on the other hand, entertainment, fiction, visual media, and cultural products. It examines war and film stars; war and films; war memorials; war...

  12. Integrating gesture recognition in airplane seats for in-flight entertainment

    NARCIS (Netherlands)

    van de Westelaken, H.F.M.; Hu, J.; Liu, H.; Rauterberg, G.W.M.; Pan, Z.; Zhang, X.; El Rhalibi, A.; Woo, W.; Li, Y.

    2008-01-01

    In order to reduce both the psychological and physical stress in air travel, sensors are integrated in airplane seats to detect the gestures as input for in-flight entertainment systems. The content provided by the entertainment systems helps to reduce the psychological stress, and the gesture

  13. Promoting Occupational Safety and Health for Cambodian Entertainment Sector Workers.

    Science.gov (United States)

    Hsu, Lee-Nah; Howard, Richard; Torriente, Anna Maria; Por, Chuong

    2016-08-01

    Cambodia has developed booming textile, garment, tourism, and entertainment service industries since the mid-1990s. The 2007 global financial crisis pushed many garment workers, who lost their jobs, into the entertainment sector. Entertainment workers are typically engaged informally by their employers and are subjected to long working hours, sexual harassment, and violence. Many who sell beverages are forced into excessive alcohol consumption as part of their work. Many are also expected by their employers and clients to provide sexual services. To address unsafe and unhealthy working conditions for these workers, an innovative occupational safety and health regulation was adopted in 2014. This first-of-its-kind occupational safety and health regulation was developed jointly by the Cambodian Ministry of Labour and Vocational Training and employers' and workers' organizations in the entertainment sector. The implementation of this regulation can also be a viable contribution of occupational safety and health to HIV interventions for these workers. © The Author(s) 2016.

  14. Disentangling the Effects of Violent Victimization, Violent Behavior, and Gun Carrying for Minority Inner-City Youth Living in Extreme Poverty

    Science.gov (United States)

    Spano, Richard; Bolland, John

    2013-01-01

    Two waves of longitudinal data were used to examine the sequencing between violent victimization, violent behavior, and gun carrying in a high-poverty sample of African American youth. Multivariate logistic regression results indicated that violent victimization T1 and violent behavior T1 increased the likelihood of initiation of gun carrying T2…

  15. Are violent video games harmful?

    Science.gov (United States)

    Porter, Guy; Starcevic, Vladan

    2007-10-01

    The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.

  16. 26 CFR 1.274-1 - Disallowance of certain entertainment, gift and travel expenses.

    Science.gov (United States)

    2010-04-01

    ... 26 Internal Revenue 3 2010-04-01 2010-04-01 false Disallowance of certain entertainment, gift and... certain entertainment, gift and travel expenses. Section 274 disallows in whole, or in part, certain expenditures for entertainment, gifts and travel which would otherwise be allowable under Chapter 1 of the Code...

  17. Violent Potentials

    DEFF Research Database (Denmark)

    Mikkelsen, Henrik Hvenegaard; Søgaard, Thomas Friis

    2015-01-01

    ” plays a critical role in relation to Bugkalot men’s construction of hegemonic masculinity and the sustaining of complex egalitarian relations. The Bugkalot have a notoriously violent history; until the late 1970s more than half of the adult men engaged in ritual killings. While most Bugkalot men has...... that can also be used in other contexts to understand how men construct hegemonic masculinity by strategically adopting the interspace of civility and violence.......This article explores the social significance of violence as potentiality and performance among former headhunters. Taking its outset in an ethnographic study of violence and masculinity among the Philippine people known as the Bugkalot, we explore how violence as “performed violent potentiality...

  18. Violent potentials

    DEFF Research Database (Denmark)

    Mikkelsen, Henrik Hvenegaard; Friis Søgaard, Thomas

    2016-01-01

    as ‘performed violent potentiality’ plays a critical role in relation to Bugkalot men’s construction of hegemonic masculinity and the sustaining of complex egalitarian relations. The Bugkalot have a notoriously violent history; until the late 1970s more than half of the adult men engaged in ritual killings...... provide general insights that can also be used in other contexts to understand how men construct hegemonic masculinity by strategically adopting the interspace of civility and violence.......This article explores the social significance of violence as potentiality and performance among former headhunters engaged in ritual killings. Taking its outset in an ethnographic study of violence and masculinity among the Philippine people known as the Bugkalot, we explore how violence...

  19. Children's Television: More than Mere Entertainment

    Science.gov (United States)

    Leifer, Aimee Dorr; And Others

    1974-01-01

    The authors propose that television, while entertaining children, also socializes them. To support this conclusion they review the literature regarding effects of television content on aggressive and prosocial behavior and social attitudes. (Editor)

  20. Violent Women: Are They Catching Up To Violent Men or Have They Surpassed Them?

    Science.gov (United States)

    Flowers, R. Barri

    Current statistics on arrests, convictions, and prison inmates and recent studies on violence by women indicate that the number of women who commit violent crimes is rising. Violent crimes include murder, rape, terrorism, gang participation, domestic violence, and prostitution. The first section, "Women Who Kill," discusses women who…

  1. Pengaruh Entertainment, Irritating dan Informativeness Iklan di Website di Kalangan Mahasiswa

    Directory of Open Access Journals (Sweden)

    Edy Supriyadi

    2010-09-01

    Full Text Available There are several advantages and disadvantages and advertising via the Internet. The appeal of advertising may also arise from given information element, the element of comfort but also sometimes lead to disturbing or irritation elements. The limited number of Internet users in Indonesia and the different backgrounds of individual Internet users in Indonesia certainly provide a different assessment of the advertisements contained on the Internet. There are 3 factors which was the starting point to explain how consumers interpret the value of advertising, namely: informativeness, entertainment and irritation. This research aims to discover whether there is a relationship between entertainment, informativeness, and irritation toward advertising values and whether there is a relationship between entertainment and advertising values toward attitude towards web advertising using statistics tools of path analysis and multiple regression. The research shows that there is a significant relationship between independent variables such as informativeness, entertainment and irritation simultaneously toward the advertising value but there are no significant relationship between entertainment and informativeness toward the advertising value individually.  In the other model there is a significant relationship between informativeness, irritation and advertising values with the attitude towards web advertising.

  2. Modelling and evaluating against the violent insider

    International Nuclear Information System (INIS)

    Fortney, D.S.; Al-Ayat, R.A.; Saleh, R.A.

    1991-01-01

    The violent insider threat poses a special challenge to facilities protecting special nuclear material from theft or diversion. These insiders could potentially behave as nonviolent insiders to deceitfully defeat certain safeguards elements and use violence to forcefully defeat hardware or personnel. While several vulnerability assessment tools are available to deal with the nonviolent insider, very limited effort has been directed to developing analysis tools for the violent threat. In this paper, the authors present an approach using the results of a vulnerability assessment for nonviolent insiders to evaluate certain violent insider scenarios. Since existing tools do not explicitly consider violent insiders, the approach is intended for experienced safeguards analysts and relies on the analyst to brainstorm possible violent actions, to assign detection probabilities, and to ensure consistency. The authors then discuss our efforts in developing an automated tool for assessing the vulnerability against those violent insiders who are willing to use force against barriers, but who are unwilling to kill or be killed. Specifically, the authors discuss our efforts in developing databases for violent insiders penetrating barriers, algorithms for considering the entry of contraband, and modelling issues in considering the use of violence

  3. Modelling and evaluating against the violent insider

    International Nuclear Information System (INIS)

    Fortney, D.S.; Al-Ayat, R.A.; Saleh, R.A.

    1991-07-01

    The violent insider threat poses a special challenge to facilities protecting special nuclear material from theft or diversion. These insiders could potentially behave as nonviolent insiders to deceitfully defeat certain safeguards elements and use violence to forcefully defeat hardware or personnel. While several vulnerability assessment tools are available to deal with the nonviolent insider, very limited effort has been directed to developing analysis tools for the violent threat. In this paper, we present an approach using the results of a vulnerability assessment for nonviolent insiders to evaluate certain violent insider scenarios. Since existing tools do not explicitly consider violent insiders, the approach is intended for experienced safeguards analysts and relies on the analyst to brainstorm possible violent actions, to assign detection probabilities, and to ensure consistency. We then discuss our efforts in developing an automated tool for assessing the vulnerability against those violent insiders who are willing to use force against barriers, but who are unwilling to kill or be killed. Specifically, we discuss our efforts in developing databases for violent insiders penetrating barriers, algorithms for considering the entry of contraband, and modelling issues in considering the use of violence

  4. ANOTHER "LETHAL TRIAD"-RISK FACTORS FOR VIOLENT INJURY AND LONG-TERM MORTALITY AMONG ADULT VICTIMS OF VIOLENT INJURY.

    Science.gov (United States)

    Laytin, Adam D; Shumway, Martha; Boccellari, Alicia; Juillard, Catherine J; Dicker, Rochelle A

    2018-04-14

    Mental illness, substance abuse, and poverty are risk factors for violent injury, and violent injury is a risk factor for early mortality that can be attenuated through hospital-based violence intervention programs. Most of these programs focus on victims under the age of 30 years. Little is known about risk factors or long-term mortality among older victims of violent injury. To explore the prevalence of risk factors for violent injury among younger (age < 30 years) and older (age 30 ≥ years) victims of violent injury, to determine the long-term mortality rates in these age groups, and to explore the association between risk factors for violent injury and long-term mortality. Adults with violent injuries were enrolled between 2001 and 2004. Demographic and injury data were recorded on enrollment. Ten-year mortality rates were measured. Descriptive analysis and logistic regression were used to compare older and younger subjects. Among 541 subjects, 70% were over age 30. The overall 10-year mortality rate was 15%, and was much higher than in the age-matched general population in both age groups. Risk factors for violent injury including mental illness, substance abuse, and poverty were prevalent, especially among older subjects, and were each independently associated with increased risk of long-term mortality. Mental illness, substance abuse, and poverty constitute a "lethal triad" that is associated with an increased risk of long-term mortality among victims of violent injury, including both younger adults and those over age 30 years. Both groups may benefit from targeted risk-reduction efforts. Emergency department visits offer an invaluable opportunity to engage these vulnerable patients. Copyright © 2018 Elsevier Inc. All rights reserved.

  5. Football on television: technological evolution and entertainment language

    Directory of Open Access Journals (Sweden)

    Igor José Siquieri Savenhago

    2011-04-01

    Full Text Available The first broadcast of a World Cup footballon television, to Brazil was in 1970, via Embratel. Before that, the people followed the games of the Brazilian team on the radio. Gradually, the owners of television networks realized that football could generate good financial results, with the exposing of advertisements during the broadcasts, similar to what was already done on the radio. Thus, the television, focused on the growth of audience and number of advertisers, covered football with a language of entertainment. The narration of the matches, in which the figure of the narrator is more like that of an entertainer, and improvement of the transmission technologies that improve the image quality every day, take away from football the characteristic of being just a sport to occupy the place of an entertainment. In this context, the sport becomes an article of purchase and sale. The purpose of this study is to demonstrate how this entertainment language was made up on Brazilian television, based on the broadcast sports, especially football, and like the television, which represented a technological leapin the country over the radio, assumed of the sport, country’s most popular as a commodity, interfering with the dynamics of Brazilian society. Finally, an attempt to understand how the researches that allow a technological development change behaviors and vice versa, that is, how the demands of society lead to a race to develop new technologies.

  6. Violent comic books and judgments of relational aggression.

    Science.gov (United States)

    Kirsh, Steven J; Olczak, Paul V

    2002-06-01

    This study investigated the effects of reading extremely violent versus mildly violent comic books on the interpretation of relational provocation situations. One hundred and seventeen introductory psychology students read either an extremely violent comic book or a mildly violent comic book. After reading the comic books, participants read five hypothetical stories in which a child, caused a relationally aggressive event to occur to another child, but the intent of the provocateur was ambiguous. After each story, participants were asked a series of questions about the provocateur's intent; potential retaliation toward the provocateur; and the provocateur's emotional state. Responses were coded in terms of amount of negative and violent content. Results indicated that participants reading the extremely violent comic books ascribed more hostile intent to the provocateur, suggested more retaliation toward the provocateur, and attributed a more negative emotional state to the provocateur than participants reading the mildly violent comic book. These data suggest that social information processing of relationally aggressive situations is influenced by violent comic books, even if the comic books do not contain themes of relational aggression.

  7. Entertainment nature of modern television: prospects and trends

    Directory of Open Access Journals (Sweden)

    Андрій Олександрович Недо

    2016-04-01

    Full Text Available This article describes trends of the development of entertainment television in Ukraine as westernization, McDonaldization, tabloidization, development of post-show. Westernization is viewed as the process of borrowing commercial formats of entertainment shows from the US and Western Europe. McDonaldization is considered as a process of simplifying program formats. Tabloidization is shown as a process of manipulating the viewer’s attention through lively and provocative announcements of programs. Development of post-show is covered as a process of creating programs that supplement reality shows

  8. Communication choices of the uninsured: implications for health marketing.

    Science.gov (United States)

    Dutta, Mohan Jyoti; King, Andy J

    2008-01-01

    According to published scholarship on health services usage, an increasing number of Americans do not have health insurance coverage. The strong relationship between insurance coverage and health services utilization highlights the importance of reaching out to the uninsured via prevention campaigns and communication messages. This article examines the communication choices of the uninsured, documenting that the uninsured are more likely to consume entertainment-based television and are less likely to read, watch, and listen to information-based media. It further documents the positive relationship between interpersonal communication, community participation, and health insurance coverage. The entertainment-heavy media consumption patterns of the uninsured suggests the relevance of developing health marketing strategies that consider entertainment programming as an avenue for reaching out to this underserved segment of the population.

  9. [The scientific entertainer in primary health care].

    Science.gov (United States)

    Ortega-Calvo, Manuel; Santos, José Manuel; Lapetra, José

    2012-09-01

    The scientific method is capable of being applied in primary care. In this article we defend the role of the "scientific entertainer "as strategic and necessary in achieving this goal. The task has to include playful and light-hearted content. We explore some words in English that may help us to understand the concept of "scientific entertainer" from a semantic point of view (showman, master of ceremonies, entrepreneur, go-between) also in Spanish language (counsellor, mediator, methodologist) and finally in Latin and Greek (tripalium, negotium, chronos, kairos). We define the clinical, manager or research health-worker who is skilled in primary care as a "primarylogist". Copyright © 2011 Elsevier España, S.L. All rights reserved.

  10. Childhood adversity, mental health, and violent crime.

    Science.gov (United States)

    Brewer-Smyth, Kathleen; Cornelius, Monica E; Pickelsimer, E Elisabeth

    2015-01-01

    Little is understood about childhood traumatic brain injury (TBI) and lifetime violent crime perpetration. The purpose was to evaluate TBI before the age of 15 years and other childhood environmental factors, mental health, and lifetime history of committing a violent crime. A cross-sectional study of 636 male and female offenders from a southeastern state prison population was conducted using Chi-squared tests, t tests, and logistic regression to determine factors associated with ever committing a violent crime. Committing a violent crime was associated with male gender, younger age, greater childhood sexual abuse (CSA), greater childhood emotional abuse, no TBI by the age of 15 years, and greater neighborhood adversity during childhood. Although TBI has been related to violent and nonviolent crime, this study showed that absence of TBI by the age of 15 years was associated with lifetime violent crime when adjusting for CSA, childhood emotional abuse, and neighborhood adversity during childhood. This builds upon neurobehavioral development literature suggesting that CSA and the stress of violence exposure without direct physical victimization may play a more critical role in lifetime violent criminal behavior than childhood TBI. Violence risk reduction must occur during childhood focusing on decreasing adversity, especially violence exposure as a witness as well as a direct victim.

  11. National Violent Death Reporting System (NVDRS)

    Data.gov (United States)

    U.S. Department of Health & Human Services — The National Violent Death Reporting System (NVDRS) provides states and communities with a clearer understanding of violent deaths to guide local decisions about...

  12. Race, Ethnicity, and Adolescent Violent Victimization.

    Science.gov (United States)

    Tillyer, Marie Skubak; Tillyer, Rob

    2016-07-01

    The risk of adolescent violent victimization in the United States varies considerably across racial and ethnic populations; it is unknown whether the sources of risk also vary by race and ethnicity. This study examined the correlates of violent victimization for White, Black, and Hispanic youth. Data collected from 11,070 adolescents (51 % female, mean age = 15.04 years) during the first two waves of the National Longitudinal Study of Adolescent to Adult Health were used to estimate group-specific multilevel logistic regression models. The results indicate that male, violent offending, peer deviance, gang membership, and low self-control were significantly associated with increased odds of violent victimization for all groups. Some activities-including getting drunk, sneaking out, and unstructured socializing with peers-were risk factors for Black adolescents only; skipping school was a risk factor only for Hispanic adolescents. Although there are many similarities across groups, the findings suggest that minority adolescents are particularly vulnerable to violent victimization when they engage in some activities and minor forms of delinquency.

  13. Does Movie Violence Increase Violent Crime?

    OpenAIRE

    Gordon Dahl; Stefano DellaVigna

    2007-01-01

    Laboratory experiments in psychology find that media violence increases aggression in the short run. We analyze whether media violence affects violent crime in the field. We exploit variation in the violence of blockbuster movies from 1995 to 2004, and study the effect on same-day assaults. We find that violent crime decreases on days with larger theater audiences for violent movies. The effect is partly due to voluntary incapacitation: between 6PM and 12AM, a one million increase in the audi...

  14. Playing violent video games increases intergroup bias.

    Science.gov (United States)

    Greitemeyer, Tobias

    2014-01-01

    Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.

  15. Home automation becomes home entertainment. Emotion replaces function; Hausautomation sucht Naehe zum Home-Entertainment. Emotion verdraengt Funktion

    Energy Technology Data Exchange (ETDEWEB)

    Schmid, W.

    2006-09-15

    Home automation commonly applies to control of lighting, shading, heating, safety etc., i.e. a purely functional concept. Recently, many systems have come to integrate home entertainment as well: Bang and Olufsen and Revox meets heating, light, and ventilation. (orig.)

  16. Marketing Libraries through Their Physical Environment.

    Science.gov (United States)

    Simon, Matthew

    1992-01-01

    Suggests ways to use library buildings and space to attract users and to showcase collections and services. Ideas for a marketing strategy using windows, promenades and walkways, the entrance of lobby, and the interior are offered. Increasing use by making libraries a place for fun and entertainment is also recommended. (MES)

  17. Framework for emotional mobile computation for creating entertainment experience

    Science.gov (United States)

    Lugmayr, Artur R.

    2007-02-01

    Ambient media are media, which are manifesting in the natural environment of the consumer. The perceivable borders between the media and the context, where the media is used are getting more and more blurred. The consumer is moving through a digital space of services throughout his daily life. As we are developing towards an experience society, the central point in the development of services is the creation of a consumer experience. This paper reviews possibilities and potentials of the creation of entertainment experiences with mobile phone platforms. It reviews sensor network capable of acquiring consumer behavior data, interactivity strategies, psychological models for emotional computation on mobile phones, and lays the foundations of a nomadic experience society. The paper rounds up with a presentation of several different possible service scenarios in the field of entertainment and leisure computation on mobiles. The goal of this paper is to present a framework and evaluation of possibilities of applying sensor technology on mobile platforms to create an increasing consumer entertainment experience.

  18. Adolescent Violent Victimization and Precocious Union Formation.

    Science.gov (United States)

    C Kuhl, Danielle; Warner, David F; Wilczak, Andrew

    2012-11-01

    This article bridges scholarship in criminology and family sociology by extending arguments about "precocious exits" from adolescence to consider early union formation as a salient outcome of violent victimization for youths. Research indicates that early union formation is associated with several negative outcomes; yet the absence of attention to union formation as a consequence of violent victimization is noteworthy. We address this gap by drawing on life course theory and data from the National Longitudinal Study of Adolescent Health (Add Health) to examine the effect of violent victimization ("street" violence) on the timing of first co-residential union formation-differentiating between marriage and cohabitation-in young adulthood. Estimates from Cox proportional hazard models show that adolescent victims of street violence experience higher rates of first union formation, especially marriage, early in the transition to adulthood; however, this effect declines with age, as such unions become more normative. Importantly, the effect of violent victimization on first union timing is robust to controls for nonviolent delinquency, substance abuse, and violent perpetration. We conclude by discussing directions for future research on the association between violent victimization and coresidential unions with an eye toward the implications of such early union formation for desistance.

  19. Moving educational role-play beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2010-01-01

    Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning gam...

  20. Educational role-play: moving beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    This paper presents a controversial approach to innovating educational role-play. It is argued that we should stop thinking games as an entertaining mean for facilitating participation, and instead try to see games as a content provider and feedback mechanism. A theoretical model is presented...

  1. The Influence of Popular Culture and Entertainment Media on Adult Education

    Science.gov (United States)

    Thompson, Patricia M.

    2007-01-01

    The idea that popular culture and entertainment media influence us in both conscious and unconscious ways is not new. The use of alternative spaces, such as internet sites, for creating entertainment will continue to influence society and challenge educators. The importance of the internet was reflected in Time magazine's choosing YOU (meaning the…

  2. Three near term commercial markets in space and their potential role in space exploration

    Science.gov (United States)

    Gavert, Raymond B.

    2001-02-01

    Independent market studies related to Low Earth Orbit (LEO) commercialization have identified three near term markets that have return-on-investment potential. These markets are: (1) Entertainment (2) Education (3) Advertising/sponsorship. Commercial activity is presently underway focusing on these areas. A private company is working with the Russians on a commercial module attached to the ISS that will involve entertainment and probably the other two activities as well. A separate corporation has been established to commercialize the Russian Mir Space Station with entertainment and promotional advertising as important revenue sources. A new startup company has signed an agreement with NASA for commercial media activity on the International Space Station (ISS). Profit making education programs are being developed by a private firm to allow students to play the role of an astronaut and work closely with space scientists and astronauts. It is expected that the success of these efforts on the ISS program will extend to exploration missions beyond LEO. The objective of this paper is to extrapolate some of the LEO commercialization experiences to see what might be expected in space exploration missions to Mars, the Moon and beyond. .

  3. Exposure to violent video games increases automatic aggressiveness.

    Science.gov (United States)

    Uhlmann, Eric; Swanson, Jane

    2004-02-01

    The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above and beyond self-reported aggression. Results suggest that playing violent video games can lead to the automatic learning of aggressive self-views.

  4. 77 FR 45520 - Reimbursed Entertainment Expenses

    Science.gov (United States)

    2012-08-01

    ... as compensation and wages, the employee may be able to deduct the expense as an employee business...(e)(3) has the same meaning as in section 62(2)(A) (dealing with employee business expenses, later... Reimbursed Entertainment Expenses AGENCY: Internal Revenue Service (IRS), Treasury. ACTION: Notice of...

  5. Schizophrenia, substance abuse, and violent crime.

    Science.gov (United States)

    Fazel, Seena; Långström, Niklas; Hjern, Anders; Grann, Martin; Lichtenstein, Paul

    2009-05-20

    Persons with schizophrenia are thought to be at increased risk of committing violent crime 4 to 6 times the level of general population individuals without this disorder. However, risk estimates vary substantially across studies, and considerable uncertainty exists as to what mediates this elevated risk. Despite this uncertainty, current guidelines recommend that violence risk assessment should be conducted for all patients with schizophrenia. To determine the risk of violent crime among patients diagnosed as having schizophrenia and the role of substance abuse in mediating this risk. Longitudinal designs were used to link data from nationwide Swedish registers of hospital admissions and criminal convictions in 1973-2006. Risk of violent crime in patients after diagnosis of schizophrenia (n = 8003) was compared with that among general population controls (n = 80 025). Potential confounders (age, sex, income, and marital and immigrant status) and mediators (substance abuse comorbidity) were measured at baseline. To study familial confounding, we also investigated risk of violence among unaffected siblings (n = 8123) of patients with schizophrenia. Information on treatment was not available. Violent crime (any criminal conviction for homicide, assault, robbery, arson, any sexual offense, illegal threats, or intimidation). In patients with schizophrenia, 1054 (13.2%) had at least 1 violent offense compared with 4276 (5.3%) of general population controls (adjusted odds ratio [OR], 2.0; 95% confidence interval [CI], 1.8-2.2). The risk was mostly confined to patients with substance abuse comorbidity (of whom 27.6% committed an offense), yielding an increased risk of violent crime among such patients (adjusted OR, 4.4; 95% CI, 3.9-5.0), whereas the risk increase was small in schizophrenia patients without substance abuse comorbidity (8.5% of whom had at least 1 violent offense; adjusted OR, 1.2; 95% CI, 1.1-1.4; Pgenetic or early environmental) confounding of the

  6. A Framework for a Context-Aware Elderly Entertainment Support System

    Directory of Open Access Journals (Sweden)

    M. Anwar Hossain

    2014-06-01

    Full Text Available Elderly people constitute a major portion of world’s population. Many of them are physically and mentally vulnerable and need continuous support for their health and well-being. There is a growing trend that these elderly people are placed in an ambient assisted living environment (AAL with an aim to receive better care and support. In such settings, a lot of attention has been given to continuous health monitoring for maintaining physical health status. However, much less attention has been given toward understanding the entertainment needs of the elderly people, which is an important factor relevant to their mental health and joyful living. This paper thus addresses the entertainment needs of the elderly and proposes a framework of an elderly entertainment support system. The proposed framework enables different categories of residents (e.g., elderly people and caregivers to access various media services in both implicit and explicit manner in order to enhance the quality of their living experience in different contexts. Our experimental results demonstrate the viability of the proposed framework. We believe that the proposed approach will establish the need to develop entertainment systems and services for the elderly people and allow us to sensibly address the problems associated with their independent, happy and active living.

  7. A Framework for a Context-Aware Elderly Entertainment Support System

    Science.gov (United States)

    Hossain, M. Anwar; Alamri, Atif; Almogren, Ahmad S.; Hossain, SK Alamgir; Parra, Jorge

    2014-01-01

    Elderly people constitute a major portion of world's population. Many of them are physically and mentally vulnerable and need continuous support for their health and well-being. There is a growing trend that these elderly people are placed in an ambient assisted living environment (AAL) with an aim to receive better care and support. In such settings, a lot of attention has been given to continuous health monitoring for maintaining physical health status. However, much less attention has been given toward understanding the entertainment needs of the elderly people, which is an important factor relevant to their mental health and joyful living. This paper thus addresses the entertainment needs of the elderly and proposes a framework of an elderly entertainment support system. The proposed framework enables different categories of residents (e.g., elderly people and caregivers) to access various media services in both implicit and explicit manner in order to enhance the quality of their living experience in different contexts. Our experimental results demonstrate the viability of the proposed framework. We believe that the proposed approach will establish the need to develop entertainment systems and services for the elderly people and allow us to sensibly address the problems associated with their independent, happy and active living. PMID:24936946

  8. Player Types, Play Styles, and Play Complexity: Updating the Entertainment Grid

    Science.gov (United States)

    Rademacher Mena, Ricardo Javier

    2012-01-01

    In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…

  9. An Analytical Study of Tools and Techniques for Movie Marketing

    Directory of Open Access Journals (Sweden)

    Garima Maik

    2014-08-01

    Full Text Available Abstract. Bollywood or Hindi movie industry is one of the fastest growing sector in the media and entertainment space creating numerous business and employment opportunities. Movies in India are a major source of entertainment for all sects of society. They not only face competition from other movie industries and movies but from other source of entertainment such as adventure sports, amusement parks, theatre and drama, pubs and discothèques. A lot of man power, man hours, creative brains, and money are put in to build a quality feature film. Bollywood is the industry which continuously works towards providing the 7 billion population with something new always. So it is important for the movie and production team to stand out, to grab the due attention of the maximum audience. Movie makers employ various tools and techniques today to market their movies. They leave no stone unturned. They roll out teasers, First look, Theatrical trailer release, Music launch, City tours, Producer’s and director’s interview, Movie premier, Movie release, post release follow up and etc. to pull the viewers to the Cineplex. The audience today which comprises mainly of youth requires photos, videos, meet ups, gossip, debate, collaboration and content creation. These requirements of today’s generation are most fulfilled through digital platforms. However, the traditional media like newspapers, radio, and television are not old school. They reach out to mass audience and play an upper role in effective marketing. This study aims at analysing these tools for their effectiveness. The objectives are fulfilled through a consumer survey. This study will bring out the effectiveness and relational importance of various tools which are employed by movie marketers to generate maximum returns on the investments by using various data reduction techniques like factor analysis and statistical techniques like chi-square test with data visualization using pie charts

  10. Adolescent Violent Victimization and Precocious Union Formation*

    Science.gov (United States)

    C. Kuhl, Danielle; Warner, David F.; Wilczak, Andrew

    2013-01-01

    This article bridges scholarship in criminology and family sociology by extending arguments about “precocious exits” from adolescence to consider early union formation as a salient outcome of violent victimization for youths. Research indicates that early union formation is associated with several negative outcomes; yet the absence of attention to union formation as a consequence of violent victimization is noteworthy. We address this gap by drawing on life course theory and data from the National Longitudinal Study of Adolescent Health (Add Health) to examine the effect of violent victimization (“street” violence) on the timing of first co-residential union formation—differentiating between marriage and cohabitation—in young adulthood. Estimates from Cox proportional hazard models show that adolescent victims of street violence experience higher rates of first union formation, especially marriage, early in the transition to adulthood; however, this effect declines with age, as such unions become more normative. Importantly, the effect of violent victimization on first union timing is robust to controls for nonviolent delinquency, substance abuse, and violent perpetration. We conclude by discussing directions for future research on the association between violent victimization and coresidential unions with an eye toward the implications of such early union formation for desistance. PMID:24431471

  11. Only for Males: Gendered Perception of Wrestling

    Directory of Open Access Journals (Sweden)

    Y. Umar

    2012-01-01

    Full Text Available Wrestling has generally been considered to be a masculine sport. To increase female participation in the sport, managers and administrators will need to understand how wrestling is perceived differently by the genders. A focus group interview was conducted with eight participants from both genders to examine how wrestling was perceived. The findings suggested that wrestling was regarded more as a form of violent entertainment rather than as a sport. A survey instrument was then constructed using statements made by the focus group. The survey was administered to 155 respondents of which 56% were females. The mean age of the respondents was 19.8 years. The findings from the survey concurred with the findings from the focus group interview. Wrestling is considered to be a violent and gendered form of entertainment. However, gender differences exist with females more likely to see wrestling as a form of entertainment as compared to males. Females are also more likely to view wrestling as violent and consequently, they tend to see wrestling as more suited for male participation. The findings suggest that sports managers and administrators will need to manage the perception that wrestling is a form of violent entertainment among females by creating opportunities for women to experience the sport and to correct their perception of the sport.

  12. Homicidal/violent thoughts, suicidal ideation and violent behavior in adolescents with social phobia in Metropolitan Lima, Perú.

    Science.gov (United States)

    Vivar, Roxana; Morón, Giannina; Padilla, Martín; Alarcón, Renato D

    2014-09-01

    Social phobia and violent behavior are both important mental health problems among adolescent populations in different parts of the world. This study attempts to evaluate possible connections between social phobia, homicidal/violent thoughts, suicidal ideation, and subsequent violent behavior among adolescents living in the metropolitan area of Lima, Perú. A sample of 991 adolescents, part of the 2002 Epidemiological Study in Metropolitan Lima, conducted by the National Institute of Mental Health "Honorio Delgado-Hideyo Noguchi" (INSM "HD-HN") was studied. Social phobia was diagnosed on the basis of clinical assessment and the use of MINI, and suicidal ideation, homicidal/violent thoughts, and violent behavior were identified through the Mental Health Questionnaire. Odds ratio (OR) statistical analyses adjusted by logistic regression controlling for age and gender were performed. Variables associated with social phobia were homicidal thoughts in the last month (OR: 5.19, confidence interval [CI] at 95% 4.95-5.40), an impulse to hit known (OR: 1.56; 95% CI, 1.53-1.59) and unknown (OR: 3.98, 95% CI,3.89-4.07) persons, the wish to take revenge for a past offense (OR: 2.60, 95% CI 2.54-2.64), getting involved in fights with different kinds of weapons (OR: 1,78, 95% CI 1.70-1.87), suicidal ideation throughout lifetime (OR: 4.74, 95% CI 4.65-4.83), and life prevalence of suicidal attempt (OR: 5.39, 95% CI 5.23-5.55). Social phobia in adolescents of this Peruvian sample seems to be closely associated with both homicidal/violent thoughts, violent behavior, and suicidal ideation. © 2014 Wiley Publishing Asia Pty Ltd.

  13. The literary myth of the double in entertainment media content

    OpenAIRE

    Robson Souza dos Santos

    2011-01-01

    This article discusses how the myth of the literary double stands in entertainment media, becoming a recurrent figure of cinema productions, and, later on, of soap operas, the main entertainment vehicle in latin-american countries. Frequently, the image of the double or stunt-man, in literature and soap opera productions, has been directly associated with the creature’s desire of becoming creator, and that myth is the main focus of discussion in this article.

  14. Pro-socially shareable entertainment television programmes: a programming alternative in developing countries?

    Science.gov (United States)

    Singhal, A; Svenkerud, P J

    1994-12-01

    Over the period 1975-82, the Mexican television network created and aired seven entertainment soap operas promoting educational-development themes like adult literacy, smaller family size norms, and an higher social status for women. These emissions earned high ratings in Mexico and in other Latin American countries where they were subsequently broadcast. Evidence suggests that many of the social objectives of the soaps were met. In light of such success, the authors investigated the potential of pro-socially shareable entertainment television programs in developing countries. These programs use entertaining media formats to carry pro-social messages to a wide, yet culturally-proximate audience group. Entertainment television genres such as melodramatic soap operas offer certain advantages for carrying pro-socially shareable messages to audiences. The possibility of using other television genres and media channels, however, also needs to be seriously considered. Pro-socially shareable entertainment programs do have their limitations and problems, with a certain degree of message dilution invariably accompanying the quest for shareability. Targeting specific problems in specific audience groups is difficult and the identity of a relatively small homogeneous group can be threatened in a larger culturally proximate group. The value-laden nature of pro-social content can also be problematic.

  15. AIRSF: a new entertainment adaptive framework for stress free air tTravels

    NARCIS (Netherlands)

    Liu, H.; Hu, J.; Rauterberg, G.W.M.; Inakage, M.; Cheok, A.D.

    2008-01-01

    In this paper, we present a new entertainment adaptive framework AIRSF for stress free air travels. Based on the passenger’s current and target comfort states, user entertainment preference, and context of use, the system uses a Markov decision process to recommend context-aware and personalized

  16. Exposure to Violent Video Games Increases Automatic Aggressiveness

    Science.gov (United States)

    Uhlmann, Eric; Swanson, Jane

    2004-01-01

    The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games…

  17. Violent and non-violent methods of attempted and completed suicide in Swedish young men: the role of early risk factors.

    Science.gov (United States)

    Stenbacka, Marlene; Jokinen, Jussi

    2015-08-14

    There is a paucity of studies on the role of early risk factors for the choice of methods for violent suicide attempts. Adolescent risk factors for the choice of violent or non-violent methods for suicide attempts and the risk of subsequent suicide were studied using a longitudinal design. A national Swedish cohort of 48 834 18-20-year-old young men conscripted for military service from 1969 to 1970 was followed through official registers during a 37-year period. Two questionnaires concerning their psychosocial background were answered by each conscript. Cox proportional hazard regression analyses were used to estimate the risk for different methods of attempted suicide and later suicide. A total of 1195 (2.4 %) men had made a suicide attempt and of these, 133 (11.1 %) committed suicide later. The number of suicide victims among the non-attempters was 482 (1 %). Half of the suicides occurred during the same year as the attempt. Suicide victims had earlier onset of suicidal behaviour and had more often used hanging as a method of attempted suicide than those who did not later commit suicide. The early risk factors for both violent and non-violent methods of suicide attempt were quite similar. Violent suicide attempts, especially by hanging, are associated with a clearly elevated suicide risk in men and require special clinical and public health attention. The early risk factors related to the choice of either a violent or a non-violent suicide attempt method are interlinked and circumstantial factors temporally close to the suicide attempt, such as access to a specific method, may partly explain the choice of method.

  18. Values, Attitudes Toward Interpersonal Violence, and Interpersonal Violent Behavior.

    Science.gov (United States)

    Seddig, Daniel; Davidov, Eldad

    2018-01-01

    The relevance of human values for the study of the motivational sources of interpersonal violent behavior was investigated in various fields of the social sciences. However, several past studies mixed up values with other dimensions like attitudes, norms, or beliefs, and only a few systematically assessed the effect of values on violent behavior relying on a value theory. Furthermore, in other studies, violence was often analyzed as a composite index of different forms of delinquent behavior rather than as violence per se . In the current study we address these gaps in the literature by building upon Schwartz' theory of basic human values. We use it to explain attitudes toward interpersonal violence and interpersonal violent behavior. We analyze data of young people ( n = 1,810) drawn from a German study in Duisburg, Germany, which assessed various types of self-reported violent behavior as well as values and attitudes toward violence. We test structural equation models in which we explain interpersonal violent behavior with basic human values, and where attitudes toward interpersonal violent behavior mediate this relation. Results show that self-transcendence and conservation values are associated negatively and power and stimulation values positively with interpersonal violent behavior. In addition, attitudes operate as a partial mediator for the former and as a full mediator for the latter in the relation between values and violent behavior. Despite a dominant association between attitudes and behavior, values themselves can significantly contribute to the explanation of violent behavior.

  19. Values, Attitudes Toward Interpersonal Violence, and Interpersonal Violent Behavior

    Directory of Open Access Journals (Sweden)

    Daniel Seddig

    2018-05-01

    Full Text Available The relevance of human values for the study of the motivational sources of interpersonal violent behavior was investigated in various fields of the social sciences. However, several past studies mixed up values with other dimensions like attitudes, norms, or beliefs, and only a few systematically assessed the effect of values on violent behavior relying on a value theory. Furthermore, in other studies, violence was often analyzed as a composite index of different forms of delinquent behavior rather than as violence per se. In the current study we address these gaps in the literature by building upon Schwartz’ theory of basic human values. We use it to explain attitudes toward interpersonal violence and interpersonal violent behavior. We analyze data of young people (n = 1,810 drawn from a German study in Duisburg, Germany, which assessed various types of self-reported violent behavior as well as values and attitudes toward violence. We test structural equation models in which we explain interpersonal violent behavior with basic human values, and where attitudes toward interpersonal violent behavior mediate this relation. Results show that self-transcendence and conservation values are associated negatively and power and stimulation values positively with interpersonal violent behavior. In addition, attitudes operate as a partial mediator for the former and as a full mediator for the latter in the relation between values and violent behavior. Despite a dominant association between attitudes and behavior, values themselves can significantly contribute to the explanation of violent behavior.

  20. Targeted marketing and public health.

    Science.gov (United States)

    Grier, Sonya A; Kumanyika, Shiriki

    2010-01-01

    Targeted marketing techniques, which identify consumers who share common needs or characteristics and position products or services to appeal to and reach these consumers, are now the core of all marketing and facilitate its effectiveness. However, targeted marketing, particularly of products with proven or potential adverse effects (e.g., tobacco, alcohol, entertainment violence, or unhealthful foods) to consumer segments defined as vulnerable raises complex concerns for public health. It is critical that practitioners, academics, and policy makers in marketing, public health, and other fields recognize and understand targeted marketing as a specific contextual influence on the health of children and adolescents and, for different reasons, ethnic minority populations and other populations who may benefit from public health protections. For beneficial products, such understanding can foster more socially productive targeting. For potentially harmful products, understanding the nature and scope of targeted marketing influences will support identification and implementation of corrective policies.

  1. 45 CFR 73.735-502 - Permissible acceptance of gifts, entertainment, and favors.

    Science.gov (United States)

    2010-10-01

    ... acceptance of gifts, entertainment, and favors. (a) An employee may accept a gift, gratuity, favor, entertainment, loan or similar favor of monetary value which stems from a family relationship such as that between the employee and his or her parents, spouse or children, if it is clear that the relationship is...

  2. Universal bursty behaviour in human violent conflicts

    Science.gov (United States)

    Picoli, S.; Castillo-Mussot, M. Del; Ribeiro, H. V.; Lenzi, E. K.; Mendes, R. S.

    2014-04-01

    Understanding the mechanisms and processes underlying the dynamics of collective violence is of considerable current interest. Recent studies indicated the presence of robust patterns characterizing the size and timing of violent events in human conflicts. Since the size and timing of violent events arises as the result of a dynamical process, we explore the possibility of unifying these observations. By analyzing available catalogs on violent events in Iraq (2003-2005), Afghanistan (2008-2010) and Northern Ireland (1969-2001), we show that the inter-event time distributions (calculated for a range of minimum sizes) obeys approximately a simple scaling law which holds for more than three orders of magnitude. This robust pattern suggests a hierarchical organization in size and time providing a unified picture of the dynamics of violent conflicts.

  3. Real-Time Analysis of Beats in Music for Entertainment Robots

    OpenAIRE

    Yue-Der Lin; Ting-Tsao Wu; Yu-Ren Chen; Yen-Ting Lin; Wen-Hsiu Chen; Shih-Fan Wang; Jinghom Chakhap

    2012-01-01

    The dancing actions for entertainment robots are usually designed in advance and saved in a database according to the beats and rhythm of the given music. This research is devoted to developing a real-time algorithm that can detect the primary information of the music needed for the actions of entertainment robots. The computation of the proposed algorithm is very efficient and can satisfy the requirement of real-time processing by a digital signal controller. The digitized music signal is fi...

  4. Forecasting the experience of future entertainment technology: “Interactive Storytelling” and media enjoyment

    NARCIS (Netherlands)

    Klimmt, C.; Roth, C.; Vermeulen, I.E.; Vorderer, P.A.; Roth, F.S.

    2012-01-01

    Advances in gaming and other entertainment technologies are evolving rapidly and create new conceptual challenges for understanding and explaining the user experiences they can facilitate. The present article reports a prospective study on a particularly promising entertainment technology of the

  5. The Narrative Labyrinth of Violent Dying

    Science.gov (United States)

    Rynearson, E. K.

    2005-01-01

    This essay outlines the dynamics of retelling the violent death of a loved one and the narrative "dilemma" of vulnerable family members fixated on retelling. To counter this fixation, the author presents a mythic retelling of violent death (the Myth of Theseus) as narrative basis for developing a restorative retelling. The essay begins by…

  6. Violent Video Games and Children’s Aggressive Behaviors

    Directory of Open Access Journals (Sweden)

    Luca Milani

    2015-08-01

    Full Text Available The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure to violent video games is linked to problems of aggression in a sample of Italian children. Four questionnaires were administered to 346 children between 7 and 14 years of age, attending primary and secondary schools in Northern Italy. Variables measured were externalization, quality of interpersonal relationships, aggression, quality of coping strategies, and parental stress. Participants who preferred violent games showed higher scores for externalization and aggression. The use of violent video games and age were linked to higher levels of aggression, coping strategies, and the habitual video game weekly consumption of participants. Our data confirm the role of violent video games as risk factors for problems of aggressive behavior and of externalization in childhood and early adolescence.

  7. 77 FR 40082 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof...

    Science.gov (United States)

    2012-07-06

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-745] Certain Gaming and Entertainment... gaming and entertainment consoles, related software, and components thereof by reason of infringement of... finally concluded that an industry exists within the United States that practices the '896, '094, '571...

  8. 网络暴力游戏涵化青少年的传播学解析%Communication Analysis on the Network Violent Games Acculturating Adolescents

    Institute of Scientific and Technical Information of China (English)

    燕道成; 毛玮婷

    2012-01-01

    网络游戏已经成为青少年最喜爱的娱乐方式之一,而网络暴力游戏的盛行,对尚处于青春期的青少年的成长和发展有着不容忽视的影响。研究表明,随着接触网络暴力游戏时间的增长,青少年对暴力行为的赞成度会有所提高,也更易产生暴力情绪,同时考察了网络暴力游戏对青少年的涵化效应,即曲解暴力符号、宣泄权力欲望,以便得到心理上的满足和认同。同时分析了网络暴力游戏的盛行原因、传播现状和发展趋势,解析了网络暴力游戏涵化青少年的传播理论基础。%Online games have become one of the young people's favorite entertainments. But it can not be ignored that the prevalence of violent video games influences young people who are still in the adolescent growth and development. Cultivation theory is this paper's main theoretical assumptions. This paper investigates the acculturation effects of the network violent games on young people, analyzes the prevalent reason, the development status and trends of the network violent games, and resolves the communication theoretical basis of the network violent games acculturating adolescents.

  9. Properties of sports competitions and relation to market value

    OpenAIRE

    Tribušon , Matic

    2018-01-01

    Sports are a very popular type of entertainment around the world. Consequently, they have become very important from a business perspective. In this thesis, we research the influence of sports competition competitive balance on its market value. The aim is to determine the competitive balance of various sports competitions and explore the correlation between competitive balance and market value of sports competitions. We propose a method for assessing competitive balance of an arbitrary team ...

  10. Listening, Watching, and Reading: The Structure and Correlates of Entertainment Preferences

    OpenAIRE

    Rentfrow, Peter J.; Goldberg, Lewis R.; Zilca, Ran

    2011-01-01

    People spend considerable amounts of time and money listening to music, watching TV and movies, and reading books and magazines, yet almost no attention in psychology has been devoted to understanding individual differences in preferences for such entertainment. The present research was designed to examine the structure and correlates of entertainment genre preferences. Analyses of the genre preferences of over 3,000 individuals revealed a remarkably clear factor structure. Using multiple sam...

  11. Conceptualização de um evento à luz do brand entertainment e ativação de marcas

    OpenAIRE

    Costa, Guilherme Ribeiro

    2015-01-01

    Trabalho de projeto apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing. O presente trabalho de projeto procura ativar a marca League of Legends, conhecida mundialmente, e estreitar e reforçar as ligações com a sua comunidade portuguesa através do brand entertainment e, em específico através da ferramenta “eventos”. Trata-se de desenvolver este evento e as suas atividades, tendo por base conferências de...

  12. Experience and Perpetration of Violent Behaviours among ...

    African Journals Online (AJOL)

    Journal Home · ABOUT THIS JOURNAL · Advanced Search · Current Issue · Archives ... Worldwide, adolescents are disproportionately affected by violent ... and perpetration of physical, sexual and psychological violent behaviours among ... of violence among males were use of alcohol, witnessing domestic violence, ...

  13. Neuromodulation can reduce aggressive behavior elicited by violent video games.

    Science.gov (United States)

    Riva, Paolo; Gabbiadini, Alessandro; Romero Lauro, Leonor J; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J

    2017-04-01

    Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we focused on a brain area involved in the regulation of aggressive impulses-the right ventrolateral prefrontal cortex (rVLPFC). We tested the hypothesis that brain polarization through anodal transcranial direct current stimulation (tDCS) over rVLPFC reduces aggression related to violent video games. Participants (N = 79) were randomly assigned to play a violent or a nonviolent video game while receiving anodal or sham stimulation. Afterward, participants aggressed against an ostensible partner using the Taylor aggression paradigm (Taylor Journal of Personality, 35, 297-310, 1967), which measures both unprovoked and provoked aggression. Among those who received sham stimulation, unprovoked aggression was significantly higher for violent-game players than for nonviolent-game players. Among those who received anodal stimulation, unprovoked aggression did not differ for violent- and nonviolent-game players. Thus, anodal stimulation reduced unprovoked aggression in violent-game players. No significant effects were found for provoked aggression, suggesting tit-for-tat responding. This experiment sheds light on one possible neural underpinning of violent-media-related aggression-the rVLPFC, a brain area involved in regulating negative feelings and aggressive impulses.

  14. 78 FR 32690 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of...

    Science.gov (United States)

    2013-05-31

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-752] Certain Gaming and Entertainment... importation of certain gaming and entertainment consoles, related software, and components thereof by reason... violation of [[Page 32691

  15. Neuromodulation can reduce aggressive behavior elicited by violent video games

    NARCIS (Netherlands)

    Riva, Paolo; Gabbiadini, Alessandro; Romero Lauro, Leonor J.; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J.

    2017-01-01

    Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we

  16. Industries, artists, friends and fans: Marketing young adult fictions online

    OpenAIRE

    Rutherford, Leonie Margaret

    2009-01-01

    The Internet has facilitated the coming together of formerly more separated youth taste cultures, such that literary, screen and graphic fandoms now more readily overlap. Media industries have invested in online strategies which create an ongoing relationship between producers and consumers of entertainment media texts. Using the Internet marketing campaign for Stephenie Meyer’s Twilight saga as a case study, the paper examines the role of the publishing industry in marketing popular teen li...

  17. Media Violence And Violent Behaviour of Nigerian Youths ...

    African Journals Online (AJOL)

    Media Violence And Violent Behaviour of Nigerian Youths: Intervention Strategies. ... linking frequent exposure to violent media in child hood with aggressive later in life. Characteristics of viewers, social environments and media content, were ...

  18. A Review on Stereoscopic 3D: Home Entertainment for the Twenty First Century

    Science.gov (United States)

    Karajeh, Huda; Maqableh, Mahmoud; Masa'deh, Ra'ed

    2014-12-01

    In the last few years, stereoscopic developed very rapidly and employed in many different fields such as entertainment. Due to the importance of entertainment aspect of stereoscopic 3D (S3D) applications, a review of the current state of S3D development in entertainment technology is conducted. In this paper, a novel survey of the stereoscopic entertainment aspects is presented by discussing the significant development of a 3D cinema, the major development of 3DTV, the issues related to 3D video content and 3D video games. Moreover, we reviewed some problems that can be caused in the viewers' visual system from watching stereoscopic contents. Some stereoscopic viewers are not satisfied as they are frustrated from wearing glasses, have visual fatigue, complain from unavailability of 3D contents, and/or complain from some sickness. Therefore, we will discuss stereoscopic visual discomfort and to what extend the viewer will have an eye fatigue while watching 3D contents or playing 3D games. The suggested solutions in the literature for this problem are discussed.

  19. Adolescent perceptions of violence: formative research findings from a social marketing campaign to reduce violence among middle school youth.

    Science.gov (United States)

    Quinn, G P; Bell-Ellison, B A; Loomis, W; Tucci, M

    2007-05-01

    To identify the specific barriers and benefits of violent behaviours as noted by middle school youth and to develop a social marketing campaign that attends to the needs and wants of the target audience. A non-experimental, qualitative study design was used to assess youth perceptions of violence in a large, southeast urban school district. Using a social marketing approach, a series of in-depth interviews were conducted with middle school youths, to gain an understanding of perceived barriers and benefits of violent behaviours. Additionally, interviews assessed youth preferences for an effective spokesperson for an anti-violence campaign. Qualitative analysis of coded transcripts revealed key themes that were incorporated into a multi-media initiative. Critical themes of the research highlighted that the majority of violence occurs at school, during school hours and most of the youths believed the use of violence was necessary to defend themselves from other peers or to protect family members. Another key finding pertained to adolescent views on violent people; although the majority of respondents reported engaging in violent acts, they did not view themselves as violent. Results were used to inform the development of a social marketing campaign designed to reduce youth violence among middle school students in a large, urban central Florida school district. Findings from the formative research led to the creation and pre-testing of five potential campaign brands. The campaign slogan that tested best with the target audience emphasized the choice youth have to either engage in violent behaviour and suffer the consequences or to 'rise above' physical conflict and reap the benefits.

  20. Entertainment and music magazine reading and binge drinking among a group of juvenile offenders.

    Science.gov (United States)

    Thomsen, Steven R; Rekve, Dag

    2006-01-01

    This study examines the relative contribution of exposure to entertainment and music magazines on binge drinking among a group of teenagers under the supervision of a juvenile court system in a medium-sized western United States community. Despite having a large proportion of adolescent readers, entertainment and music magazines typically include a substantial number of advertisements for alcoholic beverages in each issue. Data were collected via a self-report questionnaire administered to 342 juvenile offenders (ages 12-18 years). Three-quarters of our respondents reported they have used alcohol and about 37% indicated they were binge drinkers. As anticipated, binge drinkers were more frequent readers of entertainment and music magazines than non-binge drinkers. Binge drinkers also estimated that larger portions of their classmates used alcohol and would be more accepting of regular drinking than non-binge drinkers. Results of a multivariate logistic regression analysis to predict whether our subjects typically consumed five or more drinks during a drinking episode indicated that perceived ease of access, age, gender, the number of best friends who drink, parental drinking (inversely), and entertainment and music magazine reading frequency were significant predictors of binge drinking. We conclude that the predictive influence entertainment and music magazine reading frequency may actually reflect a selectivity bias among a segment of the youth sub-culture already inclined toward alcohol use and abuse. We recommend that entertainment and music magazine reading should be considered only within the constellation of other risk factors when assessing risk for potential alcohol abuse.

  1. Childhood neurodevelopmental disorders and violent criminality: a sibling control study.

    Science.gov (United States)

    Lundström, Sebastian; Forsman, Mats; Larsson, Henrik; Kerekes, Nora; Serlachius, Eva; Långström, Niklas; Lichtenstein, Paul

    2014-11-01

    The longitudinal relationship between attention deficit hyperactivity disorder (ADHD) and violent criminality has been extensively documented, while long-term effects of autism spectrum disorders (ASDs), tic disorders (TDs), and obsessive compulsive disorder (OCD) on criminality have been scarcely studied. Using population-based registers of all child and adolescent mental health services in Stockholm, we identified 3,391 children, born 1984-1994, with neurodevelopmental disorders, and compared their risk for subsequent violent criminality with matched controls. Individuals with ADHD or TDs were at elevated risk of committing violent crimes, no such association could be seen for ASDs or OCD. ADHD and TDs are risk factors for subsequent violent criminality, while ASDs and OCD are not associated with violent criminality.

  2. Advancing paternal age and offspring violent offending: a sibling-comparison study.

    Science.gov (United States)

    Kuja-Halkola, Ralf; Pawitan, Yudi; D'Onofrio, Brian M; Långström, Niklas; Lichtenstein, Paul

    2012-08-01

    Children born to older fathers are at higher risk to develop severe psychopathology (e.g., schizophrenia and bipolar disorder), possibly because of increased de novo mutations during spermatogenesis with older paternal age. Because severe psychopathology is correlated with antisocial behavior, we examined possible associations between advancing paternal age and offspring violent offending. Interlinked Swedish national registers provided information on fathers' age at childbirth and violent criminal convictions in all offspring born from 1958 to 1979 (N = 2,359,921). We used ever committing a violent crime and number of violent crimes as indices of violent offending. The data included information on multiple levels; we compared differentially exposed siblings in within-family analyses to rigorously test causal influences. In the entire population, advancing paternal age predicted offspring violent crime according to both indices. Congruent with a causal effect, this association remained for rates of violent crime in within-family analyses. However, in within-family analyses, we found no association with ever committing a violent crime, suggesting that factors shared by siblings (genes and environment) confounded this association. Life-course persistent criminality has been proposed to have a partly biological etiology; our results agree with a stronger biological effect (i.e., de novo mutations) on persistent violent offending.

  3. Sexually Violent Predators and Civil Commitment Laws

    Science.gov (United States)

    Beyer Kendall, Wanda D.; Cheung, Monit

    2004-01-01

    This article analyzes the civil commitment models for treating sexually violent predators (SVPs) and analyzes recent civil commitment laws. SVPs are commonly defined as sex offenders who are particularly predatory and repetitive in their sexually violent behavior. Data from policy literature, a survey to all states, and a review of law review…

  4. A New World for Museum Marketing? Facing the Old Dilemmas while Challenging New Market Opportunities

    Directory of Open Access Journals (Sweden)

    Tanja Komarac

    2014-12-01

    Full Text Available Museums are part of a wider cultural and entertainment environment, which is ruled by highly demanding visitors who seek immersive experiences (edutainment and time-saving arrangement. This has encouraged and, in some opinions, forced museums to turn their focus from collections to visitors. In addition, museums have faced competition and new technologies in the form of virtual museums and virtual reality. This has emphasized the need to accept marketing as a survival tool and to make it into a link between museums and visitors. This article attempts to give current insights into museum marketing as part of the arts marketing field. Its aim is also to identify and explain some of the major challenges and opportunities facing everyday museum business, in order to provide insight into the complex world of museum marketing. Former findings about the development of museum marketing and its biggest changes and challenges are presented, summarized and analyzed.

  5. This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure

    NARCIS (Netherlands)

    Engelhardt, C.R.; Bartholow, B.D.; Kerr, G.T.; Bushman, B.J.

    2011-01-01

    Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and

  6. The history of TC 14 on entertainment computing

    NARCIS (Netherlands)

    Nakatsu, R.; Rauterberg, G.W.M.; Brunnstein, K.; Zemanek, H.

    2011-01-01

    Entertainment computing is on its way getting an established research arena in industry and academia as well. To bring all the different contributing research communities together shared resources (e.g. email distribution list, conference series, and journals), organizational structures (e.g.

  7. Ambient culture: a possible future for entertainment computing

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Lygmayr, A.; Golebiowski, P.

    2007-01-01

    We provide an overview over cultural differences between East and West, as starting point for the development of entertainment technology towards cultural transformation. We argue for the importance of future entertainmant technology to contribute to cultural transformation processes in the large.

  8. Underestimating advertising: innovation and unpriced entertainment

    OpenAIRE

    Leonard I. Nakamura

    2005-01-01

    Leonard Nakamura states that despite consumers’ lack of respect for advertising, it nonetheless plays a significant role in the economy. For one thing, it helps consumers find out about new products, and new products have been rising in economic importance. It also plays a role in subsidizing broadcast entertainment and news programs. Ultimately, Nakamura shows that although advertising contributes to consumer welfare, its contribution is missing from our measures of output.

  9. Sensors for the Senses: Meaning-making via self-active entertainment experiences

    Directory of Open Access Journals (Sweden)

    Anthony Brooks

    2015-08-01

    Full Text Available In his ACM Computers in Entertainment article, titled "Artist and Audience: Emerging the Nano-entertainment experience", the author posited on how Inhabited Information Spaces, created as core catalyst of research, may be questioned as a multisensory future virtual work of art. This themed Human-Computer Interaction for Entertainment contribution for the EAI INTETAIN 2015 conference builds upon the earlier work by questioning meaning making from such self-active entertainment experiences. Contextually, self-active relates to actor empowerment via ICT, whilst entertainment refers to HCI paradigms that are fun, engaging, and enjoyable. Conceptualizing, designing and realizing alternative digital media entertainment situations in stage performance, interactive installations and exhibitions at leading Museums for Modern Art, National and International major events, contributed to development of a sensor-based system conceived as a platform to investigate meaning making having societal impact beyond art. The system involves arrays of selectable sensor profiles mixed and matched according to requirements. Sensing of human input can be through worn (biosignal e.g. EEG, ECG, EMG, GSR, held, and/or non-worn sensors (volumetric, linear and planar interface profiles. Mapping of sourced human data is to a variety of digital content including art-based (music making, digital painting, lighting effects, video games, Virtual Reality and robotic devices. System adaptability promotes participant profile matching e.g. according to desired outcome. All ages and abilities are potential users. Preceding the commonly known camera-based game controllers such as EyeToy, Wii, and Kinect; the SoundScapes Virtual Interactive Space system has been used in institutes, hospitals and clinics to empower people with impairment to unconsciously push their limits of functionality via creative and playful expression. Rehabilitation is less mundane and boring, where variety of ICT

  10. Noise exposure and hearing impairment among Chinese restaurant workers and entertainment employees in Hong Kong.

    Science.gov (United States)

    Lao, Xiang Qian; Yu, Ignatius Tak Sun; Au, Dennis Kin Kwok; Chiu, Yuk Lan; Wong, Claudie Chiu Yi; Wong, Tze Wai

    2013-01-01

    Noise-induced hearing loss (NIHL) is a major concern in the non-manufacturing industries. This study aimed to investigate the occupational noise exposure and the NIHL among Chinese restaurant workers and entertainment employees working in the service industry in Hong Kong. This cross-sectional survey involved a total of 1,670 participants. Among them, 937 were randomly selected from the workers of Chinese restaurants and 733 were selected from workers in three entertainment sectors: radio and television stations; cultural performance halls or auditoria of the Leisure and Cultural Services Department (LCSD); and karaoke bars. Noise exposure levels were measured in the sampled restaurants and entertainment sectors. Each participant received an audiometric screening test. Those who were found to have abnormalities were required to take another diagnostic test in the health center. The "Klockhoff digit" method was used to classify NIHL in the present study. The main source of noise inside restaurants was the stoves. The mean hearing thresholds showed a typical dip at 3 to 6 KHz and a substantial proportion (23.7%) of the workers fulfilled the criteria for presumptive NIHL. For entertainment sectors, employees in radio and television stations generally had higher exposure levels than those in the halls or auditoria of the LCSD and karaoke bars. The mean hearing thresholds showed a typical dip at 6 KHz and a substantial proportion of the employees fulfilled the criteria for presumptive NIHL (38.6%, 95%CI: 35.1-42.1%). Being male, older, and having longer service and daily alcohol consumption were associated with noise-induced hearing impairment both in restaurant workers and entertainment employees. Excessive noise exposure is common in the Chinese restaurant and entertainment industries and a substantial proportion of restaurant workers and entertainment employees suffer from NIHL. Comprehensive hearing conservation programs should be introduced to the service industry

  11. Genetic risk for violent behavior and environmental exposure to disadvantage and violent crime: the case for gene-environment interaction.

    Science.gov (United States)

    Barnes, J C; Jacobs, Bruce A

    2013-01-01

    Despite mounds of evidence to suggest that neighborhood structural factors predict violent behavior, almost no attention has been given to how these influences work synergistically (i.e., interact) with an individual's genetic propensity toward violent behavior. Indeed, two streams of research have, heretofore, flowed independently of one another. On one hand, criminologists have underscored the importance of neighborhood context in the etiology of violence. On the other hand, behavioral geneticists have argued that individual-level genetic propensities are important for understanding violence. The current study seeks to integrate these two compatible frameworks by exploring gene-environment interactions (GxE). Two GxEs were examined and supported by the data (i.e., the National Longitudinal Study of Adolescent Health). Using a scale of genetic risk based on three dopamine genes, the analysis revealed that genetic risk had a greater influence on violent behavior when the individual was also exposed to neighborhood disadvantage or when the individual was exposed to higher violent crime rates. The relevance of these findings for criminological theorizing was considered.

  12. Does Violent Crime Deter Physical Activity?

    OpenAIRE

    Janke, Katharina; Propper, Carol; Shields, Michael

    2013-01-01

    Crime has potentially important externalities. We investigate the relationship between recorded violent crime at the local area level and individuals’ participation in their local area through walking and physical activity. We use a sample of nearly 1 million people residing in over 320 local areas across England over the period 2005 to 2011. We show that concerns about personal safety co-move with police recorded violent crime. Our analysis controls for individual-level characteristics, no...

  13. Explaining the Effects of Narrative in an Entertainment Television Program: Overcoming Resistance to Persuasion

    Science.gov (United States)

    Moyer-Guse, Emily; Nabi, Robin L.

    2010-01-01

    Research has examined the ability of entertainment-education (E-E) programs to influence behavior across a variety of health and social issues. However, less is known about the underlying mechanisms that account for these effects. In keeping with the extended elaboration likelihood model (E-ELM) and the entertainment overcoming resistance model…

  14. Meaning in life as a source of entertainment

    NARCIS (Netherlands)

    van Delden, Robertus Wilhelmus; Reidsma, Dennis; Katayose, Haruhiro; Nijholt, Antinus

    2013-01-01

    In this paper we mean to introduce into the field of entertainment computing an overview of insights concerning fundamental human needs. Researchers such as Hassenzahl and Desmet, discuss design approaches based on psychological insights from various and varied sources. We collect these and expand

  15. Developing Educational and Entertaining Virtual Humans using Elckerlyc

    NARCIS (Netherlands)

    Reidsma, Dennis; van Welbergen, H.; Paul, Ronald C.; van de Laar, B.L.A.; Nijholt, Antinus; Yang, Hyun Seung; Malaka, Rainer; Hoshino, Junichi; Han, Jung Hyun

    2010-01-01

    Virtual humans (VHs) are used in many educational and entertainment settings: training and serious gaming, interactive information kiosks, tour guides, tutoring, interactive virtual dancers, and much more. Building a complete VH from scratch is a daunting task, and it makes sense to rely on existing

  16. Viewership and Listenership of Health – Related Entertainment ...

    African Journals Online (AJOL)

    Also, about 93.5% of respondents participated in health-related EE programmes beyond mere listening and watching. Education ranked as the highest benefit derived by respondents from listening to/watching EE programmes, followed by information and entertainment respectively. The study concluded that viewership and ...

  17. Violent Extremism, Community-Based Violence Prevention, and Mental Health Professionals.

    Science.gov (United States)

    Weine, Stevan M; Stone, Andrew; Saeed, Aliya; Shanfield, Stephen; Beahrs, John; Gutman, Alisa; Mihajlovic, Aida

    2017-01-01

    New community-based initiatives being developed to address violent extremism in the United States are utilizing mental health services and leadership. This article reviews current approaches to preventing violent extremism, the contribution that mental illness and psychosocial problems can make to violent extremism, and the rationale for integrating mental health strategies into preventing violent extremism. The authors describe a community-based targeted violence prevention model and the potential roles of mental health professionals. This model consists of a multidisciplinary team that assesses at-risk individuals with comprehensive threat and behavioral evaluations, arranges for ongoing support and treatment, conducts follow-up evaluations, and offers outreach, education, and resources for communities. This model would enable mental health professionals in local communities to play key roles in preventing violent extremism through their practice and leadership.

  18. Alcohol Outlets and Violent Crime in Washington D.C.

    Directory of Open Access Journals (Sweden)

    Pan, William K

    2010-08-01

    Full Text Available Objective: Alcohol is more likely than any other drug to be involved in substance-related violence. In 2000 violence-related and self-directed injuries accounted for an estimated $37 billion and $33 billion in productivity losses and medical treatment, respectively. A review of emergency department data revealed violence and clinically identified trauma-related injuries have the strongest correlation among alcohol-dependent injuries. At the environmental level there is a relationship between alcohol outlet density and violent crime. A limited number of studies have examined the relationship between alcohol outlet type and the components of violent crime. The aim of this study is to examine the relationship between the aggregate components of violent crime and alcohol outlet density by type of outlet.Methods: For this study we used Washington, D.C. census tract data from the 2000 census to examine neighborhood characteristics. Alcohol outlet, violent crime, and population-level data for Washington, D.C. were drawn from various official yet publicly available sources. We developed an analytic database to examine the relationship between alcohol outlet category and four types of violent crime. After estimating spatial correlation and determining spatial dependence, we used a negative binomial regression analysis to assess the alcohol availability-violent crime association, while controlling for structural correlates of violence.Results: Independent of alternative structural correlates of violent crime, including the prevalence of weapons and illicit drugs, community-level alcohol outlet density is significantly associated with assaultive violence. Outlets were significantly related to robbery, assault, and sexual offenses. In addition, the relationship among on-premise and off-premise outlets varied across violent crime categories.Conclusion: In Washington, D.C., alcohol outlet density is significantly associated with the violent crimes. The

  19. The Study of Relationship among Experiential Marketing, Service Quality, Customer Satisfaction, and Customer Loyalty

    OpenAIRE

    Puti Ara Zena; Aswin Dewanto Hadisumarto

    2012-01-01

    Experiential marketing is one of the marketing approaches that gives a great framework to combine experience and entertainment elements into a product or service. Some of businesses in Indonesia have already used this approach and one of them is Strawberry Cafe which provides many kinds of free board games for the customer. The purpose of this research is to understand the impact of experiential marketing used by Strawberry Cafe related to customer satisfaction and loyalty. The data were coll...

  20. 18 CFR 706.202 - Gifts, entertainment, and favors.

    Science.gov (United States)

    2010-04-01

    ... to: (1) Obvious family or personal relationships, such as those between the employee and his parents... EMPLOYEE RESPONSIBILITIES AND CONDUCT Conduct and Responsibilities of Employees § 706.202 Gifts, entertainment, and favors. (a) Except as provided in paragraphs (b) and (c) of this section, an employee shall...

  1. Using identification in entertainment-education drama serials to ...

    African Journals Online (AJOL)

    The study used two entertainment-education drama serials which were designed using Albert Bandura's theoretical framework to communicate positive messages of women's rights to real life audiences in select communities. The study sought to find out if there was any significant relationship i.e. identification between TV ...

  2. Editorial : Special Issue on Advances in Computer Entertainment

    NARCIS (Netherlands)

    Romão, Teresa; Nijholt, Anton; Cheok, Adrian David

    2015-01-01

    This special issue of the International Journal of Arts and Technology comprises a selection of papers from ACE 2012, the 9th International Conference on Advances in Computer Entertainment (Nijholt et al., 2012). ACE is the leading scientific forum for the dissemination of cutting-edge research

  3. A New World for Museum Marketing? Facing the Old Dilemmas while Challenging New Market Opportunities

    OpenAIRE

    Tanja Komarac

    2014-01-01

    Museums are part of a wider cultural and entertainment environment, which is ruled by highly demanding visitors who seek immersive experiences (edutainment) and time-saving arrangement. This has encouraged and, in some opinions, forced museums to turn their focus from collections to visitors. In addition, museums have faced competition and new technologies in the form of virtual museums and virtual reality. This has emphasized the need to accept marketing as a survival tool and to make it int...

  4. Associations between sport and screen-entertainment with mental health problems in 5-year-old children

    Directory of Open Access Journals (Sweden)

    Dezateux Carol

    2010-04-01

    Full Text Available Abstract Background Few studies have examined the benefits of regular physical activity, and risks of sedentary behaviour, in young children. This study investigated associations between participation in sports and screen-entertainment (as components of physical activity and sedentary behaviour, and emotional and behavioural problems in this population. Methods Cross-sectional analysis of data from 13470 children (50.9% boys participating in the nationally representative UK Millennium Cohort Study. Time spent participating in sports clubs outside of school, and using screen-entertainment, was reported by the child's mother at child age 5 years, when mental health was also measured using the Strengths and Difficulties Questionnaire. Results 45% of children did not participate in sport clubs and 61% used screen-entertainment for ≥ 2 hours per day. Children who participated in sport had fewer total difficulties; emotional, conduct, hyperactivity-inattention and peer relationship problems; and more prosocial behaviours. These relationships were similar in boys and girls. Boys and girls who used screen-entertainment for any duration, and participated in sport, had fewer emotional and behavioural problems, and more prosocial behaviours, than children who used screen-entertainment for ≥ 2 hours per day and did not participate in sport. Conclusions Longer durations of screen-entertainment usage are not associated with mental health problems in young children. However, our findings suggest an association between sport and better mental health. Further research based on longitudinal data is required to examine causal pathways in these associations and to determine the potential role of this and other forms of physical activity in preventing mental health disorders.

  5. Entertainment-Retail Centers in Hong Kong and Los Angeles: Trends and Lessons

    OpenAIRE

    Clara Irazabal; Surajit Chakravarty

    2007-01-01

    This paper seeks to answer the question of why Entertainment Retail Centers (ERCs) develop as they do and what we can expect from these centers of consumption in the near future. Beginning with a "network" view of cities, where cities are nodes in an integrated economic system, the paper examines the evolution of and recent trends in the design of Entertainment Retail Centers (ERCs) in Los Angeles and Hong Kong. The analysis is organized along four related themes - land use, transportation, u...

  6. Assessment of personal exposures to optical radiation in large entertainment venues

    International Nuclear Information System (INIS)

    Bonner, R.; O'Hagan, J. B.; Khazova, M.

    2012-01-01

    Workplace exposure to optical radiation from artificial sources is regulated in Europe under the Artificial Optical Radiation Directive 2006/25/EC implemented in the UK as The Control of Artificial Optical Radiation at Work Regulations 2010. The entertainment environment often presents an extremely complex situation for the assessment of occupational exposures. Multiple illumination sources, continuously changing illumination conditions and people moving during performances add further complexity to the assessment. This document proposes a methodology for assessing the risks arising from exposure to optical radiation and presents detailed case studies of practical assessment for two large entertainment venues. (authors)

  7. Does playing violent video games cause aggression? A longitudinal intervention study.

    Science.gov (United States)

    Kühn, Simone; Kugler, Dimitrij Tycho; Schmalen, Katharina; Weichenberger, Markus; Witt, Charlotte; Gallinat, Jürgen

    2018-03-13

    It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.

  8. Violent video games stress people out and make them more aggressive.

    Science.gov (United States)

    Hasan, Youssef; Bègue, Laurent; Bushman, Brad J

    2013-01-01

    It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac coherence would mediate the link between exposure to violent video games and subsequent aggression. Specifically, we predicted that playing a violent video game would decrease cardiac coherence, and that cardiac coherence, in turn, would correlate negatively with aggression. Participants (N = 77) played a violent or nonviolent video game for 20 min. Cardiac coherence was measured before and during game play. After game play, participants had the opportunity to blast a confederate with loud noise through headphones during a reaction time task. The intensity and duration of noise blasts given to the confederate was used to measure aggression. As expected, violent video game players had lower cardiac coherence levels and higher aggression levels than did nonviolent game players. Cardiac coherence, in turn, was negatively related to aggression. This research offers another possible reason why violent games can increase aggression-by inducing stress. Cardiac coherence can be a useful tool to measure stress induced by violent video games. Cardiac coherence has several desirable methodological features as well: it is noninvasive, stable against environmental disturbances, relatively inexpensive, not subject to demand characteristics, and easy to use. © 2012 Wiley Periodicals, Inc.

  9. "That's cool, you're a musician and you drink": Exploring entertainers' accounts of their unique workplace relationship with alcohol.

    Science.gov (United States)

    Forsyth, Alasdair J M; Lennox, Jemma C; Emslie, Carol

    2016-10-01

    This qualitative research investigates the alcohol experiences of entertainers who perform within licensed premises. Previous, mainly quantitative, studies have found that entertainers, specifically musicians, are an occupational group who drink excessively. This qualitative study draws on a wider sample of entertainers to examine their accounts of drinking in the workplace and the explanations they provide for this. We conducted individual semi-structured interviews (n=24) with band-members, variety acts and DJs in Glasgow, Scotland. This revealed a workplace characterised by continual opportunities for often free alcohol consumption. Unlike most occupations, for entertainers 'drinking-on-the-job' was normative, expected, and sometimes encouraged by peers, the public, employers or sponsors. Entertainers also experienced performance-related incentives to drink before, during and/or after a show; including anxiety, matching their intoxication level to the audience's, and 'reward-drinking'. This qualitative research confirms the unique nature of the entertainer-alcohol link, even in comparison to that found within other leisure industry occupations. While providing some explanation as to why entertainers might drink excessively, participants' accounts also suggested potential strategies for avoiding the negative outcomes of workplace drinking. Copyright © 2016 Elsevier B.V. All rights reserved.

  10. Violent video games stress people out and make them more aggressive

    NARCIS (Netherlands)

    Hasan, Y.; Bègue, L.; Bushman, B.J.

    2013-01-01

    It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress

  11. Violent and criminal manifestations in dementia patients.

    Science.gov (United States)

    Cipriani, Gabriele; Lucetti, Claudio; Danti, Sabrina; Carlesi, Cecilia; Nuti, Angelo

    2016-05-01

    Although the older adults have been studied as victims of violence, geriatric patients can display violent behavior. The purpose of the present review was to explore the phenomenon of criminal violations and violent acts in people with dementia. The authors used PubMed to search the MEDLINE database and other sources for original research and review articles on criminal and violent manifestation in demented patients combining the terms "criminal manifestation," "violence, aggressive behavior," "homicide," "suicide" and "homicide-suicide" together with "dementia". Possible biomarkers of violence are considered. The present review highlights the risk factors for violence in patients suffering from dementia, and reviews the literature about criminal violations and homicidal/suicidal behavior in this patient group. Geriatr Gerontol Int 2016; 16: 541-549. © 2015 Japan Geriatrics Society.

  12. "Entertainment-education:" an idea whose time has come.

    Science.gov (United States)

    Piotrow, P T

    1994-03-01

    The "enter-educate" technique, which presents educational messages in the guise of entertainment, is being used effectively all over the world. Soap operas depict the struggles of a single mother or of a father who has infected his family with AIDS, songs remind listeners that contraception gives them choices, and animated videos breathe new life into sex education. The Johns Hopkins University has supported approximately 36 television series and specials, 9 radio dramas, 3 songs, and 9 music videos. Other organizations are expanding their work in this field. Surveys before and after exposure to enter-educate productions and clinic records can be used to measure changes in attitudes and behavior attributable to the productions. Evaluations of projects have shown that the audience pays attention and then moves from understanding to agreement to action (such as talking to their spouse or family, going to a clinic, using family planning, or practicing safer sex). The theoretical basis for the enter-educate approach can be traced to Aristotle who discussed the capacity for drama to convey moral teaching. More recently, Albert Bandura developed a theory of social learning which states that people learn by observing and adapting the behavior of others to their own lives. Miguel Sabido, a Mexican producer, applied Bandura's theory to develop the first enter-educate soap operas. The enter-educate approach is pervasive (through rapidly spreading mass media), popular (people seek entertainment), personal (depicting the private lives of the characters), passionate (invoking intense emotions), persuasive (through audience identification with characters), practical (since the talent and delivery infrastructure already exists), and profitable (entertainment pays its way, can generate profits and promote careers, and is cost-effective).

  13. The effect of online violent video games on levels of aggression.

    Science.gov (United States)

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

  14. The Interaction of Extremist Propaganda and Anger as Predictors of Violent Responses.

    Science.gov (United States)

    Shortland, Neil; Nader, Elias; Imperillo, Nicholas; Ross, Kyrielle; Dmello, Jared

    2017-12-01

    In this study, and with a view to extending upon existing findings on the effects of general violent media on violent cognitions, we experimentally measured the relationship between exposure to extremist propaganda and violent cognitions. Our results countered our hypotheses and the wider findings of violent media and aggression that exposure to violent stimuli increases violent thoughts and that this effect is moderated by trait aggression. Specifically, this study found that participants with low and medium trait aggression became more pro-social after being exposed to extremist propaganda. We discuss these results with reference to theories of terror management and mortality salience, as well as the implications of these results for wider theories of the role of online extremist material in the wider "radicalization" process.

  15. Moral Markets for Troubling Youths: A Disruption!

    Science.gov (United States)

    Cousins, Linwood H.

    2001-01-01

    Maintains that public policy discourse with narrow views of morality and character are at the center of contemporary definitions and marketing of services for violent/troubled youth. Uses descriptive and ethnographic data on violence in urban and black schools/communities to argue that, left undisturbed, moral entrepreneurs pose as much risk as…

  16. Noise exposure and hearing impairment among Chinese restaurant workers and entertainment employees in Hong Kong.

    Directory of Open Access Journals (Sweden)

    Xiang Qian Lao

    Full Text Available BACKGROUND: Noise-induced hearing loss (NIHL is a major concern in the non-manufacturing industries. This study aimed to investigate the occupational noise exposure and the NIHL among Chinese restaurant workers and entertainment employees working in the service industry in Hong Kong. METHODS: This cross-sectional survey involved a total of 1,670 participants. Among them, 937 were randomly selected from the workers of Chinese restaurants and 733 were selected from workers in three entertainment sectors: radio and television stations; cultural performance halls or auditoria of the Leisure and Cultural Services Department (LCSD; and karaoke bars. Noise exposure levels were measured in the sampled restaurants and entertainment sectors. Each participant received an audiometric screening test. Those who were found to have abnormalities were required to take another diagnostic test in the health center. The "Klockhoff digit" method was used to classify NIHL in the present study. RESULTS: The main source of noise inside restaurants was the stoves. The mean hearing thresholds showed a typical dip at 3 to 6 KHz and a substantial proportion (23.7% of the workers fulfilled the criteria for presumptive NIHL. For entertainment sectors, employees in radio and television stations generally had higher exposure levels than those in the halls or auditoria of the LCSD and karaoke bars. The mean hearing thresholds showed a typical dip at 6 KHz and a substantial proportion of the employees fulfilled the criteria for presumptive NIHL (38.6%, 95%CI: 35.1-42.1%. Being male, older, and having longer service and daily alcohol consumption were associated with noise-induced hearing impairment both in restaurant workers and entertainment employees. CONCLUSION: Excessive noise exposure is common in the Chinese restaurant and entertainment industries and a substantial proportion of restaurant workers and entertainment employees suffer from NIHL. Comprehensive hearing

  17. Laser entertainment and light shows in education

    Science.gov (United States)

    Sabaratnam, Andrew T.; Symons, Charles

    2002-05-01

    Laser shows and beam effects have been a source of entertainment since its first public performance May 9, 1969, at Mills College in Oakland, California. Since 1997, the Photonics Center, NgeeAnn Polytechnic, Singapore, has been using laser shows as a teaching tool. Students are able to exhibit their creative skills and learn at the same time how lasers are used in the entertainment industry. Students will acquire a number of skills including handling three- phase power supply, operation of cooling system, and laser alignment. Students also acquire an appreciation of the arts, learning about shapes and contours as they develop graphics for the shows. After holography, laser show animation provides a combination of the arts and technology. This paper aims to briefly describe how a krypton-argon laser, galvanometer scanners, a polychromatic acousto-optic modulator and related electronics are put together to develop a laser projector. The paper also describes how students are trained to make their own laser animation and beam effects with music, and at the same time have an appreciation of the operation of a Class IV laser and the handling of optical components.

  18. Violent Video Games Alter Brain Function in Young Men

    Science.gov (United States)

    ... feed News from the RSNA Annual Meeting Violent Video Games Alter Brain Function in Young Men At A ... functional MRI, researchers have found that playing violent video games for one week causes changes in brain function. ...

  19. The 1% of the population accountable for 63% of all violent crime convictions.

    Science.gov (United States)

    Falk, Orjan; Wallinius, Märta; Lundström, Sebastian; Frisell, Thomas; Anckarsäter, Henrik; Kerekes, Nóra

    2014-04-01

    Population-based studies on violent crime and background factors may provide an understanding of the relationships between susceptibility factors and crime. We aimed to determine the distribution of violent crime convictions in the Swedish population 1973-2004 and to identify criminal, academic, parental, and psychiatric risk factors for persistence in violent crime. The nationwide multi-generation register was used with many other linked nationwide registers to select participants. All individuals born in 1958-1980 (2,393,765 individuals) were included. Persistent violent offenders (those with a lifetime history of three or more violent crime convictions) were compared with individuals having one or two such convictions, and to matched non-offenders. Independent variables were gender, age of first conviction for a violent crime, nonviolent crime convictions, and diagnoses for major mental disorders, personality disorders, and substance use disorders. A total of 93,642 individuals (3.9%) had at least one violent conviction. The distribution of convictions was highly skewed; 24,342 persistent violent offenders (1.0% of the total population) accounted for 63.2% of all convictions. Persistence in violence was associated with male sex (OR 2.5), personality disorder (OR 2.3), violent crime conviction before age 19 (OR 2.0), drug-related offenses (OR 1.9), nonviolent criminality (OR 1.9), substance use disorder (OR 1.9), and major mental disorder (OR 1.3). The majority of violent crimes are perpetrated by a small number of persistent violent offenders, typically males, characterized by early onset of violent criminality, substance abuse, personality disorders, and nonviolent criminality.

  20. The future of advertising: Implications for marketing and media

    Directory of Open Access Journals (Sweden)

    Moeller Leslie H.

    2006-01-01

    Full Text Available Throughout 2005, Booz Allen Hamilton engaged in a dialogue on the Future of Advertising with Fortune 500 CMOs and senior media and entertainment executives. From these conversations, our client work, and research we've conducted with the Association of National Advertisers (ANA, it has become abundantly clear that shifts in consumer, marketer, and media behavior have passed a tipping point. We expect 2006 to open a widening gap between those marketers and media companies that know how to engage an increasingly "in-control" consumer-and those that do not.

  1. Patterns of urban violent injury: a spatio-temporal analysis.

    Directory of Open Access Journals (Sweden)

    Michael Cusimano

    2010-01-01

    Full Text Available Injury related to violent acts is a problem in every society. Although some authors have examined the geography of violent crime, few have focused on the spatio-temporal patterns of violent injury and none have used an ambulance dataset to explore the spatial characteristics of injury. The purpose of this study was to describe the combined spatial and temporal characteristics of violent injury in a large urban centre.Using a geomatics framework and geographic information systems software, we studied 4,587 ambulance dispatches and 10,693 emergency room admissions for violent injury occurrences among adults (aged 18-64 in Toronto, Canada, during 2002 and 2004, using population-based datasets. We created kernel density and choropleth maps for 24-hour periods and four-hour daily time periods and compared location of ambulance dispatches and patient residences with local land use and socioeconomic characteristics. We used multivariate regressions to control for confounding factors. We found the locations of violent injury and the residence locations of those injured were both closely related to each other and clearly clustered in certain parts of the city characterised by high numbers of bars, social housing units, and homeless shelters, as well as lower household incomes. The night and early morning showed a distinctive peak in injuries and a shift in the location of injuries to a "nightlife" district. The locational pattern of patient residences remained unchanged during those times.Our results demonstrate that there is a distinctive spatio-temporal pattern in violent injury reflected in the ambulance data. People injured in this urban centre more commonly live in areas of social deprivation. During the day, locations of injury and locations of residences are similar. However, later at night, the injury location of highest density shifts to a "nightlife" district, whereas the residence locations of those most at risk of injury do not change.

  2. Playing a violent television game affects heart rate variability.

    Science.gov (United States)

    Ivarsson, Malena; Anderson, Martin; Akerstedt, Torbjörn; Lindblad, Frank

    2009-01-01

    To investigate how playing a violent/nonviolent television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing. In total, 19 boys, 12-15 years of age, played television games on two occasions in their homes and participated once without gaming. Heart rate, heart rate variability (HRV) and physical activity were measured during gaming/participating and the night to follow using a portable combined heart rate and movement sensor. A sleep diary and questionnaires about gaming experiences and session-specific experiences were filled in. Criteria for Selection of Games: Violent game involves/rewards direct physical violence (no handguns) against another person, and nonviolent game involves/rewards no violence; same game design ('third-person game'); conducted in the same manner; no differences concerning motor activity; similar sound and light effects; no sexual content, violence against women or racial overtones. During violent (vs. nonviolent) gaming, there was significantly higher activity of the very low frequency component of the HRV and total power. During the night after playing, very low frequency, low frequency and high frequency components were significantly higher during the violent (vs. nonviolent) condition, just as total power. There were no significant differences between the three conditions (violent/nonviolent/no gaming) with respect to an index reflecting subjectively perceived sleep difficulties. Nor was there any difference between violent and nonviolent condition for any single sleep item. Violent gaming induces different autonomic responses in boys compared to nonviolent gaming--during playing and during the following night--suggesting different emotional responses. Subjectively perceived sleep quality is not influenced after a single gaming experience. Future studies should address the development of the autonomic balance after gaming over longer

  3. Losing the Plot: Narrative, Counter-Narrative and Violent Extremism

    Directory of Open Access Journals (Sweden)

    Andrew Glazzard

    2017-05-01

    Full Text Available Counter-terrorist practitioners and policy makers appear to be very interested in narrative. They often describe the worldview of violent Islamist groups and movements as the ‘jihadi narrative’, while their efforts to confront terrorist propaganda are usually labelled as ‘counter-narrative’ or ‘alternative narrative’. However, while the counter-narrative approach has gained widespread acceptance in governments, think-tanks and civil society organisations, it is built on very shaky theoretical and empirical foundations. Some valuable theoretical contributions to the study of violent extremist narrative have been made by psychologists in particular, but there is one discipline which is conspicuous by its absence from the field: literary studies. This paper makes a case for the value of studying violent extremist narratives as narratives in the literary sense. By employing the tools and techniques of literary criticism, violent extremist communication can be revealed as not only potentially persuasive, but also creative and aesthetically appealing: terrorists inspire their followers, they don’t merely persuade them. Understanding the creative sources of this inspiration is vital if counter-narrative is to succeed in presenting an alternative to the propaganda of violent extremist groups.

  4. Trolling new media: violent extremist groups recruiting through social media

    OpenAIRE

    Chang, Mark D.

    2015-01-01

    Approved for public release; distribution is unlimited With the advent and subsequent growth of several new media technologies, violent extremist groups have incorporated social media into recruiting strategies. How are violent extremist groups using social media for recruiting? This thesis explores several new media technologies—websites, blogs, social media, mobile phones, and online gaming—to determine if violent extremist groups rely on social media for recruiting. By comparing the com...

  5. Exposure of US adolescents to extremely violent movies.

    Science.gov (United States)

    Worth, Keilah A; Gibson Chambers, Jennifer; Nassau, Daniel H; Rakhra, Balvinder K; Sargent, James D

    2008-08-01

    Despite concerns about exposure to violent media, there are few data on youth exposure to violent movies. In this study we examined such exposure among young US adolescents. We used a random-digit-dial survey of 6522 US adolescents aged 10 to 14 years fielded in 2003. Using previously validated methods, we determined the percentage and number of US adolescents who had seen each of 534 recently released movies. We report results for the 40 that were rated R for violence by the Motion Picture Association of America, UK 18 by the British Board of Film Classification and coded for extreme violence by trained content coders. The 40 violent movies were seen by a median of 12.5% of an estimated 22 million US adolescents aged 10 to 14 years. The most popular violent movie, Scary Movie, was seen by >10 million (48.1%) children, 1 million of whom were 10 years of age. Watching extremely violent movies was associated with being male, older, nonwhite, having less-educated parents, and doing poorly in school. Black male adolescents were at particularly high risk for seeing these movies; for example Blade, Training Day, and Scary Movie were seen, respectively, by 37.4%, 27.3%, and 48.1% of the sample overall versus 82.0%, 81.0%, and 80.8% of black male adolescents. Violent movie exposure was also associated with measures of media parenting, with high-exposure adolescents being significantly more likely to have a television in their bedroom and to report that their parents allowed them to watch R-rated movies. This study documents widespread exposure of young US adolescents to movies with extreme graphic violence from movies rated R for violence and raises important questions about the effectiveness of the current movie-rating system.

  6. Exposure of US Adolescents to Extremely Violent Movies

    Science.gov (United States)

    Worth, Keilah A.; Chambers, Jennifer Gibson; Nassau, Daniel H.; Rakhra, Balvinder K.; Sargent, James D.

    2009-01-01

    Objective Despite concerns about exposure to violent media, there are few data on youth exposure to violent movies. In this study we examined such exposure among young US adolescents. Methods We used a random-digit-dial survey of 6522 US adolescents aged 10 to 14 years fielded in 2003. Using previously validated methods, we determined the percentage and number of US adolescents who had seen each of 534 recently released movies. We report results for the 40 that were rated R for violence by the Motion Picture Association of America, UK 18 by the British Board of Film Classification and coded for extreme violence by trained content coders. Results The 40 violent movies were seen by a median of 12.5% of an estimated 22 million US adolescents aged 10 to 14 years. The most popular violent movie, Scary Movie, was seen by >10 million (48.1%) children, 1 million of whom were 10 years of age. Watching extremely violent movies was associated with being male, older, nonwhite, having less-educated parents, and doing poorly in school. Black male adolescents were at particularly high risk for seeing these movies; for example Blade, Training Day, and Scary Movie were seen, respectively, by 37.4%, 27.3%, and 48.1% of the sample overall versus 82.0%, 81.0%, and 80.8% of black male adolescents. Violent movie exposure was also associated with measures of media parenting, with high-exposure adolescents being significantly more likely to have a television in their bedroom and to report that their parents allowed them to watch R-rated movies. Conclusions This study documents widespread exposure of young US adolescents to movies with extreme graphic violence from movies rated R for violence and raises important questions about the effectiveness of the current movie-rating system. PMID:18676548

  7. Playing violent video games and desensitization to violence.

    Science.gov (United States)

    Brockmyer, Jeanne Funk

    2015-01-01

    This article examines current research linking exposure to violent video games and desensitization to violence. Data from questionnaire, behavioral, and psychophysiologic research are reviewed to determine if exposure to violent video games is a risk factor for desensitization to violence. Real-world implications of desensitization are discussed. Copyright © 2015 Elsevier Inc. All rights reserved.

  8. The effect of online violent video games on levels of aggression.

    Directory of Open Access Journals (Sweden)

    Jack Hollingdale

    Full Text Available BACKGROUND: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS. Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM, has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. METHODS/PRINCIPAL FINDINGS: Participants (N = 101 were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. CONCLUSIONS/SIGNIFICANCE: These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

  9. Violent and Non-Violent Criminal Behavior among Young Chinese Drug Users: A Mixed Methods Study.

    Science.gov (United States)

    Liu, Liu; Chui, Wing Hong; Chen, Ye

    2018-03-02

    Young drug users are found to be increasingly involved in criminal justice issues. This exploratory and descriptive study aims to analyze the criminal behaviors among young Chinese drug users through a mixed methods research design. Quantitative analysis indicates that young drug users with and without a history of criminality show significant differences in terms of several features. Male drug users, particularly, those who are older, with religious beliefs, and initiated into drug use at younger age were most likely to commit crimes. Among drug users with criminal experiences, those who committed crimes prior to drug initiation have a greater likelihood of committing violent crimes. Furthermore, young drug users with severe depression are more likely to commit crimes, especially violent ones. Qualitative analysis further illustrates that young male drug users often get involved in criminal conduct of the youth gang nature with propensity for engaging in violent crimes as compared to their female counterparts who are more likely to turn into drug dealers and traffickers, in addition to engaging in larceny. The research findings are consistent with developmental theories and "victim to offender cycle". Integrated mental health and substance use services are suggested for crime prevention among young Chinese drug users.

  10. Testing measurement equivalence of eudaimonic and hedonic entertainment motivations in a cross-cultural comparison

    OpenAIRE

    Odağ, Özen; Hofer, Matthias; Schneider, Frank M; Knop, Katharina

    2016-01-01

    Within Hofstede’s framework of individualistic and collectivistic cultures, this contribution examines measurement equivalence of hedonic and eudaimonic entertainment motivations in two different cultures, namely Germany representing a more individualistic culture (N = 180) and Turkey representing a more collectivistic culture (N = 97). By means of a multi-group confirmatory factor analysis, we could secure configural invariance for both hedonic and eudaimonic entertainment motivations across...

  11. The Mass Media of Entertainment and Human Survival.

    Science.gov (United States)

    Gorney, Roderic; Steele, Gary

    Urgently needed for human survival is a means of influencing large numbers of people to put into rapid action measures which could neutralize such menances as pollution, overpopulation, and violence. Though the cumulative effect of the mass media is not fully established, media entertainment may be the most influential institution in our society.…

  12. Teachers Should Not Only Inform but Also Entertain

    Science.gov (United States)

    Kubli, Fritz

    2007-01-01

    Teaching is, in many respects, an art. Teachers must strike the right balance between sometimes opposite demands. On the one hand, they should lead students to scientific insights; and on the other hand, their teaching should be attractive. Teachers should not only inform, but also entertain. Experiments and stories can help them to combine these…

  13. Hollywood on tobacco: how the entertainment industry understands tobacco portrayal

    Science.gov (United States)

    Shields, D.; Carol, J.; Balbach, E.; McGee, S.

    1999-01-01

    OBJECTIVE—To determine how people in the California-based entertainment industry think about the portrayal of tobacco use in movies and on television. Specifically, to explore who decides when to include tobacco in a project; how that decision is made; what issues are considered; what messages are intended; whether and how the issue of secondhand smoke is considered; and what advocacy methods might be useful in influencing future decisions about tobacco portrayal.
DESIGN—Qualitative in-depth interviews of entertainment industry personnel,with a semi-structured interview protocol to guide the interview.
SUBJECTS—54 subjects drawn from a convenience sample of writers, actors, directors, producers, studio executives, and others involved in the film industry.
RESULTS—Hollywood is heterogeneous with varying perspectives on rates of tobacco use portrayal; intentionality of the decision to use and the necessity to portray tobacco use; and its degree of acceptance of responsibility for influencing societal smoking. Tobacco depiction may originate with the writer, actor, or director and is included most frequently to elucidate character or portray reality. On-camera smoking is influenced by actors' off-camera tobacco use.
CONCLUSIONS—The research presented can help advocates better understand the norms and values of those working within the entertainment industry and thereby assist them in creating more effective change strategies.


Keywords: films; movies; television; tobacco use PMID:10629243

  14. Tridimensional Personality Questionnaire data on alcoholic violent offenders: specific connections to severe impulsive cluster B personality disorders and violent criminality.

    Science.gov (United States)

    Tikkanen, Roope; Holi, Matti; Lindberg, Nina; Virkkunen, Matti

    2007-07-30

    The validity of traditional categorical personality disorder diagnoses is currently re-evaluated from a continuous perspective, and the evolving DSM-V classification may describe personality disorders dimensionally. The utility of dimensional personality assessment, however, is unclear in violent offenders with severe personality pathology. The temperament structure of 114 alcoholic violent offenders with antisocial personality disorder (ASPD) was compared to 84 offenders without ASPD, and 170 healthy controls. Inclusion occurred during a court-ordered mental examination preceded by homicide, assault, battery, rape or arson. Participants underwent assessment of temperament with the Tridimensional Personality Questionnaire (TPQ) and were diagnosed with DSM-III-R criteria. The typical temperament profile in violent offender having ASPD comprised high novelty seeking, high harm avoidance, and low reward dependence. A 21% minority scored low in trait harm avoidance. Results, including the polarized harm avoidance dimension, are in accordance with Cloninger's hypothesis of dimensional description of ASPD. The low harm avoidance offenders committed less impulsive violence than high harm avoidance offenders. High harm avoidance was associated with comorbid antisocial personality disorder and borderline personality disorder. Results indicate that the DSM based ASPD diagnosis in alcoholic violent offenders associates with impulsiveness and high novelty seeking but comprises two different types of ASPD associated with distinct second-order traits that possibly explain differences in type of violent criminality. Low harm avoidance offenders have many traits in common with high scorers on the Hare Psychopathy Checklist-Revised (PCL-R). Results link high harm avoidance with broad personality pathology and argue for the usefulness of self-report questionnaires in clinical praxis.

  15. Violência durante o sono Violent behavior during sleep

    Directory of Open Access Journals (Sweden)

    Dalva Poyares

    2005-05-01

    Full Text Available Casos de comportamento violento (CV durante o sono são relatados na literatura. A incidência de comportamento violento durante o sono não é muito conhecida. Um estudo epidemiológico mostra que cerca de 2% da população geral apresentava comportamento violento dormindo e eram predominantemente homens. Neste artigo, os autores descrevem aspectos clínicos e médico-legais envolvidos na investigação do comportamento violento. O comportamento violento se refere a ferimentos auto-infligidos ou infligidos a um terceiro durante o sono. Ocorre, muito freqüentemente, seguindo um despertar parcial no contexto de um transtorno de despertar (parassonias. Os transtornos do sono predominantes diagnosticados são: transtorno de comportamento REM e sonambulismo. O comportamento violento poderia ser precipitado pelo estresse, uso de álcool e drogas, privação do sono ou febre.Cases of violent behavior during sleep have been reported in the literature. However, the incidence of violent behavior during sleep is not known. One epidemiological study showed that approximately 2% of the general population, predominantly males, presented violent behavior while asleep. In the present study, the authors describe clinical and medico-legal aspects involved in violent behavior investigation. Violent behavior refers to self-injury or injury to another during sleep. It happens most frequently following partial awakening in the context of arousal disorders (parasomnias. The most frequently diagnosed sleep disorders are REM behavior disorder and somnambulism. Violent behavior might be precipitated by stress, use of alcohol or drugs, sleep deprivation or fever.

  16. [Influence of violent TV upon children of a public school in Bogotá, Colombia].

    Science.gov (United States)

    Pérez-Olmos, Isabel; Pinzón, Angela María; González-Reyes, Rodrigo; Sánchez-Molano, Juliana

    2005-01-01

    To evaluate the impact that a violent and a non-violent movie may cause on scholars. In Bogotá, 125 public primary school students were surveyed, applying a questionnaire to learn both about their daily life violence and their attitude towards it. Two weeks later, they were shown one violent movie, and two weeks later a non-violent one. Children were asked to draw their families, express their opinions and answer a questionnaire after each movie. The initial survey showed that 23.6% of the children reported violent responses when they were offended, 39.8% reported some kind of familiar violence and 19.5% identified themselves with a violent figure. Boys were more prone to respond violently when offended and to identify themselves with a violent figure than girls (p=0.004). Compared with the non-violent movie, a greater percentage of children excluded themselves from the family drawing after watching the violent movie (Odds Ratio (OR): 2.55; 95% Interval Confidence (95% CI) 1.22-5.43, p=0.01). The family drawing after the violent movie also showed more emotional signs (OR: 3.13; 95% CI: 1.35-7.52; p=0.0053) and more aggressive signs (OR: 2.55; 95% CI: 1.22-5.43; p=0.01) than the family drawing after the non-violent movie. The family drawing test showed the immediate impact of television. Television violence negatively influences kids and should be avoided.

  17. Psychiatric Nurses' Attitudes Towards Violent Behaviour: A Brazilian Study.

    Science.gov (United States)

    Dias, Maraína Gomes Pires Fernandes; de Vargas, Divane

    2018-02-13

    This study examines nurses' attitudes towards violent behaviour and the management of aggressiveness. A convenience sample of 185 nurses working in psychiatric urgent care and emergency services in Brazil responded to the MAVAS-BR. The results show that nurses' attitudes are more reflective of the external and situational models of violent behaviour and the use of control methods to manage aggressiveness. The mapping of this phenomenon using the same tools in a different context from those traditionally studied while observing similar results suggests a pattern of attitudes towards violent behaviour and the management of aggressiveness among nurses around the world.

  18. NEIGHBORHOOD CONTEXT AND THE GENDER GAP IN ADOLESCENT VIOLENT CRIME.

    Science.gov (United States)

    Zimmerman, Gregory M; Messner, Steven F

    2010-12-01

    Although researchers consistently demonstrate that females engage in less criminal behavior than males across the life course, research on the variability of the gender gap across contexts is sparse. To address this issue, we examine the gender gap in self-reported violent crime among adolescents across neighborhoods. Multilevel models using data from the Project of Human Development in Chicago Neighborhoods (PHDCN) indicate that the gender gap in violent crime decreases as levels of neighborhood disadvantage increase. Further, the narrowing of the gender gap is explained by gender differences in peer influence on violent offending. Neighborhood disadvantage increases exposure to peer violence for both sexes, but peer violence has a stronger impact on violent offending for females than for males, producing the reduction in the gender gap at higher levels of disadvantage. We also find that the gender difference in the relationship between peer violence and offending is explained, in part, by (1) the tendency for females to have more intimate friendships than males, and (2) the moderating effect of peer intimacy on the relationship between peer violence and self-reported violent behavior.

  19. 78 FR 45010 - In the Matter of Camelot Entertainment Group, Inc., Cavico Corp., Global 8 Environmental...

    Science.gov (United States)

    2013-07-25

    ... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] In the Matter of Camelot Entertainment Group, Inc., Cavico Corp., Global 8 Environmental Technologies, Inc., GTC Telecom Corp., ICF Corporation, and... Entertainment Group, Inc. because it has not filed any periodic reports since the period ended September 30...

  20. This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure

    OpenAIRE

    Engelhardt , Christopher R.; Bartholow , Bruce D.; Kerr , Geoffrey T.; Bushman , Brad J.

    2011-01-01

    International audience; Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and nonviolent photos while their brain activity was measured, and then gave an ostensible opponent unpleasant noise blasts. Participants low in previous exposure to video game ...

  1. Sports Fans, Alcohol Use, and Violent Behavior: A Sociological Review.

    Science.gov (United States)

    Ostrowsky, Michael K

    2016-08-31

    This review makes four contributions to the sociological study of sports fans, alcohol use, and violent behavior. First, this article focuses explicitly on the relationship between alcohol use and violent behavior among sports fans. This is a worldwide social problem, yet it is quite understudied. Second, this article synthesizes the fragmented literature on alcohol use and violent behavior among sports fans. Third, this article identifies four broad sets of risk factors-sociocultural, event/venue, police, and crowd-that appear to be closely related to violent behavior among sports fans. Finally, to help explain the possible correlation between alcohol and violence among sports fans, this article draws upon the key understandings from the literature on alcohol and violence in wider society. The article concludes with suggestions for future research. © The Author(s) 2016.

  2. Tridimensional Personality Questionnaire data on alcoholic violent offenders: specific connections to severe impulsive cluster B personality disorders and violent criminality

    Directory of Open Access Journals (Sweden)

    Lindberg Nina

    2007-07-01

    Full Text Available Abstract Background The validity of traditional categorical personality disorder diagnoses is currently re-evaluated from a continuous perspective, and the evolving DSM-V classification may describe personality disorders dimensionally. The utility of dimensional personality assessment, however, is unclear in violent offenders with severe personality pathology. Methods The temperament structure of 114 alcoholic violent offenders with antisocial personality disorder (ASPD was compared to 84 offenders without ASPD, and 170 healthy controls. Inclusion occurred during a court-ordered mental examination preceded by homicide, assault, battery, rape or arson. Participants underwent assessment of temperament with the Tridimensional Personality Questionnaire (TPQ and were diagnosed with DSM-III-R criteria. Results The typical temperament profile in violent offender having ASPD comprised high novelty seeking, high harm avoidance, and low reward dependence. A 21% minority scored low in trait harm avoidance. Results, including the polarized harm avoidance dimension, are in accordance with Cloninger's hypothesis of dimensional description of ASPD. The low harm avoidance offenders committed less impulsive violence than high harm avoidance offenders. High harm avoidance was associated with comorbid antisocial personality disorder and borderline personality disorder. Conclusion Results indicate that the DSM based ASPD diagnosis in alcoholic violent offenders associates with impulsiveness and high novelty seeking but comprises two different types of ASPD associated with distinct second-order traits that possibly explain differences in type of violent criminality. Low harm avoidance offenders have many traits in common with high scorers on the Hare Psychopathy Checklist-Revised (PCL-R. Results link high harm avoidance with broad personality pathology and argue for the usefulness of self-report questionnaires in clinical praxis.

  3. Violent breaking wave impacts

    DEFF Research Database (Denmark)

    Bredmose, Henrik; Peregrine, D.H.; Bullock, G.N.

    2009-01-01

    When an ocean wave breaks against a steep-fronted breakwater, sea wall or a similar marine structure, its impact on the structure can be very violent. This paper describes the theoretical studies that, together with field and laboratory investigations, have been carried out in order to gain a bet...

  4. When will collective action be effective? Violent and non-violent protests differentially influence perceptions of legitimacy and efficacy among sympathizers.

    Science.gov (United States)

    Thomas, Emma F; Louis, Winnifred R

    2014-02-01

    Collective action will be effective in achieving broader social change goals to the extent that it influences public opinion yet the degree to which collective action "works" in changing opinion is rarely studied. Experiment 1 (n = 158) showed that, consistent with a logic of strategic non-violence, non-violent collective action more effectively conveys a sense of the illegitimacy of the issue and the efficacy of the group, thereby promoting support for future non-violent actions. Experiment 2 (n = 139) explored the moderating role of allegations of corruption. A social context of corruption effectively undermined the efficacy and legitimacy of non-violent collective action, relative to support for violence, thereby promoting (indirectly) support for future extreme action. The implications of this research, for the logic of strategic non-violence and mobilizing supportive public opinion, are discussed.

  5. Where Corporate Culture and Local Markets Meet. Music and Film Majors in the Netherlands, 1990-2005

    NARCIS (Netherlands)

    M.C. van de Kamp (Miriam)

    2009-01-01

    textabstractSince the 1980s, media and entertainment companies have developed into large cross-media multinationals. Their international structure, strategy and operation have been investigated extensively. However, these majors operate globally by having local offices in various markets. So far,

  6. Violent media exposure, aggression and CU traits in adolescence: Testing the selection and socialization hypotheses.

    Science.gov (United States)

    Rydell, Ann-Margret

    2016-10-01

    We investigated the role of exposure to violent action for later aggression and for later callous-unemotional traits in a sample of Swedish adolescents (N = 77-85), testing the selection and socialization hypotheses. Adolescents reported on violent delinquency and on callous-unemotional (CU) traits at age 15, on their media habits at age 16 and on reactive and proactive aggression and CU traits at age 18. The socialization hypothesis was supported with regard to aggression, that is, violent delinquency did not affect consumption of violent action, but controlling for violent delinquency, consumption of violent action added to proactive aggression and, marginally, to reactive aggression. The selection hypothesis was supported with regard to CU traits, that is, high levels of CU traits predicted frequent consumption of violent action, but consumption of violent action did not affect later levels of CU traits. Frequent violent media use was associated with later aggression. The associations between CU traits and violent media need further study. Copyright © 2016 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  7. Does Marijuana Use Lead to Aggression and Violent Behavior?

    Science.gov (United States)

    Ostrowsky, Michael K.

    2011-01-01

    Marijuana use and violent behavior are causing widespread public concern. This article reviews theory and research on the relation between marijuana use and aggressive/violent behavior. It is evident from the inconsistent findings in the literature that the exact nature of the relation remains unclear. This article identifies several possible…

  8. Violent online games exposure and cyberbullying/victimization among adolescents.

    Science.gov (United States)

    Lam, Lawrence T; Cheng, Zaohuo; Liu, Xinmin

    2013-03-01

    This population-based cross-sectional survey examined the association between exposure to violent online games and cyberbullying and victimization in adolescents recruited from two large cities utilizing a stratified two-stage random cluster sampling technique. Cyberbullying and victimization were assessed by the E-victimization and E-bullying scales validated in a previous study. Exposure to violent online games was measured by self-nomination of the degree of violent content in the games played. Results indicated that the majority (74.3 percent) of respondents did not experience any cyberbullying or victimization in the last 7 days before the survey, 14.4 percent reported to be victimized via cyberspace, 2.9 percent admitted that they had bullied others, and 8.4 percent reported to be both perpetrators- and- victims. One hundred and eighty seven (15.3 percent) considered games they were playing were of moderate to severe violence. Students who had been involved in cyberbullying as well as being victimized were two times as likely to have been exposed to violent online games, and nearly four times as likely for those involved in bullying others. Exposure to violent online games was associated with being a perpetrator as well as a perpetrator-and-victim of cyberbullying. Parents and clinicians need to be aware of the potential harm of these exposures. The policy implications of results were also discussed.

  9. Direct and vicarious violent victimization and juvenile delinquency: an application of general strain theory.

    Science.gov (United States)

    Lin, Wen-Hsu; Cochran, John K; Mieczkowski, Thomas

    2011-01-01

    Using a national probability sample of adolescents (12–17), this study applies general strain theory to how violent victimization, vicarious violent victimization, and dual violent victimization affect juvenile violent/property crime and drug use. In addition, the mediating effect and moderating effect of depression, low social control, and delinquent peer association on the victimization–delinquency relationship is also examined. Based on SEM analyses and contingency tables, the results indicate that all three types of violent victimization have significant and positive direct effects on violent/property crime and drug use. In addition, the expected mediating effects and moderating effects are also found. Limitations and future directions are discussed.

  10. Androids: application of EAP as artificial muscles to entertainment industry

    Science.gov (United States)

    Hanson, D.; Pioggia, G.; Bar-Cohen, Yoseph; de Rossi, D.

    2001-01-01

    The classic movie Metropolis (1926), which is nowadays considered a cinema milestone, has shown the possibility to build robots called androids that are science and fiction run together to realize a dream: the human-like robot. In that movie, Dr. Rotwang transforms a simple and cold calculating robot into the body of a beautiful woman. Robots have often been depicted as metal creatures with cold steel bodies, but there is no reason why metals should be the only kind of material for construction of robots. The authors examined the issues related to applying electroactive polymers materials (EAP) to the entertainment industry. EAP are offering attractive characteristics with the potential to produce more realistic models of living creatures at significantly lower cost. This paper seeks to elucidate how EAP might infiltrate and ultimately revolutionize entertainment, showing some applicative examples.

  11. Approaching Science by Watching TV: What Do Entertainment Programs Contribute to Viewers' Competence in Genetic Engineering?

    Science.gov (United States)

    Weinmann, Carina; Löb, Charlotte; Mattheiß, Tamara; Vorderer, Peter

    2013-01-01

    This study examined the potential of entertainment-education (E-E) for promoting engagement with a science issue. It was assumed that certain entertaining features of a media experience increase viewers' perceived knowledge about an issue. Drawing on different theoretical models of E-E and on persuasive effects of narrative media messages, three…

  12. NEIGHBORHOOD CONTEXT AND THE GENDER GAP IN ADOLESCENT VIOLENT CRIME*

    Science.gov (United States)

    Zimmerman, Gregory M.; Messner, Steven F.

    2011-01-01

    Although researchers consistently demonstrate that females engage in less criminal behavior than males across the life course, research on the variability of the gender gap across contexts is sparse. To address this issue, we examine the gender gap in self-reported violent crime among adolescents across neighborhoods. Multilevel models using data from the Project of Human Development in Chicago Neighborhoods (PHDCN) indicate that the gender gap in violent crime decreases as levels of neighborhood disadvantage increase. Further, the narrowing of the gender gap is explained by gender differences in peer influence on violent offending. Neighborhood disadvantage increases exposure to peer violence for both sexes, but peer violence has a stronger impact on violent offending for females than for males, producing the reduction in the gender gap at higher levels of disadvantage. We also find that the gender difference in the relationship between peer violence and offending is explained, in part, by (1) the tendency for females to have more intimate friendships than males, and (2) the moderating effect of peer intimacy on the relationship between peer violence and self-reported violent behavior. PMID:21709751

  13. Violent Video Games and Children’s Aggressive Behaviors

    OpenAIRE

    Luca Milani; Elena Camisasca; Simona C. S. Caravita; Chiara Ionio; Sarah Miragoli; Paola Di Blasio

    2015-01-01

    The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure to violent video games is linked to problems of aggression in a sample of Italian children. Four questionnaires were administered to 346 children between 7 and 14 years of age, attending primary and secondary schools in Nor...

  14. Transportation into narrative worlds: implications for entertainment media influences on tobacco use.

    Science.gov (United States)

    Green, Melanie C; Clark, Jenna L

    2013-03-01

    A growing body of research suggests that smoking portrayals in movies influence adolescent tobacco use. However, the mechanism for this influence remains unclear. The aim of this paper is to provide an overview of research on narrative transportation theory, particularly as applied to movies and smoking. We propose that this theory can provide a valuable framework for guiding research on the role of entertainment media in smoking and other addictive behaviors. We review empirical work on transportation theory and highlight the psychological mechanisms underlying transportation effects. 'Transportation into narrative worlds' refers to cognitive, emotional and imagery engagement into a narrative (including movies and entertainment media). We link this work with research on the effects of movie smoking. Research suggests that individuals who are more highly transported into narratives show greater attitude, belief and behavior change. Transportation effects work through reducing counterarguing, creating connections (identification and liking) with characters and increasing perceptions of realism and emotional involvement. We propose several future directions and research challenges for applying a transportation framework to the issue of entertainment media effects on smoking and tobacco disparities. Understanding factors contributing to transportation may provide a more nuanced view of who will be affected by movie smoking, and understanding the psychological processes underlying narrative persuasion may guide intervention efforts. Narrative transportation theory suggests that individuals' cognitive, emotional and imagery immersion in a narrative is a key mechanism of attitude, belief and behavior change. This theory provides a potentially generative and psychologically grounded framework for increasing knowledge about the boundary conditions and processes underlying the effects of entertainment media on tobacco use. © 2012 The Authors, Addiction © 2012 Society for

  15. The Revisitalization of the Querença Market: Exploring the Visitor Experience

    Directory of Open Access Journals (Sweden)

    Sara Fernandes

    2015-09-01

    Full Text Available Within the paradigm of the experience economy, the literature has recently focused on the importance of creating the conditions to provide individuals with positive, meaningful and memorable consumption experiences. The consumption experience model proposed by Pine and Gilmore, which is based on four dimensions – entertainment, aesthetics, education and escapism – has been operationalized and adapted in several settings. This study presents the results obtained from the analysis of participants’ experiences at the Querença Market, from the perspective of visitors. This initiative is part of a pilot project for territorial intervention – the Querença Project - which was implemented by nine young graduates in the region of Algarve, Portugal. Through a diversified offering of products and cultural and nature-related activities, based on the co-creation process with the local community, it was possible to revitalize the traditional village market, which became extinct 70 years ago. The results of the questionnaires presented to visitors of the market highlighted the multi-sensory nature of the event, which is related to the wide diversity of sensory stimuli associated with food, agricultural products and human interaction. Visitors described an overall positive and memorable experience, emphasizing the dimensions related to “aesthetics” and “entertainment.”

  16. 75 FR 6709 - United States, et al. v. Ticketmaster Entertainment Inc. and Live Nation Inc.; Proposed Final...

    Science.gov (United States)

    2010-02-10

    ... Live Music Entertainment Industry 15. The components of the live music entertainment industry pertinent... American Music business principally involves the promotion of live music events at Live Nation owned and/or... generate substantial income from live music events. Major concert venues that generate substantial income...

  17. The Psychology of Violent Conflict in Failing States: A Review of the Scientific Literature (Psychologie des Conflits Violents au sein d’etats en Deroute: Analyse de Publications Scientifiques)

    Science.gov (United States)

    2010-12-01

    Sommaire ..... Psychologie des conflits violents au sein d’états en déroute: Analyse de publications scientifiques Donald M. Taylor; Michael J. A...in parenthesis at the end of the title) The Psychology of Violent Conflict in Failing States (U) Psychologie des conflits violents au sein d’états en

  18. Comparative Framework for Understanding Jewish and Christian Violent Fundamentalism

    Directory of Open Access Journals (Sweden)

    Arie Perliger

    2015-08-01

    Full Text Available Although most scholars agree that in the last couple of decades, religious fundamentalism has become the dominant ideological feature in the landscape of modern terrorism, many prefer to ignore the fact that this is not a development which is restricted to the Islamic world, and that other religious traditions have also experienced growth in groups which prefer to use violent strategies to promote their sacred visions. The current chapter strives to fill this gap by analyzing the emergence of violent religious groups in two distinct, non-Islamic, religious traditions. At first glance, the Christian Identity and the Religious-Zionist movements have very little in common. However, both movements served as a breeding ground for the emergence of violent fundamentalist groups aspiring to facilitate an apocalyptic/redemption scenario by engaging in illegal violent campaigns. Moreover, in both cases, the role of spiritual leaders was crucial in shaping the radicalization of the groups and their target selection, and the violence had a clear symbolic narrative. In other words, for the members of these violent groups, the violence served a clear role in the mobilization of potential supporters, and the branding and dissemination of the movement's ideology. Finally, while in general, terrorism is perceived as the weapon of the weak, in these two cases it was perpetrated by individuals/groups affiliated to communities belonging to the dominant religious framework in their respective polities (i.e., the Religious-Zionist and Christian Identity movements are perceived by their members as branches of Judaism and Christianity. Hence, by utilizing a comparative framework, the article will not just analyze the violent manifestations that emerged from these two movements, but also try to identify the unique factors that characterize and facilitate the emergence of religious groups within religious communities belonging to the dominant religious tradition in their

  19. Exposure to violent media: the effects of songs with violent lyrics on aggressive thoughts and feelings.

    Science.gov (United States)

    Anderson, Craig A; Carnagey, Nicholas L; Eubanks, Janie

    2003-05-01

    Five experiments examined effects of songs with violent lyrics on aggressive thoughts and hostile feelings. Experiments 1, 3, 4 and 5 demonstrated that college students who heard a violent song felt more hostile than those who heard a similar but nonviolent song. Experiments 2-5 demonstrated a similar increase in aggressive thoughts. These effects replicated across songs and song types (e.g., rock, humorous, nonhumorous). Experiments 3-5 also demonstrated that trait hostility was positively related to state hostility but did not moderate the song lyric effects. Discussion centers on the potential role of lyric content on aggression in short-term settings, relation to catharsis and other media violence domains, development of aggressive personality, differences between long-term and short-term effects, and possible mitigating factors.

  20. Adolescent Weight Preoccupation: Influencing Factors and Entertainment Media Exposure

    Science.gov (United States)

    Jacob, John; Yoo, Jeong-Ju

    2010-01-01

    This study examined how boys' and girls' weight preoccupation varied by grade level, parent-child relationships, self-classified weight, entertainment media exposure levels, and gender. Seventh-grade girls (n = 190) and boys (n = 132) and 10th-grade girls (n = 99) and boys (n = 67) participated. Girls were more likely to report weight…

  1. Advertisements for children's entertainment products in a popular parenting magazine: sedentary or active?

    Science.gov (United States)

    Basch, Corey H; Kecojevic, Aleksandar; Cadorett, Valerie; Basch, Charles E

    2017-01-01

    Background: The purpose of this study was to describe advertisements of children's entertainment products in a popular magazine, Parents, and to determine if they illustrated behavior that was physically active or sedentary. Methods: The sample was comprised of Parents magazines (January 2010 to December 2015). Coding involved determining if the advertisement was promoting sedentary or active behavior. Results: Nearly all of the 169 advertisements in the sample (n = 166; 97.6%) were for products that depicted sedentary behavior. The most common types of entertainment products advertised were DVDs (n = 72), plastic stacking products (n = 18), books (n=14), and electronic devices (n = 13). The most popular theme that appeared in the advertisements was the entertainment product would enhance intelligence (n = 85; 50.3%, 95% CI: 0.43-0.58). The overwhelming majority (n = 136; 80.5%. 95% CI: 0.76-0.87) of the advertisements involved the presence of a character. Conclusion: This type of advertising does not contribute to the nation's goals of increasing physical activity among youth.

  2. Like Fun Quantitative and Qualitative Analysis of the Entertainment Programs in BiH

    Directory of Open Access Journals (Sweden)

    Sanja Dokić Mrša

    2015-09-01

    Full Text Available According to the data from the Communications Regulatory Agency of Bosnia and Herzegovina, entertaining programme constitutes a quarter of all TV stations broadcast (24.9% and more than half of radio stations broadcast (53.66%. The content analysis of television programmes of three public broadcasters (BHT 1, RTRS, FTV as well as two commercial TV stations with nationwide coverage (TV Hayat and TV BN in prime time (from 17 to 23 hours on weekly base, based on the review of the programmes, showed that entertainment is one of the most important segments of television programmes, on both commercial TV stations, as well as public service in BiH. Qualitative analysis of Grand Show, that stands for the one of the most popular music and entertainment shows, not only in BiH, but wider, for almost two decades, indicates that this show belongs to kitsch culture. Furthermore, certain similarities between reality show programs like Big Brother or Farm and french Theatre of the absurd were found.

  3. I was totally there! : understanding engagement in entertainment-ducation narratives

    NARCIS (Netherlands)

    Leeuwen, van L.

    2015-01-01

    Summary

    I was totally there!: Understanding engagement in entertainment-education narratives

    By Lonneke van Leeuwen

    Introduction
    Narratives have the power to influence their recipients’ health behaviors.

  4. Factors underlying male and female use of violent video games

    NARCIS (Netherlands)

    Hartmann, T.; Möller, I.; Krause, C.

    2015-01-01

    Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less

  5. Political Violence and the Mediating Role of Violent Extremist Propensities

    Directory of Open Access Journals (Sweden)

    Nele Schils

    2016-06-01

    Full Text Available Research into violent extremism is lacking integrated theoretical frameworks explaining individual involvement in politically or religiously motivated violence, resulting in a poor understanding of causal mechanisms. Building on situational action theory, the current study moves beyond the dominant risk factor approach and proposes an integrated model for the explanation of political/religious violence, distinguishing between direct mechanisms and “causes of the causes.” The model integrates mechanisms from different but complementary traditions. Following previous work, this study focusses on the causes of the causes influencing direct key mechanisms, violent extremist propensity, and exposure to violent extremist moral settings that explain political/religious violence. The theoretical model is tested using structural equation modelling. The analyses are based on a web survey (N = 6,020 among adolescents and young adults in Belgium. Results show that violent extremist propensity and exposure to violent extremist moral settings have direct effects on the likelihood of political/religious violence. These direct mechanisms are in turn determined by a series of exogenous factors: perceived injustice and poor social integration. The relationship between perceived injustice and poor social integration and political/religious violence is further mediated by perceived alienation, perceived procedural justice, and religious authoritarianism. The implications of these findings are discussed.

  6. The Language of Entertainment News Is a Serious Business

    Science.gov (United States)

    Marjanovic, Tatjana

    2013-01-01

    An essentially qualitative structural and semantic analysis is performed on the text of an "American Idol" coverage posted on yahoo.com January 24, 2013, constituting a micro-corpus of 2,739 words. Since such stories feature entertainment laced with a shot of drama and scandal, most of us share similar expectations as to what packaging…

  7. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Science.gov (United States)

    Tear, Morgan J; Nielsen, Mark

    2013-01-01

    Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  8. Single-photon emission tomography imaging of monoamine transporters in impulsive violent behaviour

    International Nuclear Information System (INIS)

    Tiihonen, J.; Hallikainen, T.; Hakola, P.; Kuikka, J.T.; Bergstroem, K.A.; Yang, J.; Karhu, J.; Viinamaeki, H.; Lehtonen, J.

    1997-01-01

    Several studies have shown that impulsive violent and suicidal behaviour is associated with a central serotonin deficit, but until now it has not been possible to use laboratory tests with high sensitivity and specificity to study this kind of deficit or to localize the sites of serotonergic abnormalities in the living human brain. The aim of this study was to test the hypothesis that monoamine transporter density in brain is decreased in subjects with impulsive violent behaviour. We studied serotonin (5-HT) and dopamine (DA) transporter specific binding in 52 subjects (21 impulsive violent offenders, 21 age- and sex-matched healthy controls, and ten non-violent alcoholic controls) with single-photon emission tomography (SPET) using iodine-123-labelled 2β-carbomethoxy-3β(4-iodophenyl)tropane ([ 123 I]β-CIT) as the tracer. The blind quantitative analysis revealed that the 5-HT specific binding of [ 123 I]β-CIT in the midbrain of violent offenders was lower than that in the healthy control subjects (P<0.005; t test) or the non-violent alcoholics (P<0.05). The results imply that habitual impulsive aggressive behaviour in man is associated with a decrease in the 5-HT transporter density. (orig.)

  9. Understanding How and Why Young People Enter Radical or Violent Extremist Groups

    Directory of Open Access Journals (Sweden)

    Nele Schils

    2017-06-01

    Full Text Available The process of (violent radicalisation and subsequently joining of radical or violent extremist groups was studied using semi-structured interviews with (young people who considered themselves as radicals or violent extremists in left-wing, right-wing or religious settings. The data was gathered in Belgium from March through November 2013. Though modest in number (12, the interviews tell us a lot about factors that play a role in (violent radicalisation and the organisation of radical or violent extremist groups through online and offline recruitment and daily activities. The results of the interviews are linked to the existing theoretical frameworks on (violent radicalisation, including factors underlying engagement and recruitment. They show that new social media are not as relevant as currently asserted, but that offline methods of recruitment are still uppermost. They also make clear that the content of the ideology is not the first impetus for searching, but that a general discontent with society comes first, a search for ways of dealing with this discontent, and an orientation associated with the search. This has implications for the way society should deal with young people and radical convictions and the alternatives that should be provided.

  10. Association Between Deliberate Self-harm and Violent Criminality.

    Science.gov (United States)

    Sahlin, Hanna; Kuja-Halkola, Ralf; Bjureberg, Johan; Lichtenstein, Paul; Molero, Yasmina; Rydell, Mina; Hedman, Erik; Runeson, Bo; Jokinen, Jussi; Ljótsson, Brjánn; Hellner, Clara

    2017-06-01

    Individuals who self-harm may have an increased risk of aggression toward others, but this association has been insufficiently investigated. More conclusive evidence may affect assessment, treatment interventions, and clinical guidelines. To investigate the association between nonfatal self-harm and violent crime. This population-based longitudinal cohort study, conducted from January 1, 1997, through December 31, 2013, studied all Swedish citizens born between 1982 and 1998 who were 15 years and older (N = 1 850 252). Individuals who emigrated from Sweden before the age of 15 years (n = 104 051) or immigrated to Sweden after the age of 13 years (ie, crime according to the Swedish penal code. The study cohort consisted of 1 850 525 individuals (950 382 males and 900 143 females), and the mean (SD) follow-up time was 8.1 (4.7) years (range, 0-17.0 years; minimum age, 15 years; maximum age, 32 years). During a mean follow-up period of 8.1 years, 55 185 individuals (3.0%) received clinical care for self-harm. The crude hazard ratio was 4.9 (95% CI, 4.8-5.0) for violent crime conviction in exposed individuals compared with the unexposed group. Women who self-harm were at particularly high risk for expressing violent behaviors. After adjustment for relevant psychiatric comorbidities and socioeconomic status, an almost doubled hazard of violent offense remained (hazard ratio, 1.8; 95% CI, 1.8-1.9). Self-harm is associated with an increased risk of conviction for a violent offense in both sexes. The risk of violence, as well as the risk of suicide and self-harm, should be assessed among offending and self-harming individuals.

  11. Marketing plan NOS: introducing pay per view

    OpenAIRE

    Pereira, Pedro Azeredo

    2016-01-01

    NOS, NOS Comunicações S.A., is a private telecommunications company of the portuguese market which is proud of being the “best communications and entertainment company in the market”. The company was born from a fusion between two of the biggest communications corporations in the country: on the fixed service (TV, fixed phone, fixed internet, etc.) from ZON; and on the mobile service (mobile phone, internet, etc.) from Optimus. It is a leader in all the sectors it operates. Bes...

  12. Guest editorial preface : Special Issue on Advances in Computer Entertainment

    NARCIS (Netherlands)

    Nijholt, Anton; Romão, Teresa; Cheok, Adrian D.

    2013-01-01

    This special issue of the International Journal of Creative Interfaces and Computer Graphics contains a selection of papers from ACE 2012, the 9th International Conference on Advances in Computer Entertainment (Nijholt et al., 2012). ACE is the leading scientific forum for dissemination of

  13. Advances in Computer Entertainment. 10th International Conference, ACE 2013

    NARCIS (Netherlands)

    Reidsma, Dennis; Katayose, H.; Nijholt, Antinus; Unknown, [Unknown

    2013-01-01

    These are the proceedings of the 10th International Conference on Advances in Computer Entertainment (ACE 2013), hosted by the Human Media Interaction research group of the Centre for Telematics and Information Technology at the University of Twente, The Netherlands. The ACE series of conferences,

  14. VIM: A Platform for Violent Intent Modeling

    Energy Technology Data Exchange (ETDEWEB)

    Sanfilippo, Antonio P.; Schryver, Jack C.; Whitney, Paul D.; Augustenborg, Elsa C.; Danielson, Gary R.; Thompson, Sandra E.

    2009-03-31

    Radical and contentious political/religious activism may or may not evolve into violent behavior depending on contextual factors related to social, political, cultural and infrastructural conditions. Significant theoretical advances have been made in understanding these contextual factors and the import of their interrelations. However, there has been relative little progress in the development of processes and capabilities which leverage such theoretical advances to automate the anticipatory analysis of violent intent. In this paper, we describe a framework which implements such processes and capabilities, and discuss the implications of using the resulting system to assess the emergence of radicalization leading to violence.

  15. Power-law relaxation in human violent conflicts

    Science.gov (United States)

    Picoli, Sergio; Antonio, Fernando J.; Itami, Andreia S.; Mendes, Renio S.

    2017-08-01

    We study relaxation patterns of violent conflicts after bursts of activity. Data were obtained from available catalogs on the conflicts in Iraq, Afghanistan and Northern Ireland. We find several examples in each catalog for which the observed relaxation curves can be well described by an asymptotic power-law decay (the analog of the Omori's law in geophysics). The power-law exponents are robust, nearly independent of the conflict. We also discuss the exogenous or endogenous nature of the shocks. Our results suggest that violent conflicts share with earthquakes and other natural and social phenomena a common feature in the dynamics of aftershocks.

  16. The appeal of violent video games to lower educated aggressive adolescent boys from two countries.

    Science.gov (United States)

    Lemmens, Jeroen S; Bushman, Brad J; Konijn, Elly A

    2006-10-01

    The objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were especially attracted to violent games and spent more time playing video games than did boys lower in trait aggressiveness. Lower educated boys showed more appreciation for both violent and nonviolent games and spent more time playing them than did higher educated boys. The present study showed that aggressive and less empathic boys were most attracted to violent games. The fact that heavy users of violent games show less empathy and higher aggressiveness suggests the possibility of desensitization. Other studies have shown that playing violent games increases aggressiveness and decreases empathy. These results combined suggest the possibility of a violence cycle. Aggressive individuals are attracted to violent games. Playing violent games increases aggressiveness and decreases empathy, which in turn leads to increased appreciation and use of violent games.

  17. Self-worth mediates the effects of violent loss on PTSD symptoms.

    Science.gov (United States)

    Mancini, Anthony D; Prati, Gabriele; Black, Sarah

    2011-02-01

    Although research has confirmed that violent losses can exacerbate grief reactions, few investigations have explored underlying mechanisms. In this study, the authors used a dataset on bereaved spouses and bereaved parents at 4- and 18-months postloss to examine the mediating effects of self-worth and worldviews (benevolence and meaningfulness beliefs). Persons bereaved by violent causes had significantly more posttraumatic stress disorder (PTSD), grief, and depression symptoms at 4- and 18-months postloss than persons bereaved by natural causes. Moreover, self-worth but not worldviews mediated the effects of violent loss on PTSD and depression symptoms cross sectionally and PTSD symptoms longitudinally. Findings underscore that self-views are a critical component of problematic reactions to violent loss, but fail to support the role of "shattered" worldviews. Copyright © 2011 International Society for Traumatic Stress Studies.

  18. An Update on the Effects of Playing Violent Video Games

    Science.gov (United States)

    Anderson, Craig, A.

    2004-01-01

    This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping…

  19. Where Corporate Culture and Local Markets Meet. Music and Film Majors in the Netherlands, 1990-2005

    OpenAIRE

    Kamp, Miriam

    2009-01-01

    textabstractSince the 1980s, media and entertainment companies have developed into large cross-media multinationals. Their international structure, strategy and operation have been investigated extensively. However, these majors operate globally by having local offices in various markets. So far, little attention has been paid to this aspect. In Where Corporate Culture and Local Markets Meet, Miriam van de Kamp addresses the local operation of international music and film corporations in the ...

  20. Male Youth Perceptions of Violent Extremism: towards a Test of Rational Choice Theory.

    Science.gov (United States)

    Dhami, Mandeep K; Murray, Jennifer

    2016-09-20

    Understanding how people perceive the pros and cons of risky behaviors such as terrorism or violent extremism represents a first step in developing research testing rational choice theory aiming to explain and predict peoples' intentions to engage in, or support, these behaviors. Accordingly, the present study provides a qualitative, exploratory analysis of a sample of 57 male youths' perceptions of the benefits and drawbacks of: (a) accessing a violent extremist website, (b) joining a violent extremist group, and (c) leaving such a group. Youth perceived significantly more drawbacks than benefits of joining a violent extremist group (p = .001, d = .46) and accessing a violent extremist website (p = .001, d = .46). The perceived benefits of engagement referred to gaining knowledge/awareness, being part of a group/similar people, and fighting the enemy/for a cause. The drawbacks referred to being exposed to negative material and emotions, having violent/criminal beliefs and behaviors, and getting in trouble with the law. The perceived benefits of disengagement referred to no longer committing illegal acts, and regaining independence/not being manipulated. The drawbacks referred to exposing oneself to harm and reprisal. These findings provide an insight into how male youth think about (dis)engagement in violent extremism, and can inform future quantitative research designed to explain and predict (dis)engagement in violent extremism. Eventually, such research may inform the development of evidence-based prevention and intervention strategies.

  1. Branded smart phone applications: an efficient marketing strategy?

    OpenAIRE

    Vaddé, Mathilde

    2012-01-01

    Advertising through smart phone applications is one of the fastest growing categories in advertising nowadays. Branded game-apps on mobile phones have several very innovative and attractive aspects, they physically engage their customers into a game, creating on a first level an entertainment but mainly they are advertising their products and the brand’s name. Many studies have been written on gaming, customer engagement and marketing strategies, but only few studies has been written on the c...

  2. Getting the story right: making computer-generated stories more entertaining

    NARCIS (Netherlands)

    Oinonen, K.M.; Theune, Mariet; Nijholt, Antinus; Heylen, Dirk K.J.; Maybury, Mark; Stock, Oliviero; Wahlster, Wolfgang

    2005-01-01

    In this paper we describe our efforts to increase the entertainment value of the stories generated by our story generation system, the Virtual Storyteller, at the levels of plot creation, discourse generation and spoken language presentation. We also discuss the construction of a story database that

  3. An update on the effects of playing violent video games.

    Science.gov (United States)

    Anderson, Craig A

    2004-02-01

    This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour. Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression. Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect.

  4. Correlates of violent response among Peruvian women abused by an intimate partner.

    Science.gov (United States)

    Gelaye, Bizu; Lam, Nelly; Cripe, Swee May; Sanchez, Sixto E; Williams, Michelle A

    2010-01-01

    The authors sought to identify correlates of violent response among women exposed to intimate partner violence (IPV) in Lima, Peru. A structured questionnaire was used to collect information on exposure to IPV and women's physical violent reaction towards their abuser. Women who were sexually abused by their partners, as compared with women who experienced emotional abuse only, were more than twice as likely to respond in a violent manner to the abuse (OR = 2.32, 95% CI = 1.14-4.74). Similarly, women who reported being physically abused, were 4 times as likely than those who experienced emotional abuse only to retaliate in a physically violent manner (OR = 4.04, 95% CI = 2.68-6.11). Women's educational status, history of witnessing parental violence as a child, and type of IPV are significantly associated with women's violent response. Community support networks and culturally appropriate intervention programs designed to prevent and mitigate the impact of IPV are needed.

  5. STORIES OF PROSTITUTION: READINGS OF ENTERTAINMENT IN NINETEENTH-CENTURY BRAZIL

    Directory of Open Access Journals (Sweden)

    Renata Ferreira Vieira

    2018-01-01

    Full Text Available Censored by parents and conservative critics, stories about prostitutes have always been "forbidden" readings that, in addition to stimulating the book trade over the years, offered readers entertainment through the "euphoria and sensations" caused by the stuffed works with obscene plots and / or sexual insinuations. It is in this perception of reading, in nineteenth-century Brazil, who were the novels about the "women of life" like Lucíola (1862, the Brazilian writer José de Alencar (1829-1877,and Nana (1880, the French writer Émile Zola (1840-1902. Affiliated, respectively, with romantic and naturalistic esthetics, Lucíola and Nana fictionalize the live of two young prostitutes in a nineteenth-century patriarchal society. In order to understand how these novels were appropriated as "entertainment literature" by the reading public of the time, this article will investigate the trajectory of publication, circulation and reception of these works through the theoretical assumptions of the history of books and reading (CHARTIER, 1990 .

  6. Risk factors for violent crime in Schizophrenia: a national cohort study of 13,806 patients.

    Science.gov (United States)

    Fazel, Seena; Grann, Martin; Carlström, Eva; Lichtenstein, Paul; Långström, Niklas

    2009-03-01

    To determine risk factors for and prevalence of violent crime in patients with schizophrenia, and in particular, to explore the contribution of familial risk factors. We designed a cohort study that followed up patients with 2 or more hospitalizations for schizophrenia (ICD-8, ICD-9, and ICD-10 criteria) and investigated the risk for a violent conviction using Cox proportional hazards models. All 13,806 patients with 2 hospital discharge diagnoses of schizophrenia from January 1, 1973, through December 31, 2004, in Sweden were followed until violent conviction, emigration, death, or end of follow-up (December 31, 2004), and associations with sociodemographic, individual (substance abuse comorbidity, and previous violence), and familial (parental violent crime and parental alcohol abuse) factors were examined. Over an average follow-up period of 12 years, 17.1% (N = 1519) of the men and 5.6% (N = 273) of the women with 2 or more hospitalizations for schizophrenia had a violent conviction after discharge from hospital. Familial risk factors had moderate effects, increasing the risk for violent convictions by 50% to 150%. After adjustment for sociodemographic and individual risk factors, the associations between parental violent crime and risk of violent convictions remained in men (adjusted hazard ratio [HR] = 1.65, 95% CI = 1.33 to 2.04) and in women (adjusted HR = 1.83, 95% CI = 1.11 to 3.01), whereas parental alcohol abuse was no longer significantly associated with violent crime. Parental violent crime had moderate associations with violent crime in male and female offspring with at least 2 hospitalizations for schizophrenia, which were mostly stronger than the better documented sociodemographic risk factors. This suggests that familial (genetic or early environmental) risk factors have an important role in the etiology of violent offending among individuals with schizophrenia and should be considered in violence risk assessment. ©Copyright 2009 Physicians

  7. Comfortably numb: Desensitizing effects of violent media on helping others

    NARCIS (Netherlands)

    Bushman, B.J.; Anderson, C.A.

    2009-01-01

    Two studies tested the hypothesis that exposure to violent media reduces aid offered to people in pain. In Study 1, participants played a violent or nonviolent video game for 20 min. After game play, while completing a lengthy questionnaire, they heard a loud fight, in which one person was injured,

  8. Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior.

    Science.gov (United States)

    Polman, Hanneke; de Castro, Bram Orobio; van Aken, Marcel A G

    2008-01-01

    There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence. Copyright 2007 Wiley-Liss, Inc.

  9. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Directory of Open Access Journals (Sweden)

    Morgan J Tear

    Full Text Available BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc. and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. METHODS AND FINDINGS: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. CONCLUSIONS: We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  10. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    Science.gov (United States)

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    Background Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Methods and Findings Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. Conclusions We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior. PMID:23844191

  11. Charging Neutral Cues with Aggressive Meaning through Violent Video Game Play

    Directory of Open Access Journals (Sweden)

    Barbara Krahé

    2013-11-01

    Full Text Available When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions.

  12. Violent crime exposure classification and adverse birth outcomes: a geographically-defined cohort study

    Directory of Open Access Journals (Sweden)

    Herring Amy

    2006-05-01

    Full Text Available Abstract Background Area-level socioeconomic disparities have long been associated with adverse pregnancy outcomes. Crime is an important element of the neighborhood environment inadequately investigated in the reproductive and public health literature. When crime has been used in research, it has been variably defined, resulting in non-comparable associations across studies. Methods Using geocoded linked birth record, crime and census data in multilevel models, this paper explored the relevance of four spatial violent crime exposures: two proximal violent crime categorizations (count of violent crime within a one-half mile radius of maternal residence and distance from maternal residence to nearest violent crime and two area-level crime categorizations (count of violent crimes within a block group and block group rate of violent crimes for adverse birth events among women in living in the city of Raleigh NC crime report area in 1999–2001. Models were adjusted for maternal age and education and area-level deprivation. Results In black and white non-Hispanic race-stratified models, crime characterized as a proximal exposure was not able to distinguish between women experiencing adverse and women experiencing normal birth outcomes. Violent crime characterized as a neighborhood attribute was positively associated with preterm birth and low birth weight among non-Hispanic white and black women. No statistically significant interaction between area-deprivation and violent crime category was observed. Conclusion Crime is variably categorized in the literature, with little rationale provided for crime type or categorization employed. This research represents the first time multiple crime categorizations have been directly compared in association with health outcomes. Finding an effect of area-level violent crime suggests crime may best be characterized as a neighborhood attribute with important implication for adverse birth outcomes.

  13. Single-photon emission tomography imaging of monoamine transporters in impulsive violent behaviour

    Energy Technology Data Exchange (ETDEWEB)

    Tiihonen, J.; Hallikainen, T.; Hakola, P. [Department of Forensic Psychiatry, University of Kuopio and Niuvanniemi Hospital, FIN-70240 Kuopio (Finland); Kuikka, J.T.; Bergstroem, K.A.; Yang, J. [Department of Clinical Physiology, Kuopio University Hospital, FIN-70210 Kuopio (Finland); Karhu, J. [Department of Clinical Neurophysiology, Kuopio University Hospital, FIN-70210 Kuopio (Finland); Viinamaeki, H.; Lehtonen, J. [Department of Psychiatry, Kuopio University Hospital, FIN-70210 Kuopio (Finland)

    1997-10-01

    Several studies have shown that impulsive violent and suicidal behaviour is associated with a central serotonin deficit, but until now it has not been possible to use laboratory tests with high sensitivity and specificity to study this kind of deficit or to localize the sites of serotonergic abnormalities in the living human brain. The aim of this study was to test the hypothesis that monoamine transporter density in brain is decreased in subjects with impulsive violent behaviour. We studied serotonin (5-HT) and dopamine (DA) transporter specific binding in 52 subjects (21 impulsive violent offenders, 21 age- and sex-matched healthy controls, and ten non-violent alcoholic controls) with single-photon emission tomography (SPET) using iodine-123-labelled 2{beta}-carbomethoxy-3{beta}(4-iodophenyl)tropane ([{sup 123}I]{beta}-CIT) as the tracer. The blind quantitative analysis revealed that the 5-HT specific binding of [{sup 123}I]{beta}-CIT in the midbrain of violent offenders was lower than that in the healthy control subjects (P<0.005; t test) or the non-violent alcoholics (P<0.05). The results imply that habitual impulsive aggressive behaviour in man is associated with a decrease in the 5-HT transporter density. (orig.) With 4 figs., 2 tabs., 55 refs.

  14. Using Internet as Entertainment among Users Aged between 25 to 40 in Tehran

    Directory of Open Access Journals (Sweden)

    Behzad Dowran

    2008-11-01

    Full Text Available This article is the report of research conducted to answer two main questions; first, to what extent and under which forms using internet as entertainment is prevalent among users aged between 24 to 40 years in Tehran? And second has this kind of usage changed with passage of time (since the beginning of usage until the time of research? The research was designed and conducted with descriptive and qualitative method and the relevant data were gathered by using the techniques of deep interview with a sample (15 persons of the statistical population of users (the first generation of internet users in Tehran. The findings show that using internet as entertainment among the sample is usual usages which include chatting, blogging, music downloading, browsing the webs containing pornographic materials and Orcat in terms of leaning order. The responses of interviewees show that after the passage of ten years, using internet as entertainment has significantly declined. Chatting, browsing the webs containing pornographic material and cybernetic searching in terms of learning order have been mentioned the usual forms in early periods of internet usage.

  15. Marketing foods to children: are we asking the right questions?

    Science.gov (United States)

    Elliott, Charlene

    2012-06-01

    The childhood obesity epidemic has prompted a range of regulatory initiatives that seek to reduce the impact of food marketing on children. Policy recommendations by government and public health organizations have suggested regulating the promotion of high-sugar, -fat, and/or -salt foods to children, while the food industry has created voluntary nutrition guidelines to channel child-targeted marketing toward only "better-for-you" products. This article argues that the overarching focus on the nutrient profile of foods (nutritionism) is wrong-headed: The slippage in terms from "better-for-you" foods to "healthy dietary choices" is problematic and also makes it difficult for children to identify the healthy choice. Nutritionism further works to sidestep important questions pertaining to the ethics of food marketing, not to mention the way that marketing foods as fun and entertainment works to encourage overeating in children.

  16. Beyond the lab: Investigating early adolescents' cognitive, emotional, and arousal responses to violent games

    NARCIS (Netherlands)

    Fikkers, K.M.; Piotrowski, J.T.; Valkenburg, P.M.

    Cognitive, emotional, and arousal responses to violent games play a central role in theoretical explanations of how violent media may affect aggression. However, existing research has focused on a relatively narrow range of responses to violent games in experimental settings. This limits our

  17. Violent video games and attitudes towards victims of crime: an empirical study among youth

    OpenAIRE

    McLean, L; Griffiths, MD

    2013-01-01

    Previous research has indicated that playing violent video games may be associated with an increase in acceptance of violence and positive attitudes towards perpetrators of crime. This study is the first to investigate the relationship between playing violent video games and attitudes towards victims of crime. A total of 206 young people (aged 12-24 years) completed measures of attitudes towards victims and violent video game exposure. The results suggest that exposure to violent video games ...

  18. Preference learning for cognitive modeling: a case study on entertainment preferences

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Maragoudakis, Manolis; Hallam, John

    2009-01-01

    Learning from preferences, which provide means for expressing a subject's desires, constitutes an important topic in machine learning research. This paper presents a comparative study of four alternative instance preference learning algorithms (both linear and nonlinear). The case study...... investigated is to learn to predict the expressed entertainment preferences of children when playing physical games built on their personalized playing features (entertainment modeling). Two of the approaches are derived from the literature--the large-margin algorithm (LMA) and preference learning...... with Gaussian processes--while the remaining two are custom-designed approaches for the problem under investigation: meta-LMA and neuroevolution. Preference learning techniques are combined with feature set selection methods permitting the construction of effective preference models, given suitable individual...

  19. I wish I were a warrior: Effects of violent video games on adolescent boys

    NARCIS (Netherlands)

    Konijn, E.A.; Nije Bijvank, M.; Bushman, B.J.

    2007-01-01

    This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N = 112) were randomly assigned to play a realistic or fantasy violent or nonviolent video

  20. Violent media and hostile appraisals: A meta-analytic review.

    Science.gov (United States)

    Bushman, Brad J

    2016-11-01

    Hostile people tend to view the world as a hostile place. Although there are individual differences in hostile world-views, situational factors can also play a role. For example, scenes of violence in the mass media might influence people to view the world as a hostile place. This meta-analysis aggregates, for the first time, all studies that have investigated the link between exposure to violent media and hostile appraisals (e.g., perceiving the ambiguous actions by others as aggressive actions). This meta-analysis included 37 independent studies involving 10,410 participants. The results showed a "small" to "moderate" sized average correlation between exposure to violent media and hostile appraisals (r +  = .20, 95%CI = .14, .26). Significant correlations were found in experimental, cross-sectional, and longitudinal studies, indicating a triangulation of evidence. Effects were not correlated with participant gender. Effects were also stable over time. However, the link between exposure to violent media and hostile appraisals was positively related to age, perhaps because violent media can have cumulative effects over time. There was no evidence of publication bias. The findings from this meta-analysis are consistent with the General Aggression Model (e.g., Anderson, & Bushman, 2002; Annual Review of Psychology 53:27-51). These results compliment those from previous meta-analyses showing that violent media can increase aggressive thoughts, angry feelings, physiological arousal, and aggressive behavior. These findings also have practical significance, because people who view the world in a hostile manner are more likely to behave aggressively themselves. Aggr. Behav. 42:605-613, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  1. Violent Interaction Detection in Video Based on Deep Learning

    Science.gov (United States)

    Zhou, Peipei; Ding, Qinghai; Luo, Haibo; Hou, Xinglin

    2017-06-01

    Violent interaction detection is of vital importance in some video surveillance scenarios like railway stations, prisons or psychiatric centres. Existing vision-based methods are mainly based on hand-crafted features such as statistic features between motion regions, leading to a poor adaptability to another dataset. En lightened by the development of convolutional networks on common activity recognition, we construct a FightNet to represent the complicated visual violence interaction. In this paper, a new input modality, image acceleration field is proposed to better extract the motion attributes. Firstly, each video is framed as RGB images. Secondly, optical flow field is computed using the consecutive frames and acceleration field is obtained according to the optical flow field. Thirdly, the FightNet is trained with three kinds of input modalities, i.e., RGB images for spatial networks, optical flow images and acceleration images for temporal networks. By fusing results from different inputs, we conclude whether a video tells a violent event or not. To provide researchers a common ground for comparison, we have collected a violent interaction dataset (VID), containing 2314 videos with 1077 fight ones and 1237 no-fight ones. By comparison with other algorithms, experimental results demonstrate that the proposed model for violent interaction detection shows higher accuracy and better robustness.

  2. Teachers' stress intensifies violent disciplining in Tanzanian secondary schools.

    Science.gov (United States)

    Hecker, Tobias; Goessmann, Katharina; Nkuba, Mabula; Hermenau, Katharin

    2018-02-01

    Violent forms of discipline in schools continue to be widespread across the globe despite their damaging effects. Since little is known about factors influencing the extent of violence applied by teachers, this study aimed to investigate the influence of teachers' stress, work satisfaction, and personal characteristics on their disciplining style. Using structural equation modeling, associations between violent discipline, burnout symptoms, and job perceptions (pressure and difficulties in class) reported by 222 teachers from 11 secondary schools in Tanzania in 2015 were analyzed. Results indicated a direct association between perceived stress and emotional violent discipline (β=.18, pjob perceptions and both forms of violent disciplining. The model showed good model fit (χ 2 [44, n=222]=67.47 (p=.013), CFI=.94, TLI=.91, IFI=.94, RMSEA=.049 [90%-CI=.02-.07, PCLOSE=.50], SRMR=.06). Our findings suggest that teachers' personal perceptions of their work as well as their stress burden play a role in their disciplining styles. Our findings underline the importance of integrating topics, such as stress and coping as well as positive, nonviolent discipline measures into the regular teacher's training and in addition to develop and evaluate school-based preventative interventions for teachers. Copyright © 2017 Elsevier Ltd. All rights reserved.

  3. High prevalence of brain pathology in violent prisoners: a qualitative CT and MRI scan study.

    Science.gov (United States)

    Schiltz, Kolja; Witzel, Joachim G; Bausch-Hölterhoff, Josef; Bogerts, Bernhard

    2013-10-01

    The aim of this study was to determine the frequency and extent of brain anomalies in a large sample of incarcerated violent offenders not previously considered neuropsychiatrically ill, in comparison with non-violent offenders and non-offending controls. MRI and CT brain scans from 287 male prison inmates (162 violent and 125 non-violent) not diagnosed as mentally ill before that were obtained due to headache, vertigo or psychological complaints during imprisonment were assessed and compared to 52 non-criminal controls. Brain scans were rated qualitatively with respect to evidence of structural brain damage. Each case received a semiquantitative rating of "normal" (=0), "questionably abnormal" (=1) or "definitely abnormal" (=2) for the lateral ventricles, frontal/parietal cortex and medial temporal structures bilaterally as well as third ventricle. Overall, offenders displayed a significantly higher rate of morphological abnormality, with the violent offenders scoring significantly higher than non-violent offenders and controls. This difference was statistically detectable for frontal/parietal cortex, medial temporal structures, third ventricle and the left but not the right lateral ventricle. The remarkable prevalence of brain pathology in convicted violent prisoners detectable by neuroradiological routine assessment not only highlights the importance of frontal and temporal structures in the control of social, and specifically of violent behaviour, but also raises questions on the legal culpability of violent offenders with brain abnormalities. The high proportion of undetected presence of structural brain damage emphasizes the need that in violent criminals, the comprehensive routine neuropsychiatric assessment usually performed in routine forensic psychiatric expertises should be complemented with brain imaging.

  4. Cyber entertainment system using an immersive networked virtual environment

    Science.gov (United States)

    Ihara, Masayuki; Honda, Shinkuro; Kobayashi, Minoru; Ishibashi, Satoshi

    2002-05-01

    Authors are examining a cyber entertainment system that applies IPT (Immersive Projection Technology) displays to the entertainment field. This system enables users who are in remote locations to communicate with each other so that they feel as if they are together. Moreover, the system enables those users to experience a high degree of presence, this is due to provision of stereoscopic vision as well as a haptic interface and stereo sound. This paper introduces this system from the viewpoint of space sharing across the network and elucidates its operation using the theme of golf. The system is developed by integrating avatar control, an I/O device, communication links, virtual interaction, mixed reality, and physical simulations. Pairs of these environments are connected across the network. This allows the two players to experience competition. An avatar of each player is displayed by the other player's IPT display in the remote location and is driven by only two magnetic sensors. That is, in the proposed system, users don't need to wear any data suit with a lot of sensors and they are able to play golf without any encumbrance.

  5. Live Entertainment in a Fairytale Art-Peripheral Tourist Setting

    Directory of Open Access Journals (Sweden)

    Laila EL-Mahgary

    2016-05-01

    Full Text Available This article introduces a multidisciplinary study in which the different fields of musicology, social sciences and children’s ‘fairytale’ literature blend together. The interest in this topic came from a lack of attention in past studies on the art-peripheral performers’ and audiences’ experiences with the more popular form of entertainment in art-peripheral tourist settings. Another fundamental purpose for this research is to explore the important role of the art-peripheral ‘fairytale’ settings in transforming the different groups of hosts’ and guests’ everyday rational characters and performances, as they transgress from their cultural norms, and move through the liminal spaces of the sea. Consequently, new identities in Hurghada’s hotels’ fairytale scenes are being formed, and which are the outcome of localized and western, cultural, political, economic, and social constructions. The empirical method in this study puts emphasis on the texts of classical fairytale stories, which are used as an architextual model developed in the course of earlier research undertaken by the author. It is also well worth mentioning, that Hurghada’s art-peripheral hotel settings generate cultural tourism from the simple consumption of entertainment and popular music.

  6. Museums as Theme Parks - A Possible Marketing Approach?

    OpenAIRE

    Alexandra ZBUCHEA

    2015-01-01

    Museums compete increasingly more with very diverse entertainment providers, such as theme parks, despite the fact that their offer is mainly cultural. Museums have had to be more active and they have had to diversify their offer, in order to be more popular, therefore to better achieve their complex cultural missions. They should be more “market oriented” and aim to develop their programs according with their visitors’ needs and desires, as well as with the evolutions in the contemporary soc...

  7. Violent video game players and non-players differ on facial emotion recognition.

    Science.gov (United States)

    Diaz, Ruth L; Wong, Ulric; Hodgins, David C; Chiu, Carina G; Goghari, Vina M

    2016-01-01

    Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also occur. Undergraduate students were categorized as violent video game players (n = 83) or non-gamers (n = 69) and completed a facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition. Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood. Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of violent video game playing on emotion processing and social cognition more broadly. © 2015 Wiley Periodicals, Inc.

  8. [Validation of a path model on adolescents' suicidal ideation and violent behavior].

    Science.gov (United States)

    Park, Hyun Sook

    2007-10-01

    This study examined the fitness of a path model on the relationship among stress, self-esteem, aggression, depression, suicidal ideation, and violent behavior for adolescents. The subjects consisted of 1,177 adolescents. Data was collected through self-report questionnaires. The data was analyzed by the SPSS and AMOS programs. Stress, self-esteem, aggression, and depression showed a direct effect on suicidal ideation for adolescents, while stress, self-esteem, and aggression showed an indirect effect on suicidal ideation for adolescents. Stress, self-esteem, aggression, and suicidal ideation showed a direct effect on violent behavior for adolescents, while stress, self-esteem, aggression, and depression showed an indirect effect on violent behavior for adolescents. The modified path model of adolescent's suicidal ideation and violent behavior was proven correct. These results suggest that adolescent's suicidal ideation and violent behavior can be decreased by reducing stress, aggression, and depression and increasing self-esteem. Based on the outcomes of this study, it is necessary to design an intervention program that emphasizes reducing stress, aggression, and depression and increasing self-esteem in order to decrease adolescents' suicide ideation and violence.

  9. Temperature and Violent Crime in Dallas, Texas: Relationships and Implications of Climate Change

    Directory of Open Access Journals (Sweden)

    Janet L. Gamble

    2012-08-01

    Full Text Available Introduction: To investigate relationships between ambient temperatures and violent crimes to determine whether those relationships are consistent across different crime categories and whether they are best described as increasing linear functions, or as curvilinear functions that decrease beyond some temperature threshold. A secondary objective was to consider the implications of the observed relationships for injuries and deaths from violent crimes in the context of a warming climate. To address these questions, we examined the relationship between daily ambient temperatures and daily incidents of violent crime in Dallas, Texas from 1993–1999.Methods: We analyzed the relationships between daily fluctuations in ambient temperature, other meteorological and temporal variables, and rates of daily violent crime using time series piece-wise regression and plots of daily data. Violent crimes, including aggravated assault, homicide, and sexualassault, were analyzed.Results: We found that daily mean ambient temperature is related in a curvilinear fashion to daily rates of violent crime with a positive and increasing relationship between temperature and aggravated crime that moderates beyond temperatures of 80 F and then turns negative beyond 90 F.Conclusion: While some have characterized the relationship between temperature and violent crime as a continually increasing linear function, leaving open the possibility that aggravated crime will increase in a warmer climate, we conclude that the relationship in Dallas is not linear, but moderatesand turns negative at high ambient temperatures. We posit that higher temperatures may encourage people to seek shelter in cooler indoor spaces, and that street crime and other crimes of opportunity are subsequently decreased. This finding suggests that the higher ambient temperatures expected with climate change may result in marginal shifts in violent crime in the short term, but are not likely to be

  10. Digital Facial Augmentation for Interactive Entertainment

    Directory of Open Access Journals (Sweden)

    Naoto Hieda

    2015-08-01

    Full Text Available Digital projection technology allows for effective and entertaining spatial augmented reality applications. Leveraging the capabilities of reasonably accurate object tracking using commodity cameras and/or depth sensors to determine the 3D position and pose of objects in real time, it is possible to project dynamic graphical content on arbitrary surfaces, such as a person’s face. Coupling these capabilities with a simple drawing application, participants can have the experience of "painting" on someone’s face, or even on their own, by observing the projection in a mirror. Similarly, integrating 2D rigid-body, fluid and gravity simulation, one may interact with virtual objects projected on their own face or body.

  11. The Effects of Violent Video Games on Aggression: A Meta-Analysis.

    Science.gov (United States)

    Sherry, John L.

    2001-01-01

    Cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Suggests there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. (SG)

  12. Women's experiences of their violent behavior in an intimate partner relationship.

    Science.gov (United States)

    Flinck, Aune; Paavilainen, Eija

    2010-03-01

    The purpose of this study was to describe women's perceptions of their violent behavior in a heterosexual partnership. The study followed the traditions of Husserlian descriptive phenomenology and the philosophy of existential phenomenology. Twenty-four volunteer Finnish women, aged 19 to 58 years, with a history of different manifestations of intimate partner violence (IPV) participated in open-ended interviews. The data were analyzed by the method developed by Colaizzi. The findings revealed that some of the women who opposed all violence on ethical grounds did not label their behavior as violent; some others minimized or justified their violent behavior. The findings offer professional insight into women's violent behavior and call for a readjustment in approaches to work in the area. Prevention and early identification of IPV require knowledge of the various manifestations and individual meanings of violence. Helping methods should provide women with the opportunity to talk about their abusive behavior and to confront and address their feelings of guilt, disappointment, and shame.

  13. School Violent Crime and Academic Achievement in Chicago.

    Science.gov (United States)

    Burdick-Will, Julia

    2013-10-01

    Educational outcomes vary dramatically across schools in the United States. Many under-performing schools, especially in Chicago, also deal with high levels of violent crime on school grounds. Exposure to this type of frequent violence may be an important factor shaping already disadvantaged students' educational experiences. However, estimating the effect of school violence on learning is difficult due to potential selection bias and the confounding of other school-level problems. Using detailed crime data from the Chicago Police Department, complete administrative records from the Chicago Public Schools, and school climate surveys conducted by the Consortium on Chicago School Research (2002-10), this study exploits variation in violent crime rates within schools over time to estimate its effect on academic achievement. School and neighborhood fixed-effects models show that violent crime rates have a negative effect on test scores, but not on grades. This effect is more likely related to direct reductions in learning, through cognitive stress and classroom disruptions, than changes in perceived safety, general school climate, or discipline practices.

  14. Symptom profiles and parental bonding in homicidal versus non-violent male schizophrenia patients.

    Science.gov (United States)

    Halmai, Tamás; Tényi, Tamás; Gonda, Xénia

    2017-01-30

    To compare the intensity and the profile of psychotic symptoms and the characteristics of parental bonding of male schizophrenia patients with a history of homicide and those without a history of violent behaviour. Clinical question - We hypothesized more intense psychotic symptoms, especially positive symptoms as signs of a more severe psychopathology in the background of homicidal behaviour. We also hypothesized a more negatively perceived pattern (less Care more Overprotection) of parental bonding in the case of homicidal schizophrenia patients than in non-violent patients and non-violent healthy controls. Symptom severity and symptom profiles were assessed with the Positive and Negative Syndrome Scale in a group of male schizophrenia patients (n=22) with the history of committed or attempted homicide, and another group (n=19) of male schizophrenia patients without a history of violent behaviour. Care- and Overprotection were assessed using the Parental Bonding Instrument (PBI) in a third group of non-violent healthy controls (n=20), too. Positive, negative and general psychopathology symptoms in the homicidal schizophrenia group were significantly (pOverprotection than violent patients and healthy controls. Homicidal schizophrenia patients showed a pattern similar to the one in the healthy control group. It seems imperative to register intense positive psychotic symptoms as predictive markers for later violent behaviour. In the subgroup of male homicidal schizophrenia patients negatively experienced parental bonding does not appear to be major contributing factor to later homicidal behaviour.

  15. The Web 2.0 as Marketing Tool: Opportunities for SMEs

    OpenAIRE

    Constantinides, Efthymios

    2008-01-01

    The new generation of Internet applications widely known as Social Media or Web 2.0 offers corporations a whole range of opportunities for improving their marketing efficiency and internal operations. Web 2.0 applications have already become part of the daily life of an increasing number of consumers who regard them as prime channels of communication, information exchange, sharing of expertise, dissemination of individual creativity and entertainment. Web logs, podcasts, online forums and soc...

  16. Promoting Prosocial Beliefs And Behavior Toward People With Disabilities In Nepal Through A Children’s Entertainment-Education Program

    Directory of Open Access Journals (Sweden)

    William J Brown

    2011-10-01

    Full Text Available PurposeThis quasi-experimental field study examines the prosocial influences of a children's entertainment-education television programme, Khushi Ko Sansar, on children’s beliefs and intended behaviour towards people with disabilities in Nepal.MethodPre-test and post-test survey data were gathered from 357 Nepali children from nine communities that took part in the study. The children were shown two television episodes in which the star of the programmes, a dog named Khush, befriends and visits people with disabilities.ResultsPost-test results show that children developed strong identification with Khush and adopted his prosocial beliefs and behaviour towards people with disabilities.ConclusionsThe authors conclude that the entertainment-education television programme, Khushi Ko Sansar, provided a positive role model for children who encounter people with disabilities. Implications of these findings suggest that entertainment-education media can improve the treatment of people with disabilities and can promote beneficial health beliefs and practices.Key words: Children’s television, entertainment-education, Nepal, people with disabilities, role modelsdoi 10.5463/DCID.v22i2.33 

  17. Work in Progress: Gender and Politics in Late Elizabethan Progress Entertainments

    Science.gov (United States)

    Kolkovich, Elizabeth Zeman

    2009-01-01

    This dissertation analyzes the understudied dramatic genre of Elizabethan progress entertainments, the political ideologies it conveys, and especially the female alliances it enacts. Aristocrats staged these outdoor, episodic pageants on their country estates during Elizabeth I's summer "progress" visits, 1575-1602. While previous scholars…

  18. Marketing mix across cultures : A case study: Binh Quoi Tourist Village's wedding services to France and Japan

    OpenAIRE

    Nguyen, Le Thuy Dung

    2011-01-01

    As the domestic wedding market in Vietnam becomes more and more saturated, foreign customers turn out to be new targets. Therefore, a strategic marketing plan for a Vietnamese organization to reach overseas customers is extremely necessary. The goal of this thesis is to assist a case company - Binh Quoi Tourist Village - a Vietnamese company operating in entertainment and restaurant industry to attract the French and Japanese to use its wedding services. In the theoretical part, dat...

  19. The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive inclinations in adolescent players.

    Science.gov (United States)

    Gabbiadini, Alessandro; Riva, Paolo

    2018-03-01

    Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents' willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents' preferences for violent video games and interact with violent game playing fostering adolescents' aggressive inclinations. In Study 1, 121 adolescents (aged 10-18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11-16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations. © 2017 Wiley Periodicals, Inc.

  20. Towards a better understanding of recommender system in the labor market.:Towards a better understanding of recommender system in the labor market.

    OpenAIRE

    Reusens, Michael

    2018-01-01

    The rise of information systems, and especially the internet, has given service providers the opportunity to increase the number of services they can offer their customers. E-commerce platforms, such as Amazon and AliExpress, can offer their customers millions of products because they do not need shelf space to present all their products. Entertainment providers, such as Youtube, Spotify and Netflix, have millions of songs and movies from which the user can choose. Also in the labor market, e...

  1. Social desintegration and violent deaths in countries of the Soviet Union

    Directory of Open Access Journals (Sweden)

    Pablo Daniel Bonaldi

    2016-02-01

    Full Text Available This paper intents to show that deep social transformations that took place in the Soviet Union, between middle 80s and middle 90s during XXth. century, provoqued a significant increase in violent deaths rates (suicides, homicides and accidents. Our study follows a theoretical perspective based on Durkheim ideas , that try to explain variations in violent deaths rates analyzing changes in the intensity and nature of social relationships. The analysis of evolution of specific rates by region, sex and age allowed us to verify that groups more directly affected by social transformations were those that also presented the highest rates in the proportion of violent deaths. 

  2. Autism and Convictions for Violent Crimes: Population-Based Cohort Study in Sweden.

    Science.gov (United States)

    Heeramun, Ragini; Magnusson, Cecilia; Gumpert, Clara Hellner; Granath, Sven; Lundberg, Michael; Dalman, Christina; Rai, Dheeraj

    2017-06-01

    Recent systematic reviews have highlighted that the relationship between autism and violent offending is still unclear, but some cases have received extensive media scrutiny. We investigated whether autism is associated with convictions for violent crimes, and studied the associated risk and protective factors. We analyzed data from the Stockholm Youth Cohort, a total population-based record-linkage cohort in Stockholm County comprising 295,734 individuals followed up between 15 and 27 years of age. Of these, 5,739 individuals had a recorded autism diagnosis. The main outcome measure was a conviction for violent crimes identified using the Swedish National Crime Register. Individuals with autism, particularly those without intellectual disability, initially appeared to have a higher risk of violent offending (adjusted relative risk = 1.39, 95% CI = 1.23-1.58). However, these associations markedly attenuated after co-occurring attention-deficit/hyperactivity disorder (ADHD) or conduct disorder were taken into account (adjusted relative risk = 0.85, 95% CI = 0.75-0.97). Among individuals with autism, male sex and psychiatric conditions were the strongest predictors of violent criminality, along with parental criminal and psychiatric history and socioeconomic characteristics. There was some evidence that a delayed diagnosis of autism was associated with a greater risk of violent crime. Better school performance and intellectual disability appeared to be protective. An initially observed association between autism and violent crimes at a population level was explained by comorbidity with ADHD and conduct disorder. Better understanding and management of comorbid psychopathology in autism may potentially help preventive action against offending behaviors in people with autism. Copyright © 2017 American Academy of Child and Adolescent Psychiatry. Published by Elsevier Inc. All rights reserved.

  3. The Role of Violent Media Preference in Cumulative Developmental Risk for Violence and General Aggression

    OpenAIRE

    Boxer, Paul; Huesmann, L. Rowell; Bushman, Brad J.; O'Brien, Maureen; Moceri, Dominic

    2008-01-01

    The impact of exposure to violence in the media on the long-term development and short-term expression of aggressive behavior has been well documented. However, gaps in this literature remain, and in particular the role of violent media exposure in shaping violent and other serious antisocial behavior has not been investigated. Further, studies of violent media effects typically have not sampled from populations with confirmed histories of violent and/or nonviolent antisocial behavior. In thi...

  4. The Study of Relationship among Experiential Marketing, Service Quality, Customer Satisfaction, and Customer Loyalty

    Directory of Open Access Journals (Sweden)

    Puti Ara Zena

    2012-06-01

    Full Text Available Experiential marketing is one of the marketing approaches that gives a great framework to combine experience and entertainment elements into a product or service. Some of businesses in Indonesia have already used this approach and one of them is Strawberry Cafe which provides many kinds of free board games for the customer. The purpose of this research is to understand the impact of experiential marketing used by Strawberry Cafe related to customer satisfaction and loyalty. The data were collected from 142 respondents but after screening, only 80 that met the requirements and could be analyzed. Structural Equation Modeling (SEM using LISREL software was used to analyze the data. This research found that itexperiential marketing used by Strawberry Cafe can affect customer loyalty.

  5. Prevalence and correlates of drink driving within patrons of Australian night-time entertainment precincts.

    Science.gov (United States)

    Curtis, Ashlee; Coomber, Kerri; Hyder, Shannon; Droste, Nic; Pennay, Amy; Jenkinson, Rebecca; Mayshak, Richelle; Miller, Peter G

    2016-10-01

    Drink driving is a significant public health concern, and contributes to many road fatalities worldwide. The current study is the first to examine the prevalence and correlates of drink driving behavior in a sample of night-time entertainment precinct attendees in Australia. Interviews were conducted with 4214 night-time entertainment precinct attendees in two metropolitan and three regional cities in Australia. Seven correlates of self-reported drink driving were examined: gender, age, occupation, blood alcohol concentration (BAC), alcohol consumed prior to attending a licensed venue, energy drink consumption, and other drug consumption. Fourteen percent of night-time entertainment precinct attendees reported drink driving in the past three months. Bivariate logistic regression models indicated that males were significantly more likely than females to report drink driving in the past three months. Blue-collar workers and sales/clerical/administrative workers were significantly more likely to report drink driving behavior in the past three months than white-collar workers. The likelihood of reporting drink driving during the three months prior to interview significantly increased as BAC on the current night out increased, and when patrons reported engaging in pre-drinking or other drug use. The multivariate model presented a similar pattern of results, however BAC and pre-drinking on the night of the interview were no longer independent significant predictors. Males, blue collar/sales/clerical/administrative workers, and illicit drug consumers were more likely to report engaging in drink driving behavior than their counterparts. Interventions should focus on addressing the considerable proportion night-time entertainment precinct attendees who report engaging in drink driving behavior. Copyright © 2016 Elsevier Ltd. All rights reserved.

  6. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

    Directory of Open Access Journals (Sweden)

    Ann-Christin S. Kimmig

    2018-05-01

    Full Text Available The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users as well as for recent exposure effects on adverse behavior traits (Levenson’s Psychopathy Scale, while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both – stopped and ongoing – violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.

  7. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults.

    Science.gov (United States)

    Kimmig, Ann-Christin S; Andringa, Gerda; Derntl, Birgit

    2018-01-01

    The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users) as well as for recent exposure effects on adverse behavior traits (Levenson's Psychopathy Scale), while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both - stopped and ongoing - violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.

  8. Technicolor/INRIA team at the MediaEval 2013 Violent Scenes Detection Task

    OpenAIRE

    Penet , Cédric; Demarty , Claire-Hélène; Gravier , Guillaume; Gros , Patrick

    2013-01-01

    International audience; This paper presents the work done at Technicolor and INRIA regarding the MediaEval 2013 Violent Scenes Detection task, which aims at detecting violent scenes in movies. We participated in both the objective and the subjective subtasks.

  9. Risk and Protective Factors for Difficulty Controlling Violent Behavior in National Guard and Reserve Service Members.

    Science.gov (United States)

    Worthen, Miranda; Rathod, Sujit D; Cohen, Gregory; Sampson, Laura; Ursano, Robert; Gifford, Robert; Fullerton, Carol; Galea, Sandro; Ahern, Jennifer

    2017-11-01

    Violent behavior is an important problem for military service members and veterans. A representative cohort of U.S. Reserve and National Guard personnel ( N = 1,293) were interviewed to assess self-reported problems controlling violent behavior, deployment traumas, posttraumatic stress disorder (PTSD), alcohol abuse, and social support. Poisson regression models were used to estimate the associations of violent behavior with risk and protective factors. Problems controlling violent behavior were uncommon among male (3.3%) and female (1.7%) service members. Adjusted prevalence ratios (aPR) showed associations between violent behavior and deployment traumas (aPR = 1.67, 95% confidence interval [CI] = [1.34, 2.08]), PTSD (aPR = 9.95, 95% CI = [5.09, 19.48]), and PTSD symptom severity (aPR for each additional PTSD symptom = 1.07, 95% CI = [1.06, 1.09]). Social support was associated with lower prevalence of violent behavior (aPR = 0.62, 95% CI = [0.52, 0.76]). The association between violent behavior and alcohol abuse was not statistically significant (aPR = 1.94, 95% CI = [0.92, 4.09]). Results were consistent when the population was restricted to personnel who had deployed to a war zone. Problems controlling violent behavior were less common in this cohort than has been documented in other studies. Associations of violent behavior with risk and protective factors are consistent with prior research.

  10. Should violent offenders be forced to undergo neurotechnological treatment?

    DEFF Research Database (Denmark)

    Petersen, Thomas Søbirk; Kragh, Kristian

    2017-01-01

    ’s right to freedom of thought. We argue that this objection can be challenged. First, we present some specifications of what a right to freedom of thought might mean. We focus on the recently published views of Jared Craig, and Jan Cristopher Bublitz and Reinhard Merkel. Secondly, we argue that forcing...... violent offenders to undergo certain kinds of NT may not violate the offender’s right to freedom of thought as that right is specified by Craig, and Bublitz and Merkel. Thirdly, even if non-consensual NT is used in a way that does violate freedom of thought, such use can be difficult to abandon without...... inconsistency. For if one is not an abolitionist, and therefore accepts traditional state punishments for violent offenders like imprisonment – which, the evidence shows, often violate the offender’s right to freedom of thought – then, it is argued, one will have reason to accept that violent offenders can...

  11. Self-image and suicidal and violent behaviours of adolescent girls

    OpenAIRE

    Katarzyna Sitnik-Warchulska

    2016-01-01

    Background An increase in self-destructive and aggressive behaviours in adolescents has been observed in recent years. The present study focused on self-perception of adolescent girls who show different types of extreme destructive behaviours (suicidal or violent). The main aim of the study was to identify personality predictors of suicidal and violent behaviour in adolescent girls. Participants and procedure The study involved 163 female participants aged 13-17 years, inc...

  12. Impact of Entertainment Motivational Drivers on User Acceptance of Online Social Network Banner Advertising: A Gratification Perspective

    Directory of Open Access Journals (Sweden)

    Mir Imran Anwar

    2017-05-01

    Full Text Available Social media has phenomenally changed the communication landscape. Particularly social network sites have received enormous popularity and user acceptance globally. The business model of many social network sites is based on advertising. The survival of these social network sites depends on the user acceptance of advertising appearing on these websites. Users usually accept the advertising which is consistent with their motivations for using social network sites. The current study examines the underlying dimensions of entertainment motivation for using social network sites and their impact on user acceptance of social network advertising. Analysis of data from 450 university students show entertainment motivation for using social network sites a multidimensional (SNSs construct consisting of enjoyment, social escapism, relaxation and pass time factors. Furthermore, the results exhibit that SNSs entertainment motivation partially impacts user acceptance of social network advertising.

  13. Violent Deaths Among Georgia Workers: An Examination of Suicides and Homicides by Occupation, 2006-2009.

    Science.gov (United States)

    Lavender, Antionette; Ramirez-Irizarry, Viani; Bayakly, A Rana; Koplan, Carol; Bryan, J Michael

    2016-11-01

    Workers in certain occupations may be at an increased risk of a violent-related death such as homicide or suicide. The purpose of this study is to describe rates of violent deaths among Georgia workers by occupation, including cases occurring at work and outside of the workplace, and identify leading circumstances surrounding suicides and homicides for the occupations most at risk. Data from the 2006-2009 Georgia Violent Death Reporting System were used. Occupational text fields were recoded into 23 major occupation categories based on the 2010 Standard Occupational Classification system. Crude rates and standardized mortality ratios for violent deaths (suicides and homicides) were calculated by occupation among Georgia workers aged ≥16 years. The leading circumstances precipitating violent deaths among the high-risk occupations were described. Analyses were conducted during 2012-2013 and 2015. A total of 4,616 Georgia resident workers were victims of a violent death during 2006-2009. Of these deaths, 2,888 (62.6%) were suicides and 1,728 (37.4%) were homicides. Farming, fishing, and forestry occupations had the highest rate of violent deaths at 80.5 per 100,000 workers followed by construction and extraction occupations at 65.5 per 100,000. The most common suicide circumstances among workers were having a current depressed mood, a current mental health problem, and an intimate partner problem. Use of the Violent Death Reporting System provides a unique opportunity to explore violent deaths among workers. This analysis shows the need to ensure that workers have access to workplace and community-based suicide and violence prevention services. Copyright © 2016 American Journal of Preventive Medicine. Published by Elsevier Inc. All rights reserved.

  14. Deterring violent extremism in America by utilizing good counter-radicalization practices from abroad: a policy perspective

    OpenAIRE

    Bonanno, Amy Fires

    2017-01-01

    Approved for public release; distribution is unlimited The problem of violent extremism is approaching a critical point in America. American government and community leaders must find an effective approach to deterring violent extremism immediately. A national and comprehensive approach to deter violent extremism in America is currently lacking. This comparative policy perspective seeks to determine whether the United Kingdom and Australia have good practices to deter violent extremism tha...

  15. The impact of indigenous cultural identity and cultural engagement on violent offending.

    Science.gov (United States)

    Shepherd, Stephane M; Delgado, Rosa Hazel; Sherwood, Juanita; Paradies, Yin

    2017-07-24

    Possessing a strong cultural identity has been shown to protect against mental health symptoms and buffer distress prompted by discrimination. However, no research to date has explored the protective influences of cultural identity and cultural engagement on violent offending. This paper investigates the relationships between cultural identity/engagement and violent recidivism for a cohort of Australian Indigenous people in custody. A total of 122 adults from 11 prisons in the state of Victoria completed a semi-structured interview comprising cultural identification and cultural engagement material in custody. All official police charges for violent offences were obtained for participants who were released from custody into the community over a period of 2 years. No meaningful relationship between cultural identity and violent recidivism was identified. However a significant association between cultural engagement and violent recidivism was obtained. Further analyses demonstrated that this relationship was significant only for participants with a strong Indigenous cultural identity. Participants with higher levels of cultural engagement took longer to violently re-offend although this association did not reach significance. For Australian Indigenous people in custody, 'cultural engagement' was significantly associated with non-recidivism. The observed protective impact of cultural engagement is a novel finding in a correctional context. Whereas identity alone did not buffer recidivism directly, it may have had an indirect influence given its relationship with cultural engagement. The findings of the study emphasize the importance of culture for Indigenous people in custody and a greater need for correctional institutions to accommodate Indigenous cultural considerations.

  16. The impact of indigenous cultural identity and cultural engagement on violent offending

    Directory of Open Access Journals (Sweden)

    Stephane M. Shepherd

    2017-07-01

    Full Text Available Abstract Background Possessing a strong cultural identity has been shown to protect against mental health symptoms and buffer distress prompted by discrimination. However, no research to date has explored the protective influences of cultural identity and cultural engagement on violent offending. This paper investigates the relationships between cultural identity/engagement and violent recidivism for a cohort of Australian Indigenous people in custody. Methods A total of 122 adults from 11 prisons in the state of Victoria completed a semi-structured interview comprising cultural identification and cultural engagement material in custody. All official police charges for violent offences were obtained for participants who were released from custody into the community over a period of 2 years. Results No meaningful relationship between cultural identity and violent recidivism was identified. However a significant association between cultural engagement and violent recidivism was obtained. Further analyses demonstrated that this relationship was significant only for participants with a strong Indigenous cultural identity. Participants with higher levels of cultural engagement took longer to violently re-offend although this association did not reach significance. Conclusions For Australian Indigenous people in custody, ‘cultural engagement’ was significantly associated with non-recidivism. The observed protective impact of cultural engagement is a novel finding in a correctional context. Whereas identity alone did not buffer recidivism directly, it may have had an indirect influence given its relationship with cultural engagement. The findings of the study emphasize the importance of culture for Indigenous people in custody and a greater need for correctional institutions to accommodate Indigenous cultural considerations.

  17. Exposure to violent and sexual media content undermines school performance in youth

    Directory of Open Access Journals (Sweden)

    Yakup Çetin

    2015-03-01

    Full Text Available Background: Humans are hard-wired to pay attention to violent and sexual cues. Because humans have limited attention capacity, attention allocated to violent and sexual cues decreases attention that can be allocated to encoding important information in school. This study examined the effects of exposure to violent and sexual media on general school performance and Test of English as a Foreign Language (TOEFL scores in Turkish youth. Methods: The relationship between exposure to violent and sexual media on school performance was assessed in a sample of 1545 Turkish adolescents. Then, we compared the TOEFL scores of 143 Turkish boys aged 14 to 18 divided in 71 living in dormitories in which consumption of media was strictly regulated and 72 living at home. Results: A significant negative relationship was found between exposure to violent/sexual media and school success. The effects remained significant even after controlling for the total amount of media exposure. In addition, boys living in the dormitory in which consumption of media was strictly regulated outscored those living at home on the TOEFL post-test immediately after the end of the study, and on a delayed post-test one week later. Conclusions: Because there was no difference between boys living at home and those living in a dormitory on the pre-test, the post-test and delayed post-test differences cannot be attributed to initial differences in English language proficiency. These results suggest that exposure to violent and sexual media impairs adolescent school performance and foreign language memory.

  18. Museums as Theme Parks - A Possible Marketing Approach?

    Directory of Open Access Journals (Sweden)

    Alexandra ZBUCHEA

    2015-09-01

    Full Text Available Museums compete increasingly more with very diverse entertainment providers, such as theme parks, despite the fact that their offer is mainly cultural. Museums have had to be more active and they have had to diversify their offer, in order to be more popular, therefore to better achieve their complex cultural missions. They should be more “market oriented” and aim to develop their programs according with their visitors’ needs and desires, as well as with the evolutions in the contemporary society.  One answer to this challenge would be the controversial theme parkisation of museums. The paper discusses in what extent the market approach of theme parks could be a viable marketing strategy for museums. It underlines several differences and similarities between the marketing approaches of museums and theme parks, in order to better understand how a museum could preserve its cultural functions, while obtaining economic success. Only the latter would allow it to better develop its cultural activity and thus to better serve its visitors and the community.

  19. Daily Violent Video Game Playing and Depression in Preadolescent Youth

    Science.gov (United States)

    Peskin, Melissa F.; Baumler, Elizabeth R.; Cuccaro, Paula M.; Elliott, Marc N.; Davies, Susan L.; Lewis, Terri H.; Banspach, Stephen W.; Kanouse, David E.; Schuster, Mark A.

    2014-01-01

    Abstract Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004–2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for <2 hours per day (p<0.001). The magnitude of this association was small (Cohen's d=0.16), but this association was consistent across all racial/ethnic subgroups and among boys (Cohen's d values ranged from 0.12 to 0.25). Our findings indicate that there is an association between daily exposure to violent video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications. PMID:25007237

  20. Personality traits predict brain activation and connectivity when witnessing a violent conflict

    NARCIS (Netherlands)

    Van den Stock, Jan; Hortensius, R.; Sinke, Charlotte; Goebel, Rainer; de Gelder, Beatrice

    2015-01-01

    As observers we excel in decoding the emotional signals telling us that a social interaction is turning violent. The neural substrate and its modulation by personality traits remain ill understood. We performed an fMRI experiment in which participants watched videos displaying a violent conflict

  1. Buss-Durkee Assessment and Validation with Violent versus Nonviolent Chronic Alcohol Abusers.

    Science.gov (United States)

    Renson, Gisele J.; And Others

    1978-01-01

    Chronic alcohol abusers who had been violent while intoxicated and nonviolent alcohol abusers were administered the Buss-Durkee Inventory. Violence was documented. Violent drinkers scored significantly higher than control subjects on the inventory total hostility score and on subscales measuring assault, irritability, verbal hostility, indirect…

  2. Daily violent video game playing and depression in preadolescent youth.

    Science.gov (United States)

    Tortolero, Susan R; Peskin, Melissa F; Baumler, Elizabeth R; Cuccaro, Paula M; Elliott, Marc N; Davies, Susan L; Lewis, Terri H; Banspach, Stephen W; Kanouse, David E; Schuster, Mark A

    2014-09-01

    Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004-2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications.

  3. Travel Series as TV Entertainment: Genre characteristics and touristic views on foreign countries

    Directory of Open Access Journals (Sweden)

    Anne Marit Waade

    2009-04-01

    Full Text Available Why is it not the deprived developing country, but rather the tempting destination the host arrives in when guiding the audience in a travel series? And how can we explore the specific combination of entertainment and education that travel series represent? Basically the travel series genre is a hybrid of journalistic documentary, entertaining lifestyle series and TV ads and the different series put different emphasis on the different genre elements. Travel series represent a certain kind of mediated consumption and they reflect lifestyle identity in relation to touristic consumer cultures. Like other lifestyle series dealing with consumption products and lifestyle markers encompassing fashion, food, garden, design and interior that balance somewhere between journalism and advertising, travel series typically deal with destinations, travel modes, cultural experiences and food as commodities. To understand the cultural and democratic value of travel series as a popular TV genre in the context of public service broadcasting, it is not the fact that the series contain educative and enlightening information about foreign cultures told in an entertaining and popular way that are of my interest. Rather it is tourism and media consumer culture as such, one has to expound as valuable democratic and cultural practice. The article presents different matrices of the respectively cultural and consumer knowledge that the different types of travel series include.

  4. Violent crime rates as a proxy for the social determinants of sexually transmissible infection rates: the consistent state-level correlation between violent crime and reported sexually transmissible infections in the United States, 1981-2010.

    Science.gov (United States)

    Chesson, Harrell W; Owusu-Edusei, Kwame; Leichliter, Jami S; Aral, Sevgi O

    2013-11-01

    Numerous social determinants of health are associated with violent crime rates and sexually transmissible infection (STI) rates. This report aims to illustrate the potential usefulness of violent crime rates as a proxy for the social determinants of STI rates. For each year from 1981 to 2010, we assessed the strength of the association between the violent crime rate and the gonorrhoea (Neisseria gonorrhoeae) rate (number of total reported cases per 100?000) at the state level. Specifically, for each year, we calculated Pearson correlation coefficients (and P-values) between two variables (the violent crime rate and the natural log of the gonorrhoea rate) for all 50 states and Washington, DC. For comparison, we also examined the correlation between gonorrhoea rates, and rates of poverty and unemployment. We repeated the analysis using overall syphilis rates instead of overall gonorrhoea rates. The correlation between gonorrhoea and violent crime was significant at the P<0.001 level for every year from 1981 to 2010. Syphilis rates were also consistently correlated with violent crime rates. In contrast, the P-value for the correlation coefficient exceeded 0.05 in 9 of the 30 years for the association between gonorrhoea and poverty, and in 17 of the 30 years for that between gonorrhoea and unemployment. Because violent crime is associated with many social determinants of STIs and because it is consistently associated with STI rates, violent crime rates can be a useful proxy for the social determinants of health in statistical analyses of STI rates.

  5. Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children

    DEFF Research Database (Denmark)

    Gentile, Douglas A.; Bender, Patrick K.; Anderson, Craig A.

    2017-01-01

    An experiment investigated the effects of violent content in video games on two physiological indicators of the fight-or-flight response (cortisol and cardiovascular changes) and on accessibility of aggressive thoughts in children. Participants played a randomly assigned violent or nonviolent video...... of aggressive thoughts. The cortisol findings in particular suggest that playing a violent video game may activate the sympathetic nervous system and elicit a fight-or-flight type response in children. Theoretical implications and future research are discussed....

  6. Consumer Attitude Toward Mobile Marketing in Bosnia and Herzegovina

    Directory of Open Access Journals (Sweden)

    Irma Jasarspahic

    2014-08-01

    Full Text Available Driven by the ongoing evolution in mobile technologies and the increasing popularity of the internet, the mobile marketing is becoming more and more popular to marketers whose aim is definitely to promote their goods and services to the consumer. Since many people are still unaware of the potential of marketing via mobile devices this research aimed to examine factors based on content of mobile marketing (entertainment, information, irritation, utility and personalization and frequency factor that are affecting the formation of attitude toward mobile marketing targeting BH consumers, and also will try bring to light the response behavior of consumers attitude toward mobile marketing practices and how consumers perceive mobile marketing in BH. The research approach for this study is descriptive and the data was collected by 200 online surveys from young population of BH. The data was analyzed using the software program SPSS. Based on analysis and findings, variables of content have different effect on consumer attitude. Research has shown that a lot of respondents believe mobile marketing is a good idea and that they certainly eases the need for products and services. This paper could be used as a good basis for future research on bigger sample.

  7. Determining the role of the Internet in violent extremism and terrorism: six suggestions for progressing research

    OpenAIRE

    Conway, Maura

    2016-01-01

    Some scholars and others are skeptical of a significant role for the Internet in processes of violent radicalization. There is increasing concern on the part of other scholars, and increasingly also policymakers and publics, that easy availability of violent extremist content online may have violent radicalizing effects. This article identifies a number of core questions regarding the interaction of violent extremism and terrorism and the Internet, particularly social media, that have yet to ...

  8. NEIGHBORHOOD CONTEXT AND THE GENDER GAP IN ADOLESCENT VIOLENT CRIME*

    OpenAIRE

    Zimmerman, Gregory M.; Messner, Steven F.

    2010-01-01

    Although researchers consistently demonstrate that females engage in less criminal behavior than males across the life course, research on the variability of the gender gap across contexts is sparse. To address this issue, we examine the gender gap in self-reported violent crime among adolescents across neighborhoods. Multilevel models using data from the Project of Human Development in Chicago Neighborhoods (PHDCN) indicate that the gender gap in violent crime decreases as levels of neighbor...

  9. The personal dispositions of violent extremism

    Directory of Open Access Journals (Sweden)

    Davydov D.G.

    2017-04-01

    Full Text Available The paper presents the differences in the nature of extremism and radicalism, and the necessity of introducing the concept of "violent extremism." It is shown that the ideology is the explanation of extremist behavior, rather than its cause. The ideology of extremism often eclectic, contradictory and can easily be transformed by changing the object of hostility, depending on the situation. For the description of the psychological causes of extremism it is proposed to use the concept of personal disposition. Disposition is the preferred way to subjective interpretation of reality and reflects both the specific needs of a person as well the typical social situations where it realized and personal experience. Considered the following dispositions of violent extremism: the Cult of force and aggression, Intolerance, Out-group hostility Conventional coercion, Social pessimism and destructiveness, Mystical, Fighting and overcoming, Nihilism to law, Anti-subjectivism. It is proposed to use these dispositions as diagnostic criteria and for preventing and correcting.

  10. Violent extremist group ecologies under stress.

    Science.gov (United States)

    Cebrian, Manuel; Torres, Manuel R; Huerta, Ramon; Fowler, James H

    2013-01-01

    Violent extremist groups are currently making intensive use of Internet fora for recruitment to terrorism. These fora are under constant scrutiny by security agencies, private vigilante groups, and hackers, who sometimes shut them down with cybernetic attacks. However, there is a lack of experimental and formal understanding of the recruitment dynamics of online extremist fora and the effect of strategies to control them. Here, we utilize data on ten extremist fora that we collected for four years to develop a data-driven mathematical model that is the first attempt to measure whether (and how) these external attacks induce extremist fora to self-regulate. The results suggest that an increase in the number of groups targeted for attack causes an exponential increase in the cost of enforcement and an exponential decrease in its effectiveness. Thus, a policy to occasionally attack large groups can be very efficient for limiting violent output from these fora.

  11. Gambling, violent behaviour and attitudes towards violence among adolescent gamblers in Finland

    Directory of Open Access Journals (Sweden)

    Räsänen Tiina

    2015-12-01

    Full Text Available AIMS - The purpose of this population-based study was to explore the relationship between gambling and violent behaviour and attitudes towards violence among 14- and 16-year-old adolescents. DESIGN - A national survey was conducted in Finland in 2011. The main measures in our study were gambling frequency and number of reported gambling-related harms. Their associations with violent behaviours and attitudes towards violence were studied using multinomial logistic regression and negative binomial regression. RESULTS - 47.1% of adolescents had gambled during the past six months and 13.2% of them had experienced gambling-related harms. Both gambling frequency and the number of gambling-related harms were linked to violent behaviour as well as to positive attitudes towards violence. Adolescents who engaged in gambling on a daily basis and/ or experienced gambling harms had the highest risk. CONCLUSIONS - Health promotion efforts among gamblers should take into account their increased risk for violent behaviour.

  12. Predicting violent behavior: The role of violence exposure and future educational aspirations during adolescence.

    Science.gov (United States)

    Stoddard, Sarah A; Heinze, Justin E; Choe, Daniel Ewon; Zimmerman, Marc A

    2015-10-01

    Few researchers have explored future educational aspirations as a promotive factor against exposure to community violence in relation to adolescents' violent behavior over time. The present study examined the direct and indirect effect of exposure to community violence prior to 9th grade on attitudes about violence and violent behavior in 12th grade, and violent behavior at age 22 via 9th grade future educational aspirations in a sample of urban African American youth (n = 681; 49% male). Multi-group SEM was used to test the moderating effect of gender. Exposure to violence was associated with lower future educational aspirations. For boys, attitudes about violence directly predicted violent behavior at age 22. For boys, future educational aspirations indirectly predicted less violent behavior at age 22. Implications of the findings and suggestions for future research are discussed. Copyright © 2015 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  13. The werther effect of two celebrity suicides: an entertainer and a politician.

    Directory of Open Access Journals (Sweden)

    Jae-Hyun Kim

    Full Text Available PURPOSE: Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. METHODS: News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigated by applying a Poisson time series autoregression model with suicide mortality data from the National Statistics Office for 1.5 years before and 1.5 years after each celebrity's suicide. The period with a significantly increased number of suicides immediately after the celebrity's suicide determined the Werther effect band. The relative risk during this period was examined for different ages, genders, and suicide methods. RESULTS: News reports were more numerous and they contained more positive definitions about the entertainer's suicide. The risk of suicide deaths rose markedly after both celebrity suicides. However, the Werther effect band was longer for the entertainer (6 weeks than for the politician (4 weeks. The relative suicide risk was significant for almost all ages and both genders during that of both individuals. Use of the same suicide method was a prominent risk factor after both celebrity suicides. CONCLUSIONS: Our results confirm the existence of imitative suicide behaviours, suggesting a facilitation effect of media reports. Guidelines for responsible media reporting need to be implemented to enhance public mental health in Korea.

  14. Effects of realism on extended violent and nonviolent video game play on aggressive thoughts, feelings, and physiological arousal.

    Science.gov (United States)

    Barlett, Christopher P; Rodeheffer, Christopher

    2009-01-01

    Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants (N=74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45 min. Aggressive thoughts and aggressive feelings were measured four times (every 15 min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Copyright 2009 Wiley-Liss, Inc.

  15. Individual Violent Overtopping Events: New Insights

    DEFF Research Database (Denmark)

    Jayaratne, R.; Hunt-Raby, A.; Bullock, G. N.

    2009-01-01

    Wave overtopping is essentially a discrete process in which disastrous consequences can arise from the effect of one or two waves; few of the thousands of previous experiments have focused on the properties of individual events. The violent impacts of water waves on walls create velocities and pr...

  16. A longitudinal study of the association between violent video game play and aggression among adolescents.

    Science.gov (United States)

    Willoughby, Teena; Adachi, Paul J C; Good, Marie

    2012-07-01

    In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492, 50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.

  17. Violent crime runs in families: a total population study of 12.5 million individuals.

    Science.gov (United States)

    Frisell, T; Lichtenstein, P; Långström, N

    2011-01-01

    Etiological theory and prior research with small or selected samples suggest that interpersonal violence clusters in families. However, the strength and pattern of this aggregation remains mostly unknown. We investigated all convictions for violent crime in Sweden 1973-2004 among more than 12.5 million individuals in the nationwide Multi-Generation Register, and compared rates of violent convictions among relatives of violent individuals with relatives of matched, non-violent controls, using a nested case-control design. We found strong familial aggregation of interpersonal violence among first-degree relatives [e.g. odds ratio (OR)sibling 4.3, 95% confidence interval (CI) 4.2-4.3], lower for more distant relatives (e.g. OR cousin 1.9, 95% CI 1.9-1.9). Risk patterns across biological and adoptive relations provided evidence for both genetic and environmental influences on the development of violent behavior. Familial risks were stronger among women, in higher socio-economic strata, and for early onset interpersonal violence. There were crime-specific effects (e.g. OR sibling for arson 22.4, 95% CI 12.2-41.2), suggesting both general and subtype-specific familial risk factors for violent behavior. The observed familiality should be accounted for in criminological research, applied violence risk assessment, and prevention efforts.

  18. ENTERTAINMENT SERVICES IN RURAL AREAS – PART OF TOURISM ACTIVITIES

    Directory of Open Access Journals (Sweden)

    Dionisie Marian TURCU

    2014-04-01

    Full Text Available The work aims to highlight the niche forms of tourism (active tourism and ecotourism, showing similarities and differences between them. However it argues the need to introduce the occupation of rural tourism entertainer, showing the main tasks incumbent upon it to organize leisure tourists. The research was conducted by studying the latest articles in the field and by consulting specific websites.

  19. Factors underlying male and female use of violent video games

    OpenAIRE

    Hartmann, T.; Möller, I.; Krause, C.

    2015-01-01

    Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guilt from engaging in virtual violence than females. This may be because males are less empathetic, tend to morally justify physical violence more and have a greater need for sensation and aggression ...

  20. Medicolegal aspects of hospital treatment of violent mentally ill persons

    Directory of Open Access Journals (Sweden)

    Jovanović Aleksandar

    2009-01-01

    Full Text Available Introduction. This paper deals with medicolegal aspects of the hospital treatment of patients suffering from severe mental disorders and who are prone to violent behavior, dangerous to self and others. Violent acts in this study were defined as deliberate and nonconsensual acts of actual, attempted or threatened harm to a person or persons, and classified into categories of any type of violence, physical violence and nonphysical violence, which is in accordance with approaches used in other risk assessment researches. Outline of Cases. The authors present four cases of mentally ill inpatients whose violent behavior toward self or other persons resulted in self-destruction and physical aggression against other persons. The presented cases involved: 1 selfinjury in a patient with acute organic mental disorder after jumping through a hospital window, 2 suicide by drowning of a patient with acute mental disorder after escaping from intensive care unit, 3 suicide in a depressive patient after escaping from a low-security psychiatry unit, 4 physical violence against body and life of other persons in a patient with chronic mental disorder. Conclusion. The presented cases are considered to be rare in clinical practice and risk of violent behavior and the consequent danger of mentally ill inpatients may be efficiently predicted and prevented with appropriate hospital management based on 1 repeated escalation of violent behavior and 2 protection of the patient and others. Hence, if the physician, in order to prevent harmful consequences, does not apply all the necessary measures, including appropriate diagnostic and therapeutic procedures, as well as treatment in an adequate setting, such act is against the Criminal Law of the Republic of Serbia which sanctions physician's negligence. Also, according to the Law on Obligations of the Republic of Serbia this presents a legal ground for damage claim and the requirement of liability for nonmaterial damage

  1. Finding the Middle Ground in Violent Video Game Research: Lessons From Ferguson (2015).

    Science.gov (United States)

    Markey, Patrick M

    2015-09-01

    Ferguson's comprehensive meta-analysis provides convincing data that violent video games have almost no effect on children's aggression. Although this finding is unlikely to bring unity to a divided field, Ferguson's article (2015, this issue) provides important rules that should aid all researchers. First, we need to be more accepting of results that are inconsistent with our own theories. Second, extraneous variables are often responsible for the relations previous studies have found between violent media and aggression. Third, we should avoid using unstandardized assessments of important variables whenever possible. Finally, caution is warranted when generalizing laboratory research findings to severe acts of violent in the "real world." It is hoped that, by accepting these basic rules, researchers and others will adopt less extreme positions concerning the effects of violent video games. © The Author(s) 2015.

  2. Violent Video Games and the Military: Recruitment, Training, and Treating Mental Disability

    Science.gov (United States)

    Derby, John

    2014-01-01

    This article adds to the small collection of art education studies on video games (Parks, 2008; Patton, 2013; Sweeny, 2010) by critically examining the association between violent video games, the U.S. military, and mental disability--from a critical disability studies perspective. Derby overviews the controversies surrounding violent video games…

  3. Heavy Sexual Content Versus Safer Sex Content: A Content Analysis of the Entertainment Education Drama Shuga.

    Science.gov (United States)

    Booker, Nancy Achieng'; Miller, Ann Neville; Ngure, Peter

    2016-12-01

    Extremely popular with Kenyan youth, the entertainment-education drama Shuga was designed with specific goals of promoting condom use, single versus multiple sexual partners, and destigmatization of HIV. Almost as soon as it aired, however, it generated controversy due to its extensive sexual themes and relatively explicit portrayal of sexual issues. To determine how safer sex, antistigma messages, and overall sexual content were integrated into Shuga, we conducted a content analysis. Results indicated that condom use and HIV destigmatization messages were frequently and clearly communicated. Negative consequences for risky sexual behavior were communicated over the course of the entire series. Messages about multiple concurrent partnerships were not evident. In addition, in terms of scenes per hour of programming, Shuga had 10.3 times the amount of sexual content overall, 8.2 times the amount of sexual talk, 17.8 times the amount of sexual behavior, and 9.4 times the amount of sexual intercourse as found in previous analysis of U.S. entertainment programming. Research is needed to determine how these factors may interact to influence adolescent viewers of entertainment education dramas.

  4. Violent Video Gaming and Moral Reasoning in Adolescents: Is There an Association?

    Science.gov (United States)

    Bajovic, Mirjana

    2013-01-01

    In this study of 109 adolescents from the eighth grade of seven public elementary schools in Canada, the relationship between adolescents' violent video game playing patterns, habits and attitudes, and their levels of moral reasoning was investigated. The results suggested that playing violent video games in general was a very popular activity…

  5. Affective Interface Adaptations in the Musickiosk Interactive Entertainment Application

    Science.gov (United States)

    Malatesta, L.; Raouzaiou, A.; Pearce, L.; Karpouzis, K.

    The current work presents the affective interface adaptations in the Musickiosk application. Adaptive interaction poses several open questions since there is no unique way of mapping affective factors of user behaviour to the output of the system. Musickiosk uses a non-contact interface and implicit interaction through emotional affect rather than explicit interaction where a gesture, sound or other input directly maps to an output behaviour - as in traditional entertainment applications. PAD model is used for characterizing the different affective states and emotions.

  6. Alcohol abuse as the strongest risk factor for violent offending in patients with paranoid schizophrenia.

    Science.gov (United States)

    Kudumija Slijepcevic, Marija; Jukic, Vlado; Novalic, Darko; Zarkovic-Palijan, Tija; Milosevic, Milan; Rosenzweig, Ivana

    2014-04-01

    To determine predictive risk factors for violent offending in patients with paranoid schizophrenia in Croatia. The cross-sectional study including male in-patients with paranoid schizophrenia with (N=104) and without (N=102) history of physical violence and violent offending was conducted simultaneously in several hospitals in Croatia during one-year period (2010-2011). Data on their sociodemographic characteristics, duration of untreated illness phase (DUP), alcohol abuse, suicidal behavior, personality features, and insight into illness were collected and compared between groups. Binary logistic regression model was used to determine the predictors of violent offending. Predictors of violent offending were older age, DUP before first contact with psychiatric services, and alcohol abuse. Regression model showed that the strongest positive predictive factor was harmful alcohol use, as determined by AUDIT test (odds ratio 37.01; 95% confidence interval 5.20-263.24). Psychopathy, emotional stability, and conscientiousness were significant positive predictive factors, while extroversion, pleasantness, and intellect were significant negative predictive factors for violent offending. This study found an association between alcohol abuse and the risk for violent offending in paranoid schizophrenia. We hope that this finding will help improve public and mental health prevention strategies in this vulnerable patient group.

  7. A 10-year follow-up study of violent victimization in first episode psychosis

    DEFF Research Database (Denmark)

    Langeveld, Johannes; Bjørkly, Stål; Evensen, Julie

    2018-01-01

    Violent victimization in persons with severe mental illness has long-term adverse consequences. Little is known about the long-term prevalence of victimization in first episode psychosis, or about factors affecting victimization throughout the course of illness. To assess the prevalence of violent...

  8. Excessive users of violent video games do not show emotional desensitization: an fMRI study.

    Science.gov (United States)

    Szycik, Gregor R; Mohammadi, Bahram; Hake, Maria; Kneer, Jonas; Samii, Amir; Münte, Thomas F; Te Wildt, Bert T

    2017-06-01

    Playing violent video games have been linked to long-term emotional desensitization. We hypothesized that desensitization effects in excessive users of violent video games should lead to decreased brain activations to highly salient emotional pictures in emotional sensitivity brain regions. Twenty-eight male adult subjects showing excessive long-term use of violent video games and age and education matched control participants were examined in two experiments using standardized emotional pictures of positive, negative and neutral valence. No group differences were revealed even at reduced statistical thresholds which speaks against desensitization of emotion sensitive brain regions as a result of excessive use of violent video games.

  9. Recidivistic offending and mortality in alcoholic violent offenders: a prospective follow-up study.

    Science.gov (United States)

    Tikkanen, Roope; Holi, Matti; Lindberg, Nina; Tiihonen, Jari; Virkkunen, Matti

    2009-06-30

    Predictive data supporting prevention of violent criminality are scarce. We examined risk factors for recidivism and mortality among non-psychotic alcoholic violent offenders, the majority having antisocial or borderline personality disorders, or both, which is a group that commits the majority of violent offences in Finland. Criminal records and mortality data on 242 male alcoholic violent offenders were analysed after a 7- to 15-year follow-up, and compared between themselves and with those of 1210 age-, sex- and municipality-matched controls. Recidivism and mortality rates were high. The risk of recidivistic violence was increased by antisocial or borderline personality disorder, or both, childhood maltreatment, and a combination of these. A combination of borderline personality disorder and childhood maltreatment was particularly noxious, suggesting an additive risk increase for a poor outcome. Accurate diagnosis and careful childhood interview may help to predict recidivism and premature death.

  10. Violent video games and delinquent behavior in adolescents: A risk factor perspective.

    Science.gov (United States)

    Exelmans, Liese; Custers, Kathleen; Van den Bulck, Jan

    2015-05-01

    Over the years, criminological research has identified a number of risk factors that contribute to the development of aggressive and delinquent behavior. Although studies have identified media violence in general and violent video gaming in particular as significant predictors of aggressive behavior, exposure to violent video games has been largely omitted from the risk factor literature on delinquent behavior. This cross-sectional study therefore investigates the relationship between violent video game play and adolescents' delinquent behavior using a risk factor approach. An online survey was completed by 3,372 Flemish adolescents, aged 12-18 years old. Data were analyzed by means of negative binomial regression modelling. Results indicated a significant contribution of violent video games in delinquent behavior over and beyond multiple known risk variables (peer delinquency, sensation seeking, prior victimization, and alienation). Moreover, the final model that incorporated the gaming genres proved to be significantly better than the model without the gaming genres. Results provided support for a cumulative and multiplicative risk model for delinquent behavior. Aggr. Behav. 41:267-279, 2015. © 2015 Wiley Periodicals, Inc. © 2015 Wiley Periodicals, Inc.

  11. Violent victimization of adult patients with severe mental illness: a systematic review.

    Science.gov (United States)

    Latalova, Klara; Kamaradova, Dana; Prasko, Jan

    2014-01-01

    The aims of this paper are to review data on the prevalence and correlates of violent victimization of persons with severe mental illness, to critically evaluate the literature, and to explore possible approaches for future research. PubMed/MEDLINE and PsycINFO databases were searched using several terms related to severe mental illness in successive combinations with terms describing victimization. The searches identified 34 studies. Nine epidemiological studies indicate that patients with severe mental illness are more likely to be violently victimized than other community members. Young age, comorbid substance use, and homelessness are risk factors for victimization. Victimized patients are more likely to engage in violent behavior than other members of the community. Violent victimization of persons with severe mental illness has long-term adverse consequences for the course of their illness, and further impairs the quality of lives of patients and their families. Victimization of persons with severe mental illness is a serious medical and social problem. Prevention and management of victimization should become a part of routine clinical care for patients with severe mental illness.

  12. 'Amusements are provided': asylum entertainment and recreation in Australia and New Zealand c.1860-c.1945.

    Science.gov (United States)

    MacKinnon, Dolly

    2009-01-01

    This chapter examines the official 'entertainment', in all its forms, provided to inmates in Australian and New Zealand asylums--later mental hospitals--between c.1860 and c.1945. Visitors came into asylum grounds and patients were permitted periods of leave, all for the purposes of entertainment and recreation. Surviving recreation buildings, their grounds and institutional archives, bear silent witness to the noisy and lively recreational activities of past patients, staff and visitors. This chapter reconstructs these practices in twenty public and three private asylums from this period by examining a diverse range of sources, including archives, histories of asylums and newspaper articles.

  13. Entertainment Education and Social Change: Evaluating a Children's Soap Opera in Kenya

    Science.gov (United States)

    de Block, Liesbeth

    2012-01-01

    This article discusses audience responses to a children's soap opera produced and broadcast in Kenya. It examines the evaluation process in relation to qualitative audience research within Cultural Studies. It challenges an Entertainment-Education model of media as vehicles for messages and links strongly with Communication for Social Change…

  14. MARKETING POLICIES THROUGH THE INTERNET: THE CASE OF SKIING CENTERS IN GREECE

    Directory of Open Access Journals (Sweden)

    Panagiotis LEFAKIS

    2012-09-01

    Full Text Available Lately, Internet constitutes a major tool for transactions in every aspect and supports innovative marketing policies. Broadband Internet has become “the key to success” for businesses, as it offers various advantages and benefits through Internet marketing (e-marketing policies. In Greece, mountainous areas are usually covered with snow during winter months; so, skiing centers have become an important asset for winter tourism. The Internet evolution and the development of network infrastructure enhance marketing policies for winter tourism activities. This paper studies the use of marketing policies in Greek skiing centers through the Internet, such as promotional activities, website interactivity, accommodation & entertainment information, online weather forecast, guest book, etc Therefore, the paper aims to optimize and evaluate skiing centers in Greece, qualitatively and quantitatively according to e-marketing policies used as criteria, based on the multicriteria method of PROMETHEE II and further to classify them in groups. Finally we identify and describe the optimum group of skiing centers to be used as a model with enhanced customer communication services.

  15. The effect of violent video game playing on gamer's views of victims of crime

    OpenAIRE

    McLean, L

    2015-01-01

    This research was designed to explore the relationship between violent video game play and attitudes towards victims. As the violent genre of games become more popular and as the graphics and content becomes even more realistic and immersive, there has been concern that this media form offers a different perspective on violence to players than more passive forms of media. Much of the research in the area of violent video game research has focused on changes in players in terms of aggressive b...

  16. The Role of Violent Video Game Content in Adolescent Development: Boys' Perspectives

    Science.gov (United States)

    Olson, Cheryl K.; Kutner, Lawrence A.; Warner, Dorothy E.

    2008-01-01

    Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12…

  17. Teaching Peace: Alternatives to Violent Play.

    Science.gov (United States)

    Jurek, Dianne Miller; Velazquez, Michaela

    1995-01-01

    To help combat the effects of violence on children and improve the quality and nature of play, early childhood teachers can: define violence by helping children become aware of the issue, help children resolve their own conflicts, create a peace place in the classroom, intervene when violent play occurs, evaluate media and toys, and educate…

  18. The effects of violent media content on aggression

    DEFF Research Database (Denmark)

    Bender, Patrick K.; Plante, Courtney; Gentile, Douglas A.

    2017-01-01

    how media violence research has started to move away from merely establishing the existence of media effects and instead has begun to investigate the mechanisms underlying these effects and their limitations. Such studies range from investigations into cross-cultural differences to neurophysiological...... effects, and the interplay between media, individual, and contextual factors. Although violent media effects have been well-established for some time, they are not monolithic, and recent findings continue to shed light on the nuances and complexities of such effects.......Decades of research have shown that violent media exposure is one risk factor for aggression. This review presents findings from recent cross-sectional, experimental, and longitudinal studies, demonstrating the triangulation of evidence within the field. Importantly, this review also illustrates...

  19. Screen violence and youth behavior

    NARCIS (Netherlands)

    Anderson, Craig A.; Bushman, Brad J.; Bartholow, Bruce D.; Cantor, Joanne; Christakis, Dimitri; Coyne, Sarah M.; Donnerstein, Edward; Brockmyer, Jeanne Funk; Gentile, Douglas A.; Green, C. Shawn; Huesmann, Rowell; Hummer, Tom; Krahé, Barbara; Strasburger, Victor C.; Warburton, Wayne; Wilson, Barbara J.; Ybarra, Michele

    2017-01-01

    Violence in screen entertainment media (ie, television, film, video games, and the Internet), defined as depictions of characters (or players) trying to physically harm other characters (or players), is ubiquitous. The Workgroup on Media Violence and Violent Video Games reviewed numerous

  20. Children's violent television viewing: are parents monitoring?

    Science.gov (United States)

    Cheng, Tina L; Brenner, Ruth A; Wright, Joseph L; Sachs, Hari Cheryl; Moyer, Patricia; Rao, Malla R

    2004-07-01

    Violent media exposure has been associated with aggressive behavior, and it has been suggested that child health professionals counsel families on limiting exposure. Effective violence prevention counseling requires an understanding of norms regarding parental attitudes, practices, and influencing factors. Both theories of reasoned action and planned behavior emphasize that subjective norms and attitudes affect people's perceptions and intended behavior. Few data exist on violent television viewing and monitoring from a cross-section of families. By understanding the spectrum of parental attitudes, community-sensitive interventions for violence prevention can be developed. The objective of this study was to assess attitudes about and monitoring of violent television viewing from the perspective of parents. An anonymous self-report assisted survey was administered to a convenience sample of parents/guardians who visited child health providers at 3 sites: an urban children's hospital clinic, an urban managed care clinic, and a suburban private practice. The parent questionnaire included questions on child-rearing attitudes and practices and sociodemographic information. A total of 1004 adults who accompanied children for health visits were recruited for the study; 922 surveys were completed (participation rate: 92%). A total of 830 (90%) respondents were parents and had complete child data. Of the 830 respondents, 677 had questions on television viewing included in the survey and were the focus of this analysis. Seventy-five percent of families reported that their youngest child watched television. Of these, 53% reported always limiting violent television viewing, although 73% believed that their children viewed television violence at least 1 time a week. Among television viewers, 81% reported usually or always limiting viewing of sexual content on television and 45% reported usually or always watching television with their youngest child. Among children who watched

  1. The Relationship between Juvenile Psychopathic Traits, Delinquency and (Violent) Recidivism: A Meta-Analysis

    Science.gov (United States)

    Asscher, Jessica J.; van Vugt, Eveline S.; Stams, Geert Jan J. M.; Dekovic, Maja; Eichelsheim, Veroni I.; Yousfi, Sarah

    2011-01-01

    A meta-analysis of k = 53 studies containing 60 non-overlapping samples and 10,073 participants was conducted to investigate whether psychopathy was associated with delinquency and (violent) recidivism in juveniles. The results showed that psychopathy was moderately associated with delinquency, general recidivism, and violent recidivism. Moderator…

  2. TOWARDS COLLABORATION BETWEEN PUBLIC WELFARE AGENCIES AND MASS ENTERTAINMENT MEDIA TO BRING ABOUT A TURNING POINT STAGE IN THE LIVES OF BATTERED WOMEN

    Directory of Open Access Journals (Sweden)

    Nourit Segev

    2010-06-01

    Full Text Available This article examines the promoting and impeding factors that advance the turning point in thelives of battered women. The subject is important because of the contribution of the turning pointstage to the ability of women to leave the violent relationship and the way in which the publicwelfare agencies become involved in order to help the victim to advance towards the turning point.The article also reviews the influence of the entertainment media in shaping the positions of thepublic regarding marital violence, the presentation of battered women in the media, and theconnection between their media presentation and their advancement towards the turning point inreality.The research is based on a combination of qualitative and quantitative data, and focuses on contentanalysis. The qualitative content analysis included 40 journal articles, 1 documentary film and onedrama series, the personal interviews included 8 social workers and 6 journalists, and the focusgroup included 8 battered women. The findings indicate an awareness of battered women in thevarious media, and of a gap between the perception of social workers and the journalists regardingthe role of the media in raising social problems.The article calls for cooperation between the media and the professionals in order to construct messages of empowerment that will enable women to advance towards the turning point in theirlives.

  3. H-functions and mixing in violent relaxation

    International Nuclear Information System (INIS)

    Tremaine, S.; Henon, M.; Lynden-Bell, D.

    1986-01-01

    An H-function is any function of the phase space distribution function F(x,v) which is non-decreasing with time. In collisionless systems Boltzmann's H-function - integral F log F dx dv is only one of a variety of H-functions of the form - integral C(F) dx dv, where C is any convex function. Every equilibrium stellar system in which the distribution function is a decreasing function of the energy alone is a stationary point of some H-function of this form. During violent relaxation, all such H-functions must increase, and the distribution function is said to become 'more mixed'. A simple criterion is given for determining whether a given distribution function is more mixed than another; this criterion is used to show that a violently relaxed galaxy resembles observed elliptical galaxies only if the initial state is cold or clumpy. (author)

  4. Emotional Desensitization to Violence Contributes to Adolescents’ Violent Behavior

    Science.gov (United States)

    Mrug, Sylvie; Madan, Anjana; Windle, Michael

    2015-01-01

    Many adolescents are exposed to violence in their schools, communities and homes. Exposure to violence at high levels or across multiple contexts has been linked with emotional desensitization, indicated by low levels of internalizing symptoms. However, the long-term consequences of such desensitization are unknown. This study examined emotional desensitization to violence, together with externalizing problems, as mediators of the relationship between exposure to violence in pre-adolescence and violent behavior in late adolescence. A community sample of youth (N=704; 48% female; 76% African American, 22% Caucasian) reported on their exposure to violence in multiple settings at ages 11, 13 and 18. Internalizing and externalizing problems were assessed at ages 11 and 13; violent behavior was measured at age 18. Structural Equation Modeling showed that exposure to high levels of violence at age 11 was associated with lower levels of internalizing problems (quadratic effect) at age 13, as was exposure to violence across multiple contexts (linear effect). In turn, fewer internalizing problems and more externalizing problems at age 13 predicted more violent behavior at age 18. The results suggest that emotional desensitization to violence in early adolescence contributes to serious violence in late adolescence. PMID:25684447

  5. Emotional Desensitization to Violence Contributes to Adolescents' Violent Behavior.

    Science.gov (United States)

    Mrug, Sylvie; Madan, Anjana; Windle, Michael

    2016-01-01

    Many adolescents are exposed to violence in their schools, communities and homes. Exposure to violence at high levels or across multiple contexts has been linked with emotional desensitization, indicated by low levels of internalizing symptoms. However, the long-term consequences of such desensitization are unknown. This study examined emotional desensitization to violence, together with externalizing problems, as mediators of the relationship between exposure to violence in pre-adolescence and violent behavior in late adolescence. A community sample of youth (N = 704; 48% female; 76% African American, 22% Caucasian) reported on their exposure to violence in multiple settings at ages 11, 13 and 18. Internalizing and externalizing problems were assessed at ages 11 and 13; violent behavior was measured at age 18. Structural Equation Modeling showed that exposure to high levels of violence at age 11 was associated with lower levels of internalizing problems (quadratic effect) at age 13, as was exposure to violence across multiple contexts (linear effect). In turn, fewer internalizing problems and more externalizing problems at age 13 predicted more violent behavior at age 18. The results suggest that emotional desensitization to violence in early adolescence contributes to serious violence in late adolescence.

  6. A Televised Entertainment-Education Drama to Promote Positive Discussion about Organ Donation

    Science.gov (United States)

    Khalil, Georges E.; Rintamaki, Lance S.

    2014-01-01

    This article investigates pathways between the exposure to an entertainment-education (E-E) television drama called "Three Rivers" and positive discussion of organ donation among viewers of the drama in the United States. A cross-sectional survey was conducted using an online advertising for a period of one week. Survey participants…

  7. Market Power of Local Cable Television Franchises: Evidence from the Effects of Deregulation

    OpenAIRE

    Adam B. Jaffe; David M. Kanter

    1990-01-01

    The 1989 Cable Act eliminated most price regulation of cable television operators, including the right of municipalities to enforce price terms in franchise agreements. Deregulation was justified, at least partially, by the contention that competition from other entertainment media eliminated any market power of cable franchises. We examine the value at sale of existing cable systems before and after deregulation. Assuming that this value represents the expected present value of future profit...

  8. The Effect of Online Violent Video Games on Levels of Aggression

    OpenAIRE

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    BACKGROUND: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase...

  9. Violent Video Games Recruit American Youth

    Science.gov (United States)

    Lugo, William

    2006-01-01

    An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…

  10. Facial reactions to violent and comedy films: Association with callous-unemotional traits and impulsive aggression.

    Science.gov (United States)

    Fanti, Kostas A; Kyranides, Melina Nicole; Panayiotou, Georgia

    2017-02-01

    The current study adds to prior research by investigating specific (happiness, sadness, surprise, disgust, anger and fear) and general (corrugator and zygomatic muscle activity) facial reactions to violent and comedy films among individuals with varying levels of callous-unemotional (CU) traits and impulsive aggression (IA). Participants at differential risk of CU traits and IA were selected from a sample of 1225 young adults. In Experiment 1, participants (N = 82) facial expressions were recorded while they watched violent and comedy films. Video footage of participants' facial expressions was analysed using FaceReader, a facial coding software that classifies facial reactions. Findings suggested that individuals with elevated CU traits showed reduced facial reactions of sadness and disgust to violent films, indicating low empathic concern in response to victims' distress. In contrast, impulsive aggressors produced specifically more angry facial expressions when viewing violent and comedy films. In Experiment 2 (N = 86), facial reactions were measured by monitoring facial electromyography activity. FaceReader findings were verified by the reduced facial electromyography at the corrugator, but not the zygomatic, muscle in response to violent films shown by individuals high in CU traits. Additional analysis suggested that sympathy to victims explained the association between CU traits and reduced facial reactions to violent films.

  11. Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

    OpenAIRE

    Uematsu, Yuko; Saito, Hideo

    2008-01-01

    This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera....

  12. Effects of avatar race in violent video games on racial attitudes and aggression

    NARCIS (Netherlands)

    Yang, G.S.; Gibson, B; Lueke, A.K.; Huesmann, L.R.; Bushman, B.J.

    2014-01-01

    The media often link Black characters and violence. This is especially true in video games, in which Black male characters are virtually always violent. This research tested the effects of playing a violent game as a Black (vs. White) avatar on racial stereotypes and aggression. In Experiment 1,

  13. Violent Extremism, National Security and Prevention. Institutional Discourses and Their Implications for Schooling

    Science.gov (United States)

    Mattsson, Christer; Säljö, Roger

    2018-01-01

    Currently, threats to societal security from extremist groups are high on the political agenda in many countries. Politicians, policymakers at various levels and communities are searching for methods to counteract recruitment to violent organizations. These efforts are often referred to as Prevention of Violent Extremism (PVE-programmes). One of…

  14. Genetic and Environmental Contributions to the Relationship between Violent Victimization and Criminal Behavior

    Science.gov (United States)

    Vaske, Jamie; Boisvert, Danielle; Wright, John Paul

    2012-01-01

    Studies have shown that there is a significant association between violent victimization and criminal behavior. One potential explanation for this association is that genetically mediated processes contribute to both violent victimization and criminal behavior. The current study uses data from the twin sample of the National Longitudinal Study of…

  15. Longitudinal effects of violent video games on aggression in Japan and the United States.

    Science.gov (United States)

    Anderson, Craig A; Sakamoto, Akira; Gentile, Douglas A; Ihori, Nobuko; Shibuya, Akiko; Yukawa, Shintaro; Naito, Mayumi; Kobayashi, Kumiko

    2008-11-01

    Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression. We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness. In 3 independent samples, participants' video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months. One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years. RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth. These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.

  16. Prevalence of and risk factors for violent disciplinary practices at home in Viet Nam.

    Science.gov (United States)

    Cappa, Claudia; Dam, Hang

    2014-02-01

    Data on parenting practices and the use of violence in child rearing remain scarce worldwide, hindering prevention efforts. This study examines disciplinary methods used on children at home in Viet Nam. It is based on data collected from 2010 to 2011 through the fourth round of the Multiple Indicator Cluster Survey (MICS4)-a household survey program supported by the United Nations Children's Fund (UNICEF) that focuses on women and children in low- and middle-income countries. Respondents in the survey were asked 11 questions relating to disciplinary measures used in the preceding month on one randomly selected child (2-14 years old) in each household. A final question about attitudes probed adults' views on the need for physical punishment in child rearing. Univariate and multivariate analyses were conducted to estimate the prevalence of violent and nonviolent forms of discipline, and to identify risk factors associated with violent punishment. Results showed that three in four children in Viet Nam are disciplined through violent means. The exposure of Vietnamese children to violent forms of discipline was significantly associated with varied characteristics of both children and their caregivers. Moreover, the use of violent disciplinary practices on children was strongly associated with positive attitudes toward corporal punishment. Risk factors for violent child discipline identified in this study can inform future interventions to promote positive practices and to protect Vietnamese children against violence in the home.

  17. The relation between sleep and violent aggression

    NARCIS (Netherlands)

    Kamphuis, Jeanine

    2017-01-01

    Good sleep is important for our emotional stability and aggression control. Although most people do not become violent after a period of poor sleep, this may be different for certain vulnerable individuals. Forensic psychiatric patients may represent a group of such individuals. We studied patients

  18. Using Entertainment Media to Inform Student Affairs Teaching and Practice Related to Sex and Gender

    Science.gov (United States)

    Davis, Tracy L.

    2004-01-01

    This chapter presents several strategies for teaching about sex and gender using entertainment media and explores critical issues related to content development, the delivery process, and evaluation methods.

  19. The Effects of Violent Video Game Habits on Adolescent Aggressive Attitudes and Behaviors.

    Science.gov (United States)

    Lynch, Paul J.; Gentile, Douglas A.; Olson, Abbie A.; van Brederode, Tara M.

    Video games have become one of the favorite activities of children in America. A growing body of research links violent video game play to aggressive cognitions, attitudes, and behaviors. This study tested the predictions that exposure to violent video game content is: (1) positively correlated with hostile attribution bias; (2) positively…

  20. Effects of Playing versus Observing Violent versus Nonviolent Video Games on Children's Aggression.

    Science.gov (United States)

    Graybill, Daniel; And Others

    1987-01-01

    Examined short-term effects of playing versus observing violent versus nonviolent video games on the aggression of elementary school children. Children (N=146) played or observed games for 14 minutes, then completed three measures of aggression. Found no differences between violent and nonviolent conditions on measures of aggression. (Author/NB)

  1. Energy Survival: entertainment as a resource for local energy actions

    Energy Technology Data Exchange (ETDEWEB)

    Elburg, Henk van; Moosdijk, Catelijne van de [SenterNovem (Netherlands)

    2007-07-01

    In 2005, SenterNovem, the Dutch Broadcasting Corporation, a publishing company and a consortium of local authorities launched 'Energy Survival'; a renewing energy marketing strategy for children to create a demand for local energy actions. New elements are powerful branding and the use of cross media techniques through national TV, internet, local events and primary education. Through entertainment, Energy Survival influences children's attitude towards energy consumption and its convincing relation with the environment. It aims at qualifying children to become 'energy ambassadors' in their own local environment: family, school and neighbourhood. Energy Survival has become a well tested energy game-concept for children in whom public and private partners cooperate under one brand name and with a clear division of roles and interests. However, the backbone of the concept is the local approach: local actions in municipalities and in primary schools, supported by television and internet where children learn to deal with the upcoming energy challenges of the planet they will inherit. By providing an internet-based teaching method, especially primary schools will be an effective multiplier to reach children. Broadcasting the energy game on national TV on the one hand, and local events and preliminaries on the other hand, ensure opportunities for widespread 'duplication' of the concept, adapted to local policy priorities regarding sustainable energy because each municipality is permitted to choose its own themes. Despite the fact that the project is still young and that the partners consider it as a 'long term-investment', the first independent monitoring results indicate that Energy Survival so far is quite successful. Ratings of the first TV-series show a national market share of 20 % in the age group 6-12 years and significantly more interaction between children and their parents on energy related issues. The website

  2. Original Paper Experience and Perpetration of Violent Behaviours ...

    African Journals Online (AJOL)

    2011-04-11

    Apr 11, 2011 ... physical, sexual and psychological violence among males were 75.3%, 44.9% and 13.3% respectively. ... have primary socialising influence for children and adolescents ... violent behaviors include whether “someone said.

  3. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    OpenAIRE

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in vir...

  4. Effects of media ratings on children and adolescents: a litmus test of the forbidden fruit effect

    NARCIS (Netherlands)

    Gosselt, Jordi Franciscus; de Jong, Menno D.T.; van Hoof, Joris Jasper

    2012-01-01

    Media ratings serve to inform parents about and protect minors from violent or otherwise harmful media content. Most of these systems use age pictograms and content warning pictograms for entertainment products. An experiment was conducted to investigate whether these pictograms, contrary to their

  5. The effects of violent media content on aggression.

    Science.gov (United States)

    Bender, Patrick K; Plante, Courtney; Gentile, Douglas A

    2018-02-01

    Decades of research have shown that violent media exposure is one risk factor for aggression. This review presents findings from recent cross-sectional, experimental, and longitudinal studies, demonstrating the triangulation of evidence within the field. Importantly, this review also illustrates how media violence research has started to move away from merely establishing the existence of media effects and instead has begun to investigate the mechanisms underlying these effects and their limitations. Such studies range from investigations into cross-cultural differences to neurophysiological effects, and the interplay between media, individual, and contextual factors. Although violent media effects have been well-established for some time, they are not monolithic, and recent findings continue to shed light on the nuances and complexities of such effects. Copyright © 2017 Elsevier Ltd. All rights reserved.

  6. The influence of religiosity on violent behavior of adolescents: a comparison of Christian and Muslim religiosity.

    Science.gov (United States)

    Baier, Dirk

    2014-01-01

    Different criminological theories assume that religiosity protects against violent behavior. Up to now, this assumption is tested empirically almost exclusively for the Christian religiosity. The study presented here questions whether such a relationship between religiosity and violent behavior could be found for Muslims, likewise. Using a German-wide representative school survey of 16,545 male students in the ninth grade, who belong either to a Christian or an Islamic denomination, it can be revealed that only for Christians a higher religiosity correlates with a lower rate of violent behavior. This influence of Christian religiosity can be explained by mainly control theory variables. For Muslims, there is no significant correlation between religiosity and violent behavior in a bivariate analysis. A multivariate analysis, however, reveals a suppression effect: Controlling for alcohol consumption, Muslim religiosity increases violent behavior. In addition, high religious Muslims agree more often to norms of masculinity and consume more often media violence, which are risk factors of violent behavior. Accordingly, it can be concluded that religiosity is not a violence-protecting factor in general; instead, a more differentiated view for separate religious groups is necessary.

  7. The origin of violent behaviour among child labourers in India.

    Science.gov (United States)

    Dalal, K; Rahman, F; Jansson, B

    2008-01-01

    We explored the causes and circumstances of violent behaviour among a group of child labourers in the Indian unorganized sectors. From 14 categories of occupations, a total of 1,400 child labourers were interviewed in both urban and rural areas. The average family size of these mostly illiterate child labourers is seven, and average family income is 3,200 INR per month. In the short term child labourers become violent, aggressive, and criminal, following a pyramid of violent behaviour, including socio-economic pressure, cultural deviance, and psychological pressure. When considering family history it seems that the problem is part of a vicious cycle of violence, which persists through generations and evolves with financial crisis, early marriage, and violence in the family and workplace. Our study demonstrates that the most vulnerable groups of child labourers belong to the following workplaces: dhabas, food stalls, rail/bus stations, rail-floor cleaning, and rag picking. Giving high priority to capacity building within the community, including support for locally-generated solutions, is warranted.

  8. ANALIZA STRATEGIC? DE MARKETING, DE POZI?IONARE A M?RCII UNEI FRANCIZE SPORTIVE PROFESIONISTE ?I A?TEPT?RILE CONSUMATORILOR DE SPORT

    OpenAIRE

    Gheorghe Jinga

    2012-01-01

    The sport events market is characterised by a demand with its specific requirements and an offer intensely pressured by results. This market commersializes a valid, ephemeral product, having not so well defined characteristics and attributes which are instable in a competitive universe. I will try to present a specific diagnosis between demand and offer in the form of sports entertainment and also the importance between the strategic view of the leaders, of the owners of clubs, the ones who o...

  9. Mental Disorders and Charges of Violent Offences

    DEFF Research Database (Denmark)

    Gosden, Niels Patrick; Kramp, Peter; Gabrielsen, Gorm

    2006-01-01

    This study describes associations between mental disorders and charges of violence among remanded adolescents. 100 15–17 year old boys from East Denmark, consecutively remanded during one year, were interviewed with SCAN, K-SADS and SCID-II to obtain past year ICD-10 diagnoses. There was no stati......This study describes associations between mental disorders and charges of violence among remanded adolescents. 100 15–17 year old boys from East Denmark, consecutively remanded during one year, were interviewed with SCAN, K-SADS and SCID-II to obtain past year ICD-10 diagnoses....... There was no statistically significant association between the occurrence of a violent charge and mental disorders in general (OR = 1.02, 95% confidence interval (CI)[0.24; 4.38]). An association was found between violent charge and non-danish ethnicity (OR = 7.58, [1.60; 35.92]). Previously reported association between...... violence and mental disorder among adults were not replicated in this male adolescent remand population. A developmental hypothesis is proposed....

  10. Engaging Civil Society in Countering Violent Extremism

    Directory of Open Access Journals (Sweden)

    Bibi van Ginkel

    2012-08-01

    Full Text Available In this Research Paper Dr. Bibi van Ginkel takes an in depth look at how multi-lateral institutions, engage with civil society to counter violent extremism. Dr. van Ginkel argues that civil society can play a crucial role in preventing and countering violent extremism in numerous ways – by working on development programs, through their work in conflict transformation, in providing a platform to raise political grievances and to facilitate dialogue, or through their work in empowering victims and survivors of terrorism. The Paper finds that over the last decade there has been a more intensive coordination of activities between the UN and other multi-lateral organisations and civil society but the question remains whether the implementation as well as the drafting of these policies will live up to their potential effectiveness. This Paper gauges how effective these measures have been and what more there is to do. The final section concludes with a series of policy recommendations.

  11. Association of Cumulative Childhood Adversity and Adolescent Violent Offending With Suicide in Early Adulthood.

    Science.gov (United States)

    Björkenstam, Emma; Hjern, Anders; Björkenstam, Charlotte; Kosidou, Kyriaki

    2018-02-01

    Childhood adversity (CA) is associated with an increased risk of suicide in young adulthood that might be explained by maladaptive trajectories during adolescence. Although adolescent violent offending is linked with suicide, little is known about its role in the association between CA and suicide. To examine whether adolescent violent offending mediates the association between CA and suicide in early adulthood. This population-based, longitudinal cohort study with a follow-up time spanning 5 to 9 years included 476 103 individuals born in Sweden between 1984 and 1988. The study population was prospectively followed up from 20 years of age until December 31, 2013, with respect to suicide. Data analysis was performed from January 1, 1984, to December 31, 2013. Register-based CAs included parental death, parental substance abuse and psychiatric disorder, parental criminal offending, parental separation, public assistance recipiency, child welfare intervention, and residential instability. Adolescent violent offending was defined as being convicted of a violent crime between the ages of 15 and 19 years. Estimates of risk of suicide after 20 years of age (from 2004 if born in 1984 and from 2008 if born in 1988) until the end of 2013 were calculated as incidence rate ratios (IRRs) with 95% CIs using Poisson regression analysis. Adjustments were made for demographics and psychiatric disorder. In addition, binary mediation analysis with logistic regression was used. A total of 476 103 individuals (231 699 [48.7%] female) were included in the study. Those with a conviction for violent offending had been exposed to all CAs to a greater extent than those with no violent offending. Cumulative CA was associated with risk of suicide in nonconvicted (adjusted IRR, 2.4; 95% CI, 1.5-3.9) and convicted youths, who had a higher risk of suicide (adjusted IRR, 8.5; 95% CI, 4.6-15.7). Adolescent violent offending partly mediated the association between CA and suicide. Individuals

  12. Association between Violent Crime and Psychosis in Men Serving Prison Terms.

    Science.gov (United States)

    Saavedra, Javier; López, Marcelino; Trigo, M Eva

    2017-06-27

    Psychosis has been associated with committing violent crimes. However, it has been reported that the association is mediated by toxin consumption, personality disorders, and positive symptoms. This study will examine the relationship between different psychological disorders and sociodemographic variables, and violent crime perpetration in a sample of 472 men serving prison terms in Andalusia, Spain. A correlation-based, retrospective study was conducted and data were analyzed through logistic regression. The sample is representative of the Andalusian prison population, with a 95% level of confidence and .02% precision. Inmates were sampled and diagnosed by expert clinicians using the SCID-I and the IPDE-II. We computed bivariate correlations between the aforementioned variables and perpetration of violent crimes (murder, homicide, attempted murder, and injury) to later apply logistic regression and find adjusted odds ratios. We confirmed the association between diagnosis of functional psychoses and violent crime, with a significant adjusted odds ratio in the last model (OR = 3.71; p = .010). Other significant variables that acted like risk factors include suicide attempts (OR = 2.04; p = .046), having received care at a mental health facility in the year before imprisonment (OR = 3.83; p = .008), and more strongly than the psychosis diagnosis, low level of education (OR = 10.32; p = .029). Toxin consumption and personality disorders were not significant in the final model.

  13. Place of origin and violent disagreement among Asian American families: analysis across five States.

    Science.gov (United States)

    Wang, Jong-Yi; Probst, Janice C; Moore, Charity G; Martin, Amy B; Bennett, Kevin J

    2011-08-01

    We examined the prevalence of and factors associated with violent and heated disagreements in the Asian American families, with an emphasis on place of birth differences between parent and child. Data were obtained from the 2003 National Survey of Children's Health, limited to five states with the highest concentration of Asian-Americans (n = 793). Multivariable analysis used generalized logistic regression models with a three-level outcome, violent and heated disagreement versus calm discussion. Violent disagreements were reported in 13.7% of Asian-American homes and 9.9% of white homes. Differential parent-child place of birth was associated with increased odds for heated disagreement in Asian-American families. Parenting stress increased the likelihood of violent disagreements in both Asian-American and white families. Asian-American families are not immune to potential family violence. Reducing parenting stress and intervening in culturally appropriate ways to reduce generation differences should be violence prevention priorities.

  14. Violent offending promotes appetitive aggression rather than posttraumatic stress - a replication study with Burundian ex-combatants

    Directory of Open Access Journals (Sweden)

    Anke eKöbach

    2015-12-01

    Full Text Available Research has identified appetitive aggression, i.e., the perception of committed, violent acts as appealing, exciting and fascinating, as a common phenomenon within populations living in precarious and violent circumstances. Investigating demobilized soldiers in the Democratic Republic of Congo demonstrated that violent offending is associated with appetitive aggression but not necessarily with symptoms of posttraumatic stress. In the present study we sought to replicate these results in an independent and larger sample of demobilized soldiers from Burundi. As with the Congolese ex-combatants, random forest regression revealed that the number of lifetime perpetrated violent acts is the most important predictor of appetitive aggression and the number of lifetime experienced traumatic events is the main predictor for posttraumatic stress. Perpetrated violent acts with salient cues of hunting (pursuing the victim, the sight of blood, etc. were most predictive for perceiving violent cues appealingly after demobilization. Moreover, the association of violent acts and appetitive aggression as well as traumatic events and posttraumatic stress remains strong even years after demobilization. Patterns of traumatic events and perpetrated acts as predictors for posttraumatic stress and appetitive aggression seem to be robust among different samples of ex-combatants who fought in civil wars. Psychotherapeutic interventions that address these complementary facets of combat-related disorders -- namely, posttraumatic stress and appetitive aggression -- are indispensable for a successful reintegration of those who fought in armed conflicts and to achieve a successful transition to peace.

  15. Is violent radicalisation associated with poverty, migration, poor self-reported health and common mental disorders?

    Directory of Open Access Journals (Sweden)

    Kamaldeep Bhui

    Full Text Available BACKGROUND: Doctors, lawyers and criminal justice agencies need methods to assess vulnerability to violent radicalization. In synergy, public health interventions aim to prevent the emergence of risk behaviours as well as prevent and treat new illness events. This paper describes a new method of assessing vulnerability to violent radicalization, and then investigates the role of previously reported causes, including poor self-reported health, anxiety and depression, adverse life events, poverty, and migration and socio-political factors. The aim is to identify foci for preventive intervention. METHODS: A cross-sectional survey of a representative population sample of men and women aged 18-45, of Muslim heritage and recruited by quota sampling by age, gender, working status, in two English cities. The main outcomes include self-reported health, symptoms of anxiety and depression (common mental disorders, and vulnerability to violent radicalization assessed by sympathies for violent protest and terrorist acts. RESULTS: 2.4% of people showed some sympathy for violent protest and terrorist acts. Sympathy was more likely to be articulated by the under 20s, those in full time education rather than employment, those born in the UK, those speaking English at home, and high earners (>£75,000 a year. People with poor self-reported health were less likely to show sympathies for violent protest and terrorism. Anxiety and depressive symptoms, adverse life events and socio-political attitudes showed no associations. CONCLUSIONS: Sympathies for violent protest and terrorism were uncommon among men and women, aged 18-45, of Muslim heritage living in two English cities. Youth, wealth, and being in education rather than employment were risk factors.

  16. [Family communication styles, attitude towards institutional authority and adolescents' violent behaviour at school].

    Science.gov (United States)

    Estévez López, Estefanía; Murgui Pérez, Sergio; Moreno Ruiz, David; Musitu Ochoa, Gonzalo

    2007-02-01

    The purpose of present study is to analyse the relationship among certain family and school factors, adolescents' attitude towards institutional authority, and violent behaviour at school. The sample is composed of 1049 adolescents of both sexes and aged from 11 to 16 years old. Statistical analyses were carried out using structural equation modelling. Results indicate a close association between negative communication with father and violent behaviour in adolescence. Moreover, data suggest that teachers' expectations affect students' attitude towards institutional authority, which in turn is closely related to school violence. Finally, findings show an indirect influence of father, mother and teacher in adolescents' violent behaviour, mainly through their effect on family- and school-self-concept.

  17. Sign and Symptom and Ability to Control Violent Behaviour with Music Therapy and Rational Emotive Cognitive Behaviour Therapy

    Directory of Open Access Journals (Sweden)

    Heri Setiawan

    2015-10-01

    Full Text Available Introduction: Prevalence of violence is highly occur in mental disorders clients at psychiatric hospitals. The impact is injure to others. This research aims to examine the effectiveness of music therapy and RECBT to sign and symptom and ability to control violent behaviour. Methods: Quasi-experimental research design with a sample of 64 respondents. Result: The study found a decrease symptoms of violent behaviour, ability to control violent behavior include relaxation, change negative thingking, irational belief, and negative behavior have increased significantly than the clients that did not receiving therapy. Discussion: Music therapy and RECBT is recommended as a therapeutic nursing at the client’s violent behaviour. Key Word: violent, sign and simptom, ability, music therapy, RECBT

  18. Witness and nonwitness children's violent and peaceful behavior in different types of simulated conflict with peers.

    Science.gov (United States)

    Ballif-Spanvill, Bonnie; Clayton, Claudia J; Hendrix, Suzanne B

    2007-04-01

    The violent and peaceful behaviors of 115 children who had or had not witnessed domestic violence were measured in five types of simulated conflict. Witnesses did not differ from nonwitnesses in conflicts involving limited resources, jealousy over possessions, or intimidation; witnesses were significantly more violent in conflicts involving aggression and exclusion. The most violent responses were found among abusers' sons who had been excluded by peers. 2007 APA, all rights reserved

  19. The Interrelationship between Family Violence, Adolescent Violence, and Adolescent Violent Victimization: An Application and Extension of the Cultural Spillover Theory in China.

    Science.gov (United States)

    Xia, Yiwei; Li, Spencer D; Liu, Tzu-Hsuan

    2018-02-21

    The current study is the first study to emphasize family systems, violent norms, and violent peer association as three domains of the social environment that influence both adolescent violent offending and victimization among Chinese adolescents using a longitudinal sample. Under the framework of cultural spillover theory, the purpose of the current study was to explore how these three factors influenced adolescent violent offending and victimization. A total of 1192 middle and high school students were randomly selected from one of the largest cities in Southwest China. Structural equation model analysis was applied to investigate the direct and indirect effect of violence in the family system on violent offending and victimization. The results indicated that violent offending and victimization overlapped among Chinese adolescents. Violent peer association and acceptance of the violence norm fully mediated the effect of violence in the family system on violent offending, and partially mediated the effect of violence in the family system on violent victimization. In conclusion, adolescents who had experienced violence in their family system were more likely to be exposed to violent peer influences and to accept violent norms, which increased the likelihood of violence perpetration and victimization later in their life.

  20. Deliberate self-harm behavior among young violent offenders.

    Science.gov (United States)

    Laporte, Natalie; Ozolins, Andrejs; Westling, Sofie; Westrin, Åsa; Billstedt, Eva; Hofvander, Björn; Wallinius, Märta

    2017-01-01

    Deliberate self-harm behavior (DSH) can have profound effects on a person's quality of life, and challenges the health care system. Even though DSH has been associated with aggressive interpersonal behaviors, the knowledge on DSH in persons exhibiting such behaviors is scarce. This study aims to (1) specify the prevalence and character of DSH, (2) identify clinical, neurocognitive, psychosocial, and criminological characteristics associated with DSH, and (3) determine predictors of DSH among young violent offenders. Data were collected from a nationally representative cohort of 270 male violent offenders, 18-25 years old, imprisoned in Sweden. Participants were interviewed and investigated neuropsychologically, and their files were reviewed for psychosocial background, criminal history, mental disorders, lifetime aggressive antisocial behaviors, and DSH. A total of 62 offenders (23%) had engaged in DSH at some point during their lifetime, many on repeated occasions, yet without suicidal intent. DSH was significantly associated with attention deficit hyperactivity disorder, mood disorders, anxiety disorders, various substance use disorders, being bullied at school, and repeated exposure to violence at home during childhood. Mood disorders, anxiety disorders, and being bullied at school remained significant predictors of DSH in a total regression model. Violent offenders direct aggressive behaviors not only toward other people, but also toward themselves. Thus, DSH must be assessed and prevented in correctional institutions as early as possible, and more knowledge is needed of the function of DSH among offenders.

  1. Countering violent extremism via de-securitisation on Twitter

    Directory of Open Access Journals (Sweden)

    Anna Warrington

    2017-06-01

    Full Text Available The case of a civil society actor on Twitter entering a securitized discourse on terrorism illustrates the transformative theoretical potential that emerges from new forms of communication online. Through a qualitative analysis of tweets from the Average Mohamed profile, the potential to change a negative narrative of violent extremism operating within a securitised discourse of Islamic terrorism, is discussed in an online context. The arguments forming from this analysis offers a new approach to studying online counter narratives by linking a theoretical framework of securitisation and de-securitisation to recent political efforts Countering Violent Extremism (CVE and Preventing Violent Extremism (PVE. Through the inclusion of a civil society Twitter account as an illustrative case, this paper explores how social media can challenge existing assumptions of who can be a de-securitising actor within security theory by blurring the lines between political and societal sectors in a securitised threat from Islamic terrorism. If and how a civil society actor can loosen the dichotomous discursive relationship between Self/Other relations within a contemporary discourse on terrorism becomes relevant for a theoretical discussion by presenting an argument suggesting that online CVE polices are more effective within the sphere of ‘normal’ politics rather than within the realm of securitization. This theoretical perspective offers an analytical framework including a wide range of actors involved in counter narratives policies which is useful for further CVE research.

  2. Media communication strategies for climate-friendly lifestyles - Addressing middle and lower class consumers for social-cultural change via Entertainment-Education

    Science.gov (United States)

    Lubjuhn, S.; Pratt, N.

    2009-11-01

    This paper argues that Entertainment-Education (E-E) is a striking communication strategy for reaching middle and lower socio-economic classes with climate-friendly lifestyle messages. On the international level (e.g. in the US and the Netherlands) E-E approaches are being theoretically grounded, whereas in Germany they are not yet. Therefore further theoretical discussion and mapping of E-E approaches is central for future research. As a first step towards providing further theoretical foundations for E-E in the field of sustainability, the authors suggest a threefold mapping of E-E approaches. The threefold mapping of E-E approaches for communicating climate-friendly lifestyles to middle and lower class consumers is based on recent results from academic research and practical developments on the media market. The commonalities among the three is that they all promote pro-sustainability messages in an affective-orientated rather than cognitive-orientated, factual manner. Differences can be found in: the sender of the sustainability message, the targeted consumer groups and the media approach in use. Based on this, the paper draws the conclusion that two new paths for further research activities in the field of Entertainment-Education can be proposed: (1) Improving the existing approaches in practice by using theoretical foundation from the E-E field. This comprises at its core (A) to do formative, process and summative effect research on the messages and (B) to use E-E theory from the field of social psychology, sociology and communication science for further improvement and (2) Generating new E-E theories by analyzing the existing practical approaches in the media to communicate climate change.

  3. Media communication strategies for climate-friendly lifestyles - Addressing middle and lower class consumers for social-cultural change via Entertainment-Education

    International Nuclear Information System (INIS)

    Lubjuhn, S; Pratt, N

    2009-01-01

    This paper argues that Entertainment-Education (E-E) is a striking communication strategy for reaching middle and lower socio-economic classes with climate-friendly lifestyle messages. On the international level (e.g. in the US and the Netherlands) E-E approaches are being theoretically grounded, whereas in Germany they are not yet. Therefore further theoretical discussion and mapping of E-E approaches is central for future research. As a first step towards providing further theoretical foundations for E-E in the field of sustainability, the authors suggest a threefold mapping of E-E approaches. The threefold mapping of E-E approaches for communicating climate-friendly lifestyles to middle and lower class consumers is based on recent results from academic research and practical developments on the media market. The commonalities among the three is that they all promote pro-sustainability messages in an affective-orientated rather than cognitive-orientated, factual manner. Differences can be found in: the sender of the sustainability message, the targeted consumer groups and the media approach in use. Based on this, the paper draws the conclusion that two new paths for further research activities in the field of Entertainment-Education can be proposed: (1) Improving the existing approaches in practice by using theoretical foundation from the E-E field. This comprises at its core (A) to do formative, process and summative effect research on the messages and (B) to use E-E theory from the field of social psychology, sociology and communication science for further improvement and (2) Generating new E-E theories by analyzing the existing practical approaches in the media to communicate climate change.

  4. The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior.

    Science.gov (United States)

    Carnagey, Nicholas L; Anderson, Craig A

    2005-11-01

    Three experiments examined the effects of rewarding and punishing violent actions in video games on later aggression-related variables. Participants played one of three versions of the same race-car video game: (a) a version in which all violence was rewarded, (b) a version in which all violence was punished, and (c) a nonviolent version. Participants were then measured for aggressive affect (Experiment 1), aggressive cognition (Experiment 2), and aggressive behavior (Experiment 3). Rewarding violent game actions increased hostile emotion, aggressive thinking, and aggressive behavior. Punishing violent actions increased hostile emotion, but did not increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive behavior by increasing aggressive thinking.

  5. A cross-sectional study of emergency care utilization and associated costs of violent-related (assault) injuries in the United States.

    Science.gov (United States)

    Monuteaux, Michael C; Fleegler, Eric W; Lee, Lois K

    2017-11-01

    Violent-related (assault) injuries are a leading cause of death and disability in the United States. Many violent injury victims seek treatment in the emergency department (ED). Our objectives were to (1) estimate rates of violent-related injuries evaluated in United States EDs, (2) estimate linear trends in ED visits for violent-related injuries from 2000 to 2010, and (3) to determine the associated health care and work-loss costs. We examined adults 18 years and older from a nationally representative survey (the National Hospital Ambulatory Medical Care Survey) of ED visits, from 2000 to 2010. Violent injury was defined using International Classification of Diseases-9th Rev.-Clinical Modification, diagnosis and mechanism of injury codes. We calculated rates of ED visits for violent injuries. Medical and work-loss costs accrued by these injuries were calculated for 2005, inflation-adjusted to 2011 dollars using the WISQARS Cost of Injury Reports. An annual average of 1.4 million adults were treated for violent injuries in EDs from 2000 to 2010, comprising 1.6% (95% confidence interval, 1.5%-1.6%) of all US adult ED visits. Young adults (18-25 years), men, nonwhites, uninsured or publically insured patients, and those residing in high poverty urban areas were at increased risk for ED visits for violent injury. The 1-year, inflation-adjusted medical and work-loss cost of violent-inflicted injuries in adults in the United States was US $49.5 billion. Violent injuries account for over one million ED visits annually among adults, with no change in rates over the past decade. Young black men are at especially increased risk for ED visits for violent injuries. Overall, violent-related injuries resulted in substantial financial and societal costs. Epidemiological study, level III.

  6. The relationships between environmental factors and violent behaviors in adolescent students of Isfahan, Iran

    Directory of Open Access Journals (Sweden)

    Razieh Omidi

    2014-01-01

    Conclusions: Our findings confirmed love and affection and healthy pastime (e.g. watching comedy and drama movies in the family to reduce violent behaviors in adolescents. In contrast, aggressive behaviors in the family, watching crime, police, and action movies were found to increase violent behaviors in adolescents.

  7. Can clans protect adolescent players of massively multiplayer online games from violent behaviors?

    Science.gov (United States)

    Ybarra, Michele L; Boyd, Danah

    2015-02-01

    To examine whether clan membership mediates observed associations between violent game content and externalizing behaviors among youth who play massively multiplayer online games (MMOGs). Responses from 486 11- to 18-year-olds who: live in the United States, read English, have been online at least once in the past 6 months, and have played MMOGs in the past year were examined. Generalized estimating equations were used to estimate the population-averaged incident rate ratio of aggressive, delinquent, and seriously violent behaviors among MMOG players given one's self-reported exposure to in-game content depicting violence. Twenty-nine percent of all youth respondents played MMOGs in the past year. Rates of aggressive, IRR: 1.59, 95% CI [1.11, 2.26], and delinquent, IRR: 1.44, 95% CI [0.99, 2.08], behaviors were significantly higher for MMOG players who were in clans versus not in clans. For females, clan membership attenuated but did not eliminate the observed relation between exposure to in-game violent content and both aggressive and seriously violent behavior (16% and 10% reductions in IRR, respectively); whereas for males, clan membership was largely uninfluential (i.e., less than 2% change). Clan membership is neither associated with lower rates of externalizing behaviors for youth, nor does it affect the likelihood of reporting externalizing behaviors among male players. There is some suggestion that clan membership may attenuate the concurrent association between in-game violent content and some externalizing behaviors for females.

  8. The allure of the forbidden: breaking taboos, frustration, and attraction to violent video games.

    Science.gov (United States)

    Whitaker, Jodi L; Melzer, André; Steffgen, Georges; Bushman, Brad J

    2013-04-01

    Although people typically avoid engaging in antisocial or taboo behaviors, such as cheating and stealing, they may succumb in order to maximize their personal benefit. Moreover, they may be frustrated when the chance to commit a taboo behavior is withdrawn. The present study tested whether the desire to commit a taboo behavior, and the frustration from being denied such an opportunity, increases attraction to violent video games. Playing violent games allegedly offers an outlet for aggression prompted by frustration. In two experiments, some participants had no chance to commit a taboo behavior (cheating in Experiment 1, stealing in Experiment 2), others had a chance to commit a taboo behavior, and others had a withdrawn chance to commit a taboo behavior. Those in the latter group were most attracted to violent video games. Withdrawing the chance for participants to commit a taboo behavior increased their frustration, which in turn increased their attraction to violent video games.

  9. Boobs, Boxing, and Bombs: Problematizing the Entertainment of Spike TV

    OpenAIRE

    Walton, Gerald; Potvin, L.

    2009-01-01

    Spike is the only television network in North America “for men.” Its motto, “Get more action,” is suggestive of pursuits of various forms of violence. We conceptualize Spike not as trivial entertainment, but rather as a form of pop culture that erodes the gains of feminists who have challenged the prevalence of normalized hegemonic masculinity (HM). Our paper highlights themes of Spike content, and connects those themes to the literature on HM. Moreover, we validate the identities and lives ...

  10. Promoting Exit from Violent Extremism

    DEFF Research Database (Denmark)

    Dalgaard-Nielsen, Anja

    2013-01-01

    A number of Western countries are currently adding exit programs targeting militant Islamists to their counterterrorism efforts. Drawing on research into voluntary exit from violent extremism, this article identifies themes and issues that seem to cause doubt, leading to exit. It then provides a ...... the influence attempt as subtle as possible, use narratives and self-affirmatory strategies to reduce resistance to persuasion, and consider the possibility to promote attitudinal change via behavioral change as an alternative to seek to influence beliefs directly....

  11. Violent offenders respond to provocations with high amygdala and striatal reactivity

    DEFF Research Database (Denmark)

    da Cunha-Bang, Sofi; Fisher, Patrick M.; Hjordt, Liv Vadskjær

    2017-01-01

    magnetic resonance imaging point-subtraction aggression paradigm in 44 men, of whom 18 were incarcerated violent offenders and 26 were control non-offenders. We measured brain activation following provocations (monetary subtractions), while the subjects had the possibility to behave aggressively or pursue...... monetary rewards. The violent offenders behaved more aggressively than controls (aggression frequency 150 us 84, P = 0.03) and showed significantly higher brain reactivity to provocations within the amygdala and striatum, as well as reduced amygdala-prefrontal and striato-prefrontal connectivity. Amygdala...

  12. Violent Conflicts and Civil Strife in West Africa: Causes, Challenges and Prospects

    Directory of Open Access Journals (Sweden)

    Nancy Annan

    2014-01-01

    Full Text Available The advent of intra-state conflicts or ‘new wars’ in West Africa has brought many of its economies to the brink of collapse, creating humanitarian casualties and concerns. For decades, countries such as Liberia, Sierra Leone, Côte d’Ivoire and Guinea- Bissau were crippled by conflicts and civil strife in which violence and incessant killings were prevalent. While violent conflicts are declining in the sub-region, recent insurgencies in the Sahel region affecting the West African countries of Mali, Niger and Mauritania and low intensity conflicts surging within notably stable countries such as Ghana, Nigeria and Senegal sends alarming signals of the possible re-surfacing of internal and regional violent conflicts. These conflicts are often hinged on several factors including poverty, human rights violations, bad governance and corruption, ethnic marginalization and small arms proliferation. Although many actors including the ECOWAS, civil society and international community have been making efforts, conflicts continue to persist in the sub-region and their resolution is often protracted. This paper posits that the poor understanding of the fundamental causes of West Africa’s violent conflicts and civil strife would likely cause the sub-region to continue experiencing and suffering the brunt of these violent wars.

  13. The mathematics of various entertaining subjects

    CERN Document Server

    Rosenhouse, Jason

    Volume 1 : The history of mathematics is filled with major breakthroughs resulting from solutions to recreational problems. Problems of interest to gamblers led to the modern theory of probability, for example, and surreal numbers were inspired by the game of Go. Yet even with such groundbreaking findings and a wealth of popular-level books exploring puzzles and brainteasers, research in recreational mathematics has often been neglected. The Mathematics of Various Entertaining Subjects brings together authors from a variety of specialties to present fascinating problems and solutions in recreational mathematics. Contributors to the book show how sophisticated mathematics can help construct mazes that look like famous people, how the analysis of crossword puzzles has much in common with understanding epidemics, and how the theory of electrical circuits is useful in understanding the classic Towers of Hanoi puzzle. The card game SET is related to the theory of error-correcting codes, and simple tic-tac-toe tak...

  14. “Boom, Headshot!”: Effect of violent video game play and controller type on firing aim and accuracy

    NARCIS (Netherlands)

    Whitaker, J.L.; Bushman, B.J.

    2014-01-01

    Video games are excellent training tools. Some writers have called violent video games “murder simulators.” Can violent games “train” a person to shoot a gun? There are theoretical reasons to believe they can. Participants (N = 151) played a violent shooting game with humanoid targets that rewarded

  15. The evaluation of violent thinking in adult offenders and non-offenders using the Maudsley Violence Questionnaire.

    Science.gov (United States)

    Walker, Julian; Bowes, Nicola

    2013-04-01

    The Maudsley Violence Questionnaire (MVQ) was designed to measure explicit rules and beliefs associated with violence. Previous studies with young people and offenders with mental disorder found the MVQ to be a valid and reliable measure of violent thinking. This study explores the use of the MVQ with a 'normal' (non-offender) population and an offender population without mental illness in order to evaluate how the MVQ's subscales related to violence within these groups. The MVQ was given to 78 adult male participants along with a measure of self-reported violence; demographic information and criminal history were also recorded. Thirty-five of the participants were convicted adult male offenders resident of an adult male closed prison in South Wales; 43 were volunteers from the staff group in the same prison. The MVQ factors were compared with self-reported violence and with officially recorded violent convictions. Although both subscales of the MVQ related to self-reported violence, 'Machismo' showed a stronger relationship to both self-reported and officially recorded violence. Violent thinking, specifically beliefs measured by the Machismo subscale of the MVQ, was robustly associated with self-reported and officially recorded violence in this study with offender and non-offender adults. The MVQ is a valid and feasible measure for use with adult populations. Violent thinking (specifically Machismo thinking styles) should be included in the assessments of violent offenders. Work on violent thinking and reducing 'macho' thinking could be a useful adjunct to anger management work with violent offenders. Copyright © 2013 John Wiley & Sons, Ltd.

  16. Understanding Violent Behavior in Children and Adolescents

    Science.gov (United States)

    ... goals of treatment typically focus on helping the child to: learn how to control his/her anger; express anger ... identification and intervention programs for violent youngsters Monitoring child's viewing of violence during their screen time including the Internet, tablets, smartphones, TV, videos, and movies. ... you find Facts for Families © helpful and ...

  17. Ugandan Adolescents' Sources, Interpretation and Evaluation of Sexual Content in Entertainment Media Programming

    Science.gov (United States)

    Miller, Ann Neville; Nalugya, Evangeline; Gabolya, Charles; Lagot, Sarah; Mulwanya, Richard; Kiva, Joseph; Nabasaaka, Grace; Chibita, Monica

    2016-01-01

    Although mounting evidence in Western nations indicates that entertainment media influence young people's sexual socialisation, virtually no research has addressed the topic in sub-Saharan Africa. The present study employed 14 focus groups of Ugandan high school students to identify media through which they were exposed to sexual content, how they…

  18. 45 CFR 73.735-503 - Criminal provisions relating to gifts, entertainment, and favors.

    Science.gov (United States)

    2010-10-01

    ... insurance, profit-sharing, stock bonus or other employee welfare or benefit plan maintained by a former... 45 Public Welfare 1 2010-10-01 2010-10-01 false Criminal provisions relating to gifts, entertainment, and favors. 73.735-503 Section 73.735-503 Public Welfare DEPARTMENT OF HEALTH AND HUMAN SERVICES...

  19. Effects of MAOA-genotype, alcohol consumption, and aging on violent behavior.

    Science.gov (United States)

    Tikkanen, Roope; Sjöberg, Rickard L; Ducci, Francesca; Goldman, David; Holi, Matti; Tiihonen, Jari; Virkkunen, Matti

    2009-03-01

    Environmental factors appear to interact with a functional polymorphism (MAOA-LPR) in the promoter region of the monoamine oxidase A gene (MAOA) in determining some forms of antisocial behavior. However, how MAOA-LPR modulates the effects of other factors such as alcohol consumption related to antisocial behavior is not completely understood. This study examines the conjunct effect of MAOA-LPR, alcohol consumption, and aging on the risk for violent behavior. Recidivism in severe impulsive violent behavior was assessed after 7 to 15 years in a sample of 174 Finnish alcoholic offenders, the majority of whom exhibited antisocial or borderline personality disorder or both, and featured impulsive temperament traits. The risk for committing new acts of violence increased by 2.3% for each kilogram of increase in yearly mean alcohol consumption (p = 0.004) and decreased by 7.3% for every year among offenders carrying the high activity MAOA genotype. In contrast, alcohol consumption and aging failed to affect violent behavior in the low activity MAOA genotyped offenders. MAOA-LPR showed no main effect on the risk for recidivistic violence. Violent offenders carrying the high activity MAOA genotype differ in several ways from carriers with the low activity MAOA risk allele previously associated with antisocial behavior. Finnish high activity MAOA genotyped risk alcoholics exhibiting antisocial behavior, high alcohol consumption, and abnormal alcohol-related impulsive and uncontrolled violence might represent an etiologically distinct alcohol dependence subtype.

  20. Alcohol-related crime in city entertainment precincts: Public perception and experience of alcohol-related crime and support for strategies to reduce such crime.

    Science.gov (United States)

    Tindall, Jenny; Groombridge, Daniel; Wiggers, John; Gillham, Karen; Palmer, Darren; Clinton-McHarg, Tara; Lecathelinais, Christophe; Miller, Peter

    2016-05-01

    Bars, pubs and taverns in cities are often concentrated in entertainment precincts that are associated with higher rates of alcohol-related crime. This study assessed public perception and experiences of such crime in two city entertainment precincts, and support for alcohol-related crime reduction strategies. A cross-sectional household telephone survey in two Australian regions assessed: perception and experiences of crime; support for crime reduction strategies; and differences in such perceptions and support. Six hundred ninety-four people completed the survey (32%). Most agreed that alcohol was a problem in their entertainment precinct (90%) with violence the most common alcohol-related problem reported (97%). Almost all crime reduction strategies were supported by more than 50% of participants, including visitors to the entertainment precincts, with the latter being slightly less likely to support earlier closing and restrictions on premises density. Participants in one region were more likely to support earlier closing and lock-out times. Those at-risk of acute alcohol harm were less likely to support more restrictive policies. High levels of community concern and support for alcohol harm-reduction strategies, including restrictive strategies, provide policy makers with a basis for implementing evidence-based strategies to reduce such harms in city entertainment precincts. [Tindall J, Groombridge D, Wiggers J, Gillham K, Palmer D, Clinton-McHarg T, Lecathelinais C, Miller P. Alcohol-related crime in city entertainment precincts: Public perception and experience of alcohol-related crime and support for strategies to reduce such crime. Drug Alcohol Rev 2016;35:263-272]. © 2015 The Authors. Drug and Alcohol Review published by Wiley Publishing Asia Pty Ltd on behalf of Australasian Professional Society on Alcohol and other Drugs.

  1. Against the Odds – The Marketing Dilemma of Physical Products in an Increasingly Virtual World.

    OpenAIRE

    Oestreicher, Klaus

    2011-01-01

    The overarching battle between the physical place and the virtual space is part of an intensive discussion. Much related literature addresses exemplarily the dilemma of the global Home Entertainment Industry and its struggle to compete with its physical product of optical discs against virtual services of dematerialised downloads. With regard to effects on an increasing number of further industries in the near future an additional question is, how marketing strategies and tactics in a declini...

  2. Media Managing Mood: A Look at the Possible Effects of Violent Media on Affect

    Science.gov (United States)

    Merritt, Alexandra; LaQuea, Rachel; Cromwell, Rachel; Ferguson, Christopher J.

    2016-01-01

    Background: The potential impact of violent media on children's emotional well-being has been a source of controversy for several decades. To date evidence for a negative impact of violent media on emotional well-being has been mixed and increasingly connected to a "replication crisis" throughout psychological science. Objective: The…

  3. Victim's Response and Alcohol-Related Factors as Determinants of Women's Responses to Violent Pornography

    Science.gov (United States)

    Norris, Jeanette; Davis, Kelly Cue; George, William H.; Martell, Joel; Heiman, Julia R.

    2004-01-01

    Women suffer a variety of detrimental effects from exposure to violent pornography. This study examined the role of specific situational cues embedded within a violent pornographic story, as well as alcohol consumption and alcohol expectancies, to determine potential mechanisms through which these effects occur. Female social drinkers (N=123),…

  4. "Violent Intent Modeling: Incorporating Cultural Knowledge into the Analytical Process

    Energy Technology Data Exchange (ETDEWEB)

    Sanfilippo, Antonio P.; Nibbs, Faith G.

    2007-08-24

    While culture has a significant effect on the appropriate interpretation of textual data, the incorporation of cultural considerations into data transformations has not been systematic. Recognizing that the successful prevention of terrorist activities could hinge on the knowledge of the subcultures, Anthropologist and DHS intern Faith Nibbs has been addressing the need to incorporate cultural knowledge into the analytical process. In this Brown Bag she will present how cultural ideology is being used to understand how the rhetoric of group leaders influences the likelihood of their constituents to engage in violent or radicalized behavior, and how violent intent modeling can benefit from understanding that process.

  5. The Usage of 2D Codes in Marketing Practices

    Directory of Open Access Journals (Sweden)

    Toni Podmanicki

    2011-07-01

    Full Text Available Barcodes, which are used for the labelling and identification of products, have been used as the foundation for the development of new symbols, two-dimensional barcodes (usually called 2D codes. These codes are capable of receiving large amounts of data in a small area, and data stored in them can be read by means of mobile devices. They usually contain information such as web addresses, text, contacts and similar data that encourage users to interact in order to obtain the desired information, entertainment, discount, reservation, and even do their shopping. The possibility of connecting the physical and digital world by means of 2D codes has led marketing professionals to face new challenges in the development of strategies in mobile marketing. Many companies recognized the potential of the above technology very early, in its initial phase, and they use it now in their activities. This paper aims to emphasize the importance of knowing this technology and its advantages by providing examples in marketing practices.

  6. Seeing the World through Mortal Kombat-Colored Glasses: Violent Video Games and the Development of a Short-Term Hostile Attribution Bias.

    Science.gov (United States)

    Kirsh, Steven J.

    1998-01-01

    Investigated the effects of playing violent versus non-violent video games on the interpretation of ambiguous provocation situation. Found that children playing a violent video game responded more negatively to three of six ambiguous provocation story questions than children playing the non-violent video game. Data suggest that playing violent…

  7. Exposure to violent video games and aggression in German adolescents: a longitudinal analysis.

    Science.gov (United States)

    Möller, Ingrid; Krahé, Barbara

    2009-01-01

    The relationship between exposure to violent electronic games and aggressive cognitions and behavior was examined in a longitudinal study. A total of 295 German adolescents completed the measures of violent video game usage, endorsement of aggressive norms, hostile attribution bias, and physical as well as indirect/relational aggression cross-sectionally, and a subsample of N=143 was measured again 30 months later. Cross-sectional results at T1 showed a direct relationship between violent game usage and aggressive norms, and an indirect link to hostile attribution bias through aggressive norms. In combination, exposure to game violence, normative beliefs, and hostile attribution bias predicted physical and indirect/relational aggression. Longitudinal analyses using path analysis showed that violence exposure at T1 predicted physical (but not indirect/relational) aggression 30 months later, whereas aggression at T1 was unrelated to later video game use. Exposure to violent games at T1 influenced physical (but not indirect/relational) aggression at T2 via an increase of aggressive norms and hostile attribution bias. The findings are discussed in relation to social-cognitive explanations of long-term effects of media violence on aggression. Copyright 2008 Wiley-Liss, Inc.

  8. Mitigating the Harmful Effects of Violent Television

    Science.gov (United States)

    Rosenkoetter, Lawrence I.; Rosenkoetter, Sharon E.; Ozretich, Rachel A.; Acock, Alan C.

    2004-01-01

    In an effort to minimize the harmful effects of violent TV, a yearlong intervention was undertaken with children in Grades 1 through 3 (N = 177). The classroom-based intervention consisted of 31 brief lessons that emphasized the many ways in which television distorts violence. As hypothesized, the intervention resulted in a reduction in children's…

  9. VIOLENT FRAMES IN ACTION

    Energy Technology Data Exchange (ETDEWEB)

    Sanfilippo, Antonio P.; McGrath, Liam R.; Whitney, Paul D.

    2011-11-17

    We present a computational approach to radical rhetoric that leverages the co-expression of rhetoric and action features in discourse to identify violent intent. The approach combines text mining and machine learning techniques with insights from Frame Analysis and theories that explain the emergence of violence in terms of moral disengagement, the violation of sacred values and social isolation in order to build computational models that identify messages from terrorist sources and estimate their proximity to an attack. We discuss a specific application of this approach to a body of documents from and about radical and terrorist groups in the Middle East and present the results achieved.

  10. Schizophrenia and violent behavior

    Directory of Open Access Journals (Sweden)

    Alexandre Martins Valença

    2011-12-01

    Full Text Available The aim of this study is to report the case of a woman who killed a child. After a forensic psychiatric appraisal to evaluate penal responsibility, she was considered not guilty by reason of insanity and mandatorily committed to the central forensic psychiatric hospital in the State of Rio de Janeiro, Brazil. The patient received a diagnosis of paranoid schizophrenia, based on DSM-IV-TR. She was not in psychiatric treatment and showed psychotic symptoms before the violent behavior became manifest. The study of motivational factors in homicidal behavior may provide further knowledge for understanding, preventing and treating it in such cases.

  11. Video and Computer Games in the '90s: Children's Time Commitment and Game Preference.

    Science.gov (United States)

    Buchman, Debra D.; Funk, Jeanne B.

    1996-01-01

    Examined electronic game-playing habits of 900 children. Found that time commitment to game-playing decreased from fourth to eighth grade. Boys played more than girls. Preference for general entertainment games increased across grades while educational games preference decreased. Violent game popularity remained consistent; fantasy violence was…

  12. Media Literacy: Fighting the Effect Television Has on Children.

    Science.gov (United States)

    Crump, Charla A.

    The overall pattern of research findings indicates a positive association between television violence and aggressive behavior. The first congressional hearing on television took place in 1952, when the House Committee on Interstate and Foreign Commerce investigated television entertainment to ascertain if it was excessively violent and sexually…

  13. Real-virtual relational practices among children

    DEFF Research Database (Denmark)

    Søndergaard, Dorte Marie

    Are violent computer games and movies dangerous for children – perhaps even for our society? Does the reiteration of failure, the competition and the ongoing humiliation that is cultivated as entertainment in the reality shows make our children more cynical and heartless? Do forms of virtual...

  14. Motives for offending among violent and psychotic men.

    Science.gov (United States)

    Taylor, P J

    1985-11-01

    Two hundred and three male remanded prisoners were interviewed with respect to their current offence, mental state, and social and psychiatric histories. All but nine of the sub-group of 121 psychotic men showed active symptoms at the time of committing a criminal offence; 20% of the actively ill psychotics were directly driven to offend by their psychotic symptoms, and a further 26% probably so. If some of the indirect consequences of the psychosis were taken into account, 82% of their offences were probably attributable to the illness. Among the normal and neurotic men, none claimed psychotic motives for offending, but motives suggesting high emotional arousal such as panic or retaliation triggered the greatest violence. Within the psychotic group, those driven to offend by their delusions were most likely to have been seriously violent, and psychotic symptoms probably accounted directly for most of the very violent behaviour.

  15. Reducing violent injuries: priorities for pediatrician advocacy.

    Science.gov (United States)

    Dolins, J C; Christoffel, K K

    1994-10-01

    A basic framework for developing an advocacy plan must systematically break down the large task of policy development implementation into manageable components. The basic framework described in detail in this paper includes three steps: Setting policy objectives by narrowing the scope of policy, by reviewing policy options, and by examining options against selected criteria. Developing strategies for educating the public and for approaching legislative/regulatory bodies. Evaluating the effectiveness of the advocacy action plan as a process and as an agent for change. To illustrate the variety of ways in which pediatricians can be involved in the policy process to reduce violent injuries among children and adolescents, we apply this systematic approach to three priority areas. Prohibiting the use of corporal punishment in schools is intended to curb the institutionalized legitimacy of violence that has been associated with future use of violence. Efforts to remove handguns from the environments of children and adolescents are aimed at reducing the numbers of firearm injuries inflicted upon and by minors. Comprehensive treatment of adolescent victims of assault is intended to decrease the reoccurrence of violent injuries.

  16. Mortal Kombat: The Effects of Violent Video Technology on Males' Hostility and Cardiovascular Responding.

    Science.gov (United States)

    Ballard, Mary E.; Wiest, J. Rose

    A study examined differences in cardiovascular (CV) reactions and hostility following non-violent play and violent video game play. Subjects were 30 male college undergraduate students. Only male subjects were used because most video games are male oriented, males frequent videogame arcades more often than females, and the gender gap in video game…

  17. Families, Neighborhood Socio-Demographic Factors, and Violent Behaviors among Latino, White, and Black Adolescents

    Science.gov (United States)

    Estrada-Martinez, Lorena M.; Caldwell, Cleopatra Howard; Schulz, Amy J.; Diez-Roux, Ana V.; Pedraza, Silvia

    2013-01-01

    Youth violence is a major cause of morbidity and mortality among Blacks and Latinos. Violent behaviors within Latino subgroups and the reasons for subgroup differences are not well understood. Using data from the National Longitudinal Study of Adolescent Health (N = 16,615), this study examined the risk for violent behaviors among an ethnically…

  18. Moral disengagement moderates the effect of violent video games on self-control, cheating and aggression

    NARCIS (Netherlands)

    Gabbiadini, A.; Riva, P.; Andrighetto, L.; Volpato, C.; Bushman, B.J.

    2014-01-01

    Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). Based on the moral disengagement theory, we predicted that violent games would increase multiple immoral behaviors (i.e., lack of self-control, cheating, aggression),

  19. Exposure to scenic lighting devices: risk to the health of entertainment professionals

    International Nuclear Information System (INIS)

    Salsi, S.; Barlier-Salsi, A.

    2013-01-01

    The European directive 2006/25/EC on minimum health and safety requirements regarding the exposure of workers to the risks arising from optical radiation provides for risk assessment in workplaces. This is particularly important in entertainment, where intentional exposure to spotlights may be required for periods of 8 hours per working day. The aim of the study was to provide the lighting engineers with information, relative to the risks associated with spotlights, to help them to estimate the risks a priori of a lighting plan. This study consisted of determining the risks associated with 63 different spotlights, then distributing them into 4 groups of risks defined by the standard EN 62471, in calculating their permissible minimal exposure distance, corresponding to the use of 1 and 5 spotlights for a daily exposure time of 8 hours. This study highlighted that spotlights may cause health problems for entertainment workers. The classification proposed by the standard EN 62471 is not sufficient to estimate the risks of a lighting plan. Furthermore, the permissible minimal exposure distance and the permissible maximal exposure time do not constitute relevant parameters to reduce the risks to acceptable values. (authors)

  20. Violent deaths of media workers associated with conflict in Iraq, 2003–2012

    Directory of Open Access Journals (Sweden)

    Lucie Collinson

    2014-05-01

    Full Text Available Background. The violent deaths of media workers is a critical issue worldwide, especially in areas of political and social instability. Such deaths can be a particular concern as they may undermine the development and functioning of an open and democratic society.Method. Data on the violent deaths of media workers in Iraq for ten years (2003–2012 were systematically collated from five international databases. Analyses included time trends, weapons involved, nationality of the deceased, outcome for perpetrators and location of death.Results. During this ten-year period, there were 199 violent deaths of media workers in Iraq. The annual number increased substantially after the invasion in 2003 (peaking at n = 47 in 2007 and then declined (n = 5 in 2012. The peak years (2006–2007 for these deaths matched the peak years for estimated violent deaths among civilians. Most of the media worker deaths (85% were Iraqi nationals. Some were killed whilst on assignment in the field (39% and 28% involved a preceding threat. Common perpetrators of the violence were: political groups (45%, and coalition forces (9%, but the source of the violence was often unknown (29%. None of the perpetrators have subsequently been prosecuted (as of April 2014. For each violent death of a media worker, an average of 3.1 other people were also killed in the same attack (range 0–100 other deaths.Discussion. This analysis highlights the high number of homicides of media workers in Iraq in this conflict period, in addition to the apparently total level of impunity. One of the potential solutions may be establishing a functioning legal system that apprehends offenders and puts them on trial. The relatively high quality of data on violent deaths in this occupational group, suggests that it could act as one sentinel population within a broader surveillance system of societal violence in conflict zones.

  1. Management of person with dementia with aggressive and violent behaviour: a systematic literature review.

    Science.gov (United States)

    Enmarker, Ingela; Olsen, Rose; Hellzen, Ove

    2011-06-01

    Studies indicate that physical and pharmacological restraints are still often in the frontline of aggression management in a large number of nursing homes. In the present literature review the aim was to describe, from a nursing perspective, aggressive and violent behaviour in people with dementia living in nursing home units and to find alternative approaches to the management of dementia related aggression as a substitute to physical and chemical restraints. A systematic literature review in three phases, including a content analysis of 21 articles published between 1999 and August 2009 has been conducted. The results could be summarised in two themes: 'origins that may trigger violence' and 'activities that decrease the amount of violent behaviour'. Together, the themes showed that violence was a phenomenon that could be described as being connected to a premorbid personality and often related to the residents' personal care. It was found that if the origin of violent actions was the residents' pain, it was possible to minimise it through nursing activities. This review also indicated that an organisation in special care units for residents who exhibit aggressive and violent behaviour led to the lesser use of mechanical restraints, but also an increased use of non-mechanical techniques. The optimal management of aggressive and violent actions from residents with dementia living in nursing homes was a person-centred approach to the resident. Qualitative studies focusing on violence were sparsely found, and this underlines the importance of further research in this area to elucidate how violence and aggressiveness is experienced and understood by both staff and patients. To communicate with people with dementia provides a challenge for nurses and other health caregivers. To satisfy the needs of good nursing care, an important aspect is therefore to get knowledge and understanding about aggressive and violent behaviour and its management. © 2010 Blackwell

  2. Traditional justice and reconciliation after violent conflict: Learning ...

    African Journals Online (AJOL)

    after violent conflict: Learning from African experiences. Huyse, Luc and Mark Salter eds. 2008. Stockholm, International IDEA (Institute for Democracy and ... civil society. From their different vantage points they present a cross-cutting analysis on how traditional mechanisms can efficiently and effectively complement ...

  3. Violent victimization of adult patients with severe mental illness: a systematic review

    Directory of Open Access Journals (Sweden)

    Latalova K

    2014-10-01

    Full Text Available Klara Latalova,1,2 Dana Kamaradova,1,2 Jan Prasko1,2 1Faculty of Medicine and Dentistry, Palacky University Olomouc, Olomouc, Czech Republic; 2Department of Psychiatry, University Hospital Olomouc, Olomouc, Czech Republic Abstract: The aims of this paper are to review data on the prevalence and correlates of violent victimization of persons with severe mental illness, to critically evaluate the literature, and to explore possible approaches for future research. PubMed/MEDLINE and PsycINFO databases were searched using several terms related to severe mental illness in successive combinations with terms describing victimization. The searches identified 34 studies. Nine epidemiological studies indicate that patients with severe mental illness are more likely to be violently victimized than other community members. Young age, comorbid substance use, and homelessness are risk factors for victimization. Victimized patients are more likely to engage in violent behavior than other members of the community. Violent victimization of persons with severe mental illness has long-term adverse consequences for the course of their illness, and further impairs the quality of lives of patients and their families. Victimization of persons with severe mental illness is a serious medical and social problem. Prevention and management of victimization should become a part of routine clinical care for patients with severe mental illness. Keywords: victimization, violence, severe mental illness, schizophrenia, bipolar disorder

  4. Comparing the effects of entertainment and educational television programming on risky sexual behavior.

    Science.gov (United States)

    Moyer-Gusé, Emily; Nabi, Robin L

    2011-01-01

    Entertainment-education (E-E) may offer an effective way to reduce risky behavior by modeling healthy behaviors. Although there is some empirical evidence to support the effectiveness of the E-E strategy, much of this research has been conducted in countries with different media landscapes than that of the United States and controlled experiments in this context are rare. Moreover, empirical tests of the relative effectiveness of E-E messages and other message formats are needed. In this study, 437 undergraduates participated in a three-wave panel experiment in which they viewed one of three programs (E-E, education, or entertainment). Safer sex intentions and behaviors were measured several days before, immediately following, and 2 weeks after exposure. Results demonstrate that effects of exposure to this E-E program vary depending on gender and past experience with sexual intercourse. In particular, females and those who had not initiated sexual intercourse showed the strongest effects. Discussion of theoretical implications and suggestions for future research are provided. Copyright © Taylor & Francis Group, LLC

  5. Class and Gender in Prime-Time Television Entertainment: Observations from a Socialist Feminist Perspective.

    Science.gov (United States)

    Steeves, H. Leslie; Smith, Marilyn Crafton

    1987-01-01

    Assesses representations of women in television entertainment programs from a socialist feminist perspective. Elaborates on socialist feminist theory, presents concepts for an analysis of both class and gender oppression, and argues that most socialist feminist cultural studies do not address these categories adequately. Uses these concepts to…

  6. Violent phenomena in the Universe

    CERN Document Server

    Narlikar, Jayant V

    2007-01-01

    The serenity of a clear night sky belies the evidence-gathered by balloons, rockets, satellites, and telescopes-that the universe contains centers of furious activity that pour out vast amounts of energy, some in regular cycles and some in gigantic bursts. This reader-friendly book, acclaimed by Nature as ""excellent and uncompromising,"" traces the development of modern astrophysics and its explanations of these startling celestial fireworks.This lively narrative ranges from the gravitational theories of Newton and Einstein to recent exciting discoveries of such violent phenomena as supernova

  7. The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games.

    Science.gov (United States)

    Ferguson, Christopher John

    2007-12-01

    Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games. A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes r (a common measure of effect size based on the correlational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias. Results indicated that publication bias was a problem for studies of both aggressive behavior and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (r (x) = 0.36). Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behavior. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of this medium.

  8. Toimenpide-ehdotuksia sosiaaliseen mediaan : case: Sony Music Entertainment Finland Oy

    OpenAIRE

    Marttila, Noora

    2016-01-01

    Tämä opinnäytetyö toteutettiin toimeksiantona Sony Music Entertainment Finland Oy levy-yhtiölle. Toimeksiantaja on kansainvälinen yritys joka on yksi Suomen suurimmista levy-yhtiöistä. Yritys käyttää sosiaalista mediaa osana digitaalista markkinointiaan. Sitä käytetään erityisesti artistien sekä julkaisujen tunnettuuden lisäämiseen. Sosiaalinen media on kasvava markkinoinnin keino, joka oikein hyödynnettynä voi johtaa hyviin lopputuloksiin. Tämän työn tarkoituksena on antaa yrityksell...

  9. Entertainment Capture through Heart Rate Activity in Physical Interactive Playgrounds

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Hallam, John; Lund, Henrik Hautop

    2008-01-01

    children’s physiological signals, an estimator of the degree to which games provided by the playground engage the players. For this purpose children’s heart rate (HR) signals, and their expressed preferences of how much “fun” particular game variants are, are obtained from experiments using games...... that predict reported entertainment preferences given HR features. These models are expressed as artificial neural networks and are demonstrated and evaluated on two Playware games and two control tasks requiring physical activity. The best network is able to correctly match expressed preferences in 64...

  10. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.

    Directory of Open Access Journals (Sweden)

    Alessandro Gabbiadini

    Full Text Available Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154 were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words.

  11. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims

    Science.gov (United States)

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J.

    2016-01-01

    Empathy—putting oneself in another’s shoes—has been described as the “social glue” that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants’ gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words) PMID:27074057

  12. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.

    Science.gov (United States)

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J

    2016-01-01

    Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words).

  13. Video Games and the First Amendment: "Brown v. Entertainment Merchants Association"

    Science.gov (United States)

    Schwinn, Steven D.

    2011-01-01

    Video games today give players an unprecedented opportunity to become part of the game. They literally put players in the game. And with rapid technological improvements and endless creativity, games are only becoming more realistic. They are also becoming more violent. Today's games allow players to kill, maim, dismember, and torture victims by…

  14. Surveillance for Violent Deaths - National Violent Death Reporting System, 17 States, 2013.

    Science.gov (United States)

    Lyons, Bridget H; Fowler, Katherine A; Jack, Shane P D; Betz, Carter J; Blair, Janet M

    2016-08-19

    In 2013, more than 57,000 persons died in the United States as a result of violence-related injuries. This report summarizes data from CDC's National Violent Death Reporting System (NVDRS) regarding violent deaths from 17 U.S. states for 2013. Results are reported by sex, age group, race/ethnicity, marital status, location of injury, method of injury, circumstances of injury, and other selected characteristics. 2013. NVDRS collects data from participating states regarding violent deaths obtained from death certificates, coroner/medical examiner reports, law enforcement reports, and secondary sources (e.g., child fatality review team data, supplemental homicide reports, hospital data, and crime laboratory data). This report includes data from 17 states that collected statewide data for 2013 (Alaska, Colorado, Georgia, Kentucky, Maryland, Massachusetts, North Carolina, New Jersey, New Mexico, Ohio, Oklahoma, Oregon, Rhode Island, South Carolina, Utah, Virginia, and Wisconsin). NVDRS collates documents for each death and links deaths that are related (e.g., multiple homicides, a homicide followed by a suicide, or multiple suicides) from a single incident. For 2013, a total of 18,765 fatal incidents involving 19,251 deaths were captured by NVDRS in the 17 states included in this report. The majority (66.2%) of deaths were suicides, followed by homicides (23.2%), deaths of undetermined intent (8.8%), deaths involving legal intervention (1.2%) (i.e., deaths caused by law enforcement and other persons with legal authority to use deadly force, excluding legal executions), and unintentional firearm deaths (Revision [ICD-10] and does not denote the lawfulness or legality of the circumstances surrounding a death caused by law enforcement.) Suicides occurred at higher rates among males, non-Hispanic whites, American Indian/Alaska Natives, persons aged 45-64 years, and males aged ≥75 years. Suicides were preceded primarily by a mental health, intimate partner, or physical

  15. Understanding Racial Differences in Exposure to Violent Areas: Integrating Survey, Smartphone, and Administrative Data Resources.

    Science.gov (United States)

    Browning, Christopher R; Calder, Catherine A; Ford, Jodi L; Boettner, Bethany; Smith, Anna L; Haynie, Dana

    2017-01-01

    Emerging evidence indicates that exposure to violent areas may influence youth wellbeing. We employ smartphone GPS data on youth activity spaces to examine the extent of, and potential explanations for, racial disparities in these exposures. Multilevel models of data from the Adolescent Health and Development in Context study indicate that exposures to violent areas vary significantly across days of the week and between youth who reside in the same neighborhood. African American youth are exposed to areas with substantially higher levels of violence. Residing in a disadvantaged neighborhood is significantly associated with exposure to violent areas and explains a non-trivial proportion of the racial difference in this outcome. However, neighborhood factors are incomplete explanations of the racial disparity. Characteristics of the activity locations at which youth spend time explain the residual racial disparity in exposure to violent areas. These findings highlight the importance of youth activity spaces, above and beyond their neighborhood environments.

  16. Violent Video Games Don't Increase Hostility in Teens, but They Do Stress Girls Out.

    Science.gov (United States)

    Ferguson, Christopher J; Trigani, Benjamin; Pilato, Steven; Miller, Stephanie; Foley, Kimberly; Barr, Hayley

    2016-03-01

    The impact of violent video games (VVGs) on youth remains unclear given inconsistent results in past literature. Most previous experimental studies have been done with college students, not youth. The current study examined the impact of VVGs in an experimental study of teens (12-18). Participants were randomized to play either a violent or non-violent video game. Teens also reported their levels of stress and hostility both before and after video game play. Hostility levels neither decreased nor increased following violent game play, and Bayesian analyzes confirmed that results are supportive of the null hypothesis. By contrast, VVG exposure increased stress, but only for girls. The impact of VVGs on teen hostility is minimal. However, players unfamiliar with such games may find them unpleasant. These results are put into the context of Uses and Gratifications Theory with suggestions for how medical professionals should address the issue of VVG play with concerned parents.

  17. Demobilising and Disengaging Violent Extremists: Towards a New UN Framework

    Directory of Open Access Journals (Sweden)

    Joanne Richards

    2017-10-01

    Full Text Available First and second generation programmes of Disarmament, Demobilisation and Reintegration (DDR, are no longer ‘fit for purpose’ in contexts of violent extremism. Recognising this, voices from within the United Nations (UN system have recently called for the development of a practice framework combining DDR and Countering Violent Extremism (CVE. Drawing on examples from Nigeria and Somalia, this commentary outlines six issue areas where DDR and CVE overlap, and where further operational guidance is required. These issue areas are: safe passage; the handling of seized and captured weapons; risk assessment; the use of deradicalisation programmes; the reintegration of extremist offenders; and the links between DDR and rehabilitation programmes for extremist prisoners.

  18. Transactional Process of African American Adolescents' Family Conflict and Violent Behavior.

    Science.gov (United States)

    Choe, Daniel Ewon; Zimmerman, Marc A

    2014-12-01

    This is the first longitudinal study of urban African American adolescents that has examined bidirectional effects between their family conflict and violent behavior across all of high school. Structured interviews were administered to 681 students each year in high school at ages 15, 16 17, and 18 years. We used structural equation modeling to test a transactional model and found bidirectional effects between family conflict and violent behavior across the middle years of high school, while accounting for sex and socioeconomic status. Findings suggest a reciprocal process involving interpersonal conflict in African American families and adolescent engagement in youth violence.

  19. The Roles of Dominance, Jealousy, and Violent Socialization in Chinese Dating Abuse.

    Science.gov (United States)

    Lasley, Chandra Y; Durtschi, Jared

    2015-06-01

    Attitude toward women and relationship violence in Chinese societies has been shaped by a history of Confucian patriarchy. Studies suggest that this patriarchal orientation continues to influence modern-day dating behaviors and rates of relationship violence. This study examined through the lens of the intergenerational transmission of violence theory the effects of dominance and jealousy on the likelihood of physical assault and how violent socialization moderates these effects. A maximum likelihood path analysis with robust standard errors was conducted for a total of 915 individuals from Beijing, Shanghai, and Taiwan who participated in the International Dating Violence Study from 2001 to 2006. Results revealed that dominance and violent socialization were significantly associated with assault victimization and perpetration. Violent socialization also significantly amplified the associations between dominance and both minor and severe assault victimization. Jealousy, however, was only associated with severe assault perpetration. Clinical implications and further research directions are discussed. © The Author(s) 2015.

  20. Qualitative and quantitative EEG abnormalities in violent offenders with antisocial personality disorder.

    Science.gov (United States)

    Reyes, Ana Calzada; Amador, Alfredo Alvarez

    2009-02-01

    Resting eyes closed electroencephalogram was studied in a group of violent offenders evaluated at Psychiatric Department of the Legal Medicine Institute in Cuba (18 with antisocial personality disorder, ASPD, and 10 without psychiatric diagnosis). Characteristics of the EEG visual inspection and the use of frequency domain quantitative analysis techniques (narrow band spectral parameters) are described. Both groups were compared to Cuban normative database. High incidences of electroencephalographic abnormalities were found in both groups of violent offenders. The most frequent were: electrogenesis alterations, attenuated alpha rhythm and theta and delta activities increase in the frontal lobe. In the quantitative analysis theta and delta frequencies were increased and alpha activity was decreased in both groups. Differences appear for the topographical patterns present in subjects of both groups. EEG abnormalities were more severe in ASPD than in control group. Results suggest that EEG abnormalities in violent offenders should reflect aspects of brain dysfunction related to antisocial behaviour.

  1. Promoting Non-violent Masculine Identities in El Salvador and ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    ... conditions under which non-violent masculine role models and identities can emerge. Focusing on young men from vulnerable urban communities in both countries ... IDRC will partner with the Nicaraguan organization Fundación Puntos de ...

  2. The relation between abuse and violent delinquency: the conversion of shame to blame in juvenile offenders.

    Science.gov (United States)

    Gold, Jason; Sullivan, Margaret Wolan; Lewis, Michael

    2011-07-01

    While the relationship between abusive parenting and violent delinquency has been well established, the cognitive and emotional processes by which this occurs remain relatively unidentified. The objective of this work is to apply a conceptual model linking abusive parenting to the conversion of shame into blaming others and therefore to violent delinquency. A retrospective study of 112 adolescents (90 male; 22 female; ages 12-19 years; M=15.6; SD=1.4) who were incarcerated in a juvenile detention facility pending criminal charges, completed measures of exposure to abusive and nonabusive discipline, expressed and converted shame, and violent delinquency. Findings tend to confirm the conceptual model. Subjects who converted shame (i.e., low expressed shame, high blaming others) tended to have more exposure to abusive parenting and showed more violent delinquent behavior than their peers who showed expressed shame. Subjects who showed expressed shame (i.e., high expressed shame, low blaming others) showed less violent delinquency than those who showed converted shame. Abusive parenting impacts delinquency directly and indirectly through the effects of shame that is converted. Abusive parenting leads to the conversion of shame to blaming others, which in turn leads to violent delinquent behavior. For juvenile offenders, the conversion of shame into blaming others appears to contribute to pathological outcomes in relation to trauma. Translation of this work into clinical practice is recommended. Copyright © 2011 Elsevier Ltd. All rights reserved.

  3. The influence of violent and nonviolent computer games on implicit measures of aggressiveness.

    Science.gov (United States)

    Bluemke, Matthias; Friedrich, Monika; Zumbach, Joerg

    2010-01-01

    We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal-as indicated by heart rate and skin conductance-were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social-cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures.

  4. Beliefs in karma and reincarnation among survivors of violent trauma--a community survey.

    Science.gov (United States)

    Davidson, Jonathan R T; Connor, Kathryn M; Lee, Li-Ching

    2005-02-01

    This survey was designed to examine beliefs in karma and reincarnation among survivors of violent trauma in the general US population. Two community surveys were conducted in 2001. From a sample of 1,969 respondents, two groups were created based on level of agreement with karmic belief. This sample forms the basis of this report. Information was obtained as to mental and physical health, resilience, exposure to violent trauma, and posttraumatic stress disorder (PTSD) symptom severity, and the cohorts were compared on these variables. Five percent of the sample admitted strong agreement to a belief in karma and reincarnation (n=99), while 77% strongly disagreed with these beliefs (n=1,511). Characteristics associated with agreement included being non-white, unmarried, and in poor physical and mental health. Moreover, agreement was associated with more extensive traumatization, including abuse, rape, and loss of a family member through violent death, as well as more severe posttraumatic stress symptoms. Few people subscribe strongly to a belief in karma and reincarnation in the US population, but personal experience of trauma may be associated with greater acceptance, as well as certain demographic and health-associated variables. The importance of holding such beliefs, which may represent an important way of coping following violent trauma, deserves further study.

  5. A computational intelligent approach to multi-factor analysis of violent crime information system

    Science.gov (United States)

    Liu, Hongbo; Yang, Chao; Zhang, Meng; McLoone, Seán; Sun, Yeqing

    2017-02-01

    Various scientific studies have explored the causes of violent behaviour from different perspectives, with psychological tests, in particular, applied to the analysis of crime factors. The relationship between bi-factors has also been extensively studied including the link between age and crime. In reality, many factors interact to contribute to criminal behaviour and as such there is a need to have a greater level of insight into its complex nature. In this article we analyse violent crime information systems containing data on psychological, environmental and genetic factors. Our approach combines elements of rough set theory with fuzzy logic and particle swarm optimisation to yield an algorithm and methodology that can effectively extract multi-knowledge from information systems. The experimental results show that our approach outperforms alternative genetic algorithm and dynamic reduct-based techniques for reduct identification and has the added advantage of identifying multiple reducts and hence multi-knowledge (rules). Identified rules are consistent with classical statistical analysis of violent crime data and also reveal new insights into the interaction between several factors. As such, the results are helpful in improving our understanding of the factors contributing to violent crime and in highlighting the existence of hidden and intangible relationships between crime factors.

  6. Impact of a universal school-based violence prevention program on violent delinquency: distinctive benefits for youth with maltreatment histories.

    Science.gov (United States)

    Crooks, Claire V; Scott, Katreena; Ellis, Wendy; Wolfe, David A

    2011-06-01

    Child maltreatment constitutes a strong risk factor for violent delinquency in adolescence, with cumulative experiences of maltreatment creating increasingly greater risk. Our previous work demonstrated that a universal school-based violence prevention program could provide a protective impact for youth at risk for violent delinquency due to child maltreatment history. In this study we conducted a follow-up to determine if participation in a school-based violence prevention program in grade 9 continued to provide a buffering effect on engaging in acts of violent delinquency for maltreated youth, 2 years post-intervention. Secondary analyses were conducted using data from a cluster randomized controlled trial of a comprehensive school-based violence prevention program. Students (N=1,722; 52.8% female) from 20 schools participated in 21 75-min lessons in grade 9 health classes. Individual data (i.e., gender, child maltreatment experiences, and violent delinquency in grade 9) and school-level data (i.e., student perception of safety averaged across students in each school) were entered in a multilevel model to predict violent delinquency at the end of grade 11. Individual- and school-level factors predicting violent delinquency in grade 11 replicated previous findings from grade 9: being male, experiencing child maltreatment, being violent in grade 9, and attending a school with a lower perceived sense of safety among the entire student body increased violent delinquency. The cross-level interaction of individual maltreatment history and school-level intervention was also replicated: in non-intervention schools, youth with more maltreatment in their background were increasingly likely to engage in violent delinquency. The strength of this relationship was significantly attenuated in intervention schools. Follow-up findings are consistent with the buffering effect of the prevention program previously found post-intervention for the subsample of youth with maltreatment

  7. What motivates participation in violent political action: selective incentives or parochial altruism?

    Science.gov (United States)

    Ginges, Jeremy; Atran, Scott

    2009-06-01

    In standard models of decision making, participation in violent political action is understood as the product of instrumentally rational reasoning. According to this line of thinking, instrumentally rational individuals will participate in violent political action only if there are selective incentives that are limited to participants. We argue in favor of an alternate model of political violence where participants are motivated by moral commitments to collective sacred values. Correlative and experimental empirical evidence in the context of the Israeli-Palestinian conflict strongly supports this alternate view.

  8. "No Girls on the Internet": The Experience of Female Gamers in the Masculine Space of Violent Gaming

    OpenAIRE

    Carina Assunção

    2016-01-01

    The experience of female gamers in the masculine space of violent videogame playing was explored. Hypotheses concerned identity management strategies used online as well as offline. The study adopts a mixed methods approach. 291 women aged 18-48 were recruited via advertisements on social media. An online questionnaire addressed gaming habits, while a focus group with three women explored the pleasures they take from playing violent games. It was found that those who do play violent games, pl...

  9. The Werther Effect of Two Celebrity Suicides: an Entertainer and a Politician

    OpenAIRE

    Kim, Jae-Hyun; Park, Eun-Cheol; Nam, Jung-Mo; Park, SoHee; Cho, Jaelim; Kim, Sun-Jung; Choi, Jae-Woo; Cho, Eun

    2013-01-01

    PURPOSE: Suicide is a major health problem in Korea. Extensive media exposure of celebrity suicide may induce imitative suicide, a phenomenon called the Werther effect. We examined the increased suicide risk following the suicides of an entertainer and a politician, and identified the relative suicide risks. METHODS: News articles about the celebrity suicides were obtained from three major newspapers and analysed for quantitative and qualitative features. Imitative suicide risk was investigat...

  10. A Longitudinal Study of the Association between Violent Video Game Play and Aggression among Adolescents

    Science.gov (United States)

    Willoughby, Teena; Adachi, Paul J. C.; Good, Marie

    2012-01-01

    In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school…

  11. Seeing the World through "Mortal Kombat" Colored Glasses: Violent Video Games and Hostile Attribution Bias.

    Science.gov (United States)

    Kirsh, Steven J.

    Although positive effects of children playing video games have been found, recent research suggests that exposure to violent video games may lead to an increase in aggressive behavior. This study investigated the effects of playing violent versus nonviolent video games on the interpretation of ambiguous provocation situations. Participants were 52…

  12. Violent life events and social disadvantage

    DEFF Research Database (Denmark)

    Christoffersen, Mogens; Soothill, Keith; Francis, Brian

    2007-01-01

    This is a systematic study of the social background of Danish males convicted for the first time of lethal violence, either actual or potential (e.g. unlawful killers, attempted homicides, negligent homicide, grievous bodily harm, N=125). Using registers, the paper addresses the following questio...... behaviour but a less strong predictor of suicidal behaviour. In contrast, being battered and being neglected during childhood more strongly predict later suicidal behaviour than violent behaviour. The implications for prevention are considered....

  13. How violent video games communicate violence: A literature review and content analysis of moral disengagement factors

    NARCIS (Netherlands)

    Hartmann, T.; Krakowiak, M.; Tsay-Vogel, M.

    2014-01-01

    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

  14. Video Games and Aggression: the effects of violent game play on self-reported and peer-observed anger

    OpenAIRE

    Nelson, Andrew R

    2009-01-01

    The continued upsurge in the popularity of video games has lead to persistent debate over the effects of play, particularly the use of violent video games. The present experimental study aimed to replicate the results of numerous research groups who found that playing violent video games lead to an increase in aggression and to examine peer-observer perceptions of violent game play. Two experiments were carried out; the first used 24 participants in a within-subjects design being filmed while...

  15. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study

    Science.gov (United States)

    Pan, Wei; Gao, Xuemei; Shi, Shuo; Liu, Fuqu; Li, Chao

    2018-01-01

    A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won’t significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated. PMID:29375416

  16. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study.

    Science.gov (United States)

    Pan, Wei; Gao, Xuemei; Shi, Shuo; Liu, Fuqu; Li, Chao

    2017-01-01

    A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won't significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.

  17. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study

    Directory of Open Access Journals (Sweden)

    Wei Pan

    2018-01-01

    Full Text Available A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI. We used the amplitude of low-frequency fluctuations (ALFF and fractional ALFF (fALFF to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won’t significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.

  18. Multiculturalism, Peace Education and Social Justice in Teacher Education

    Science.gov (United States)

    Quezada, Reyes; Romo, Jaime J.

    2004-01-01

    Research indicates that there is a correlation between exposure of violence in the media and in entertainment and student behavior. Many students have been victims themselves of violent, verbal, and physical assaults. Classroom teachers and educators continue to address this issue locally in classrooms and in their schools. Amid the various…

  19. Child Abuse and Neglect, and Psychiatric Disorders in Nonviolent and Violent Female Offenders.

    Science.gov (United States)

    Trauffer, Nicole; Widom, Cathy Spatz

    2017-12-01

    Although the percentage of crimes committed by females has increased over the last 20 years in the United States, most research focuses on crimes by males. This article describes an examination of the extent to which childhood maltreatment predicts violent and nonviolent offending in females and the role of psychiatric disorders. Using data from a prospective cohort design study, girls with substantiated cases of physical and sexual abuse and neglect were matched with nonmaltreated girls (controls) on the basis of age, race, and approximate family socioeconomic class, and followed into adulthood ( N  = 582). Information was obtained from official arrest records and participant responses to a standardized structured psychiatric interview. Women with a history of any childhood maltreatment, physical abuse, sexual abuse, and neglect were at significantly increased risk for having an arrest for violence, compared to control women. Except for those with a history of physical abuse, abused and neglected women were also at increased risk for arrest for a nonviolent crime, compared to controls. In bivariate chi-square comparisons, the three groups of women (violent offenders, nonviolent offenders, and nonoffenders) differed significantly in the diagnoses of posttraumatic stress disorder (PTSD), alcohol abuse, drug abuse, and dysthymia, but not major depressive disorder, and violent female offenders had significantly higher rates of these disorders compared to nonoffenders. However, with controls for age and race, PTSD was the only psychiatric disorder to distinguish women arrested for a violent crime compared to a nonviolent crime (adjusted odds ratio [AOR] = 6.32, confidence interval [95% CI] = 1.84-21.68, p  < 0.01), and PTSD moderated the relationship between childhood maltreatment and violent offending (AOR = 5.55, 95% CI = 1.49-20.71): women with histories of childhood maltreatment were equally likely to have an arrest for violence, regardless

  20. Children's exposure to violent video games and desensitization to violence.

    Science.gov (United States)

    Funk, Jeanne B

    2005-07-01

    Desensitization to violence is cited frequently as being an outcome of exposure to media violence and a condition that contributes to increased aggression. This article initiates the development of a conceptual model for describing possible relationships among violent video games, brain function, and desensitization by using empathy and attitudes toward violence as proxy measures of desensitization. More work is needed to understand how specific game content may affect brain activity, how brain development may be affected by heavy play at young ages, and how personality and lifestyle variables may moderate game influence. Given the current state of knowledge, recommendations are made for clinicians to help parents monitor and limit exposure to violent video games and encourage critical thinking about media violence.