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How Guns In Movies And Video Games Affect People's Behaviors - Business Insider Deutschland



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By : Shaun Boyland    29 or more times read
Submitted 2017-10-22 06:50:39
A young man plays Grand Theft Auto IV on the game's day of release on April 29, 2008 in London, England. The game designed for the Playstation 3 was in high demand and sold out in stores across London during its first day of sale.Cate Gillon/Getty ImagesThe psychologist behind a new experiment that suggests that watching movies that feature guns can lead children to play with and try to fire a found firearm says he's accustomed to his research sparking outrage from both the gun-rights and media worlds.

Brad Bushman, an Ohio State University psychologist and media studies professor, has spent years studying the "weapons effect" - how the presence of a gun can induce aggressive behavior or thoughts.  The effect has been identified in situations with virtual guns, like video games, or real ones, like those a driver might carry while on the road. In experiment after experiment, Bushman has found that guns can prime people to act aggressively.

Bushman said his research reliably antagonizes typically conservative gun owners, since his findings suggest that the mere presence of weapons can lead to aggression. It has also prompted criticism from typically left-leaning movie producers and video game developers, who bristle at the implication that their work could be responsible for violence. "Gun owners hate me and video game players hate me," Bushman said.  His new study, published Monday in the Journal of the American Medical Association Pediatrics, "will likely piss off both gun owners and the movie industry," he said.

In the paper, Bushman and co-author Kelly Dillon said they found that children ages 8 to 12 shown a PG-rated movie featuring guns were more likely to handle a disabled .38 revolver left in a toy room than those who viewed a version of the film with weapons edited out _ and that those who had seen the movie were much more likely to pull the trigger. The report says that children who saw weapons onscreen pulled the trigger a median 2.8 times and held the gun for a median 53.

1 seconds. One child who had viewed the movie with guns put the disabled firearm to another child's head and pulled the trigger. Another pointed the weapon out of the lab window at people on the street. Kids who didn't see the movie with guns held the found firearm for a median 11.1 seconds _ and many didn't touch it at all, or immediately alerted a research assistant. Most did not attempt to pull the trigger. "There are three takeaways from my experiment," Bushman explained.

"One, don't let your kids watch gun violence in movies or TV. Two, for the movie industry, ask why there are warnings for alcohol and tobacco but not guns. Three, for gun owners, secure your guns." TheBlaze via Youtube The weapons effect has been identified in experimental settings by academics since the late 1960s, but the idea is controversial. A 2009 review of literature on the subject found that while "the experimental evidence for a _weapons effect' is robust, the phenomenon has yet to be generalized to real world scenarios.
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