Subsequent Aggressive Tendencies." The Public Opinion Quarterly 27.2
(Summer 1963). 3 Apr. 2008
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This article states that media violence negatively affects audiences because it attracts the innocent and incites crime. On the other hand, some researchers say violence can have beneficial effects by serving as a vicarious outlet for aggression. But, this (and supporting studies) indicates that screen violence does not function as a method of symbolic catharsis. Instead, movie violence can instigate aggressive behavior right after the scene, but most likely not long term. Furthermore, if movie violence is socially justified or the criminals are likable, people may be less inhibited to commit acts of violence.
Though this article does not directly discuss Bonnie and Clyde, one can conclude the film’s depiction of violence is worrisome and could increase the probability of aggression. Bonnie and Clyde are, to the majority of viewers, very likable and sympathetic characters, which this study says may increase one’s own propensity towards aggression. Instead of the extreme and graphic violence in this film serving as a vicarious outlet for aggression, it may actually spur more aggressive behavior. Following this corollary, the new standard of screen violence that Bonnie and Clyde created is dangerous and could lead to more violence.
According to Stephen Prince, Bonnie and Clyde was a landmark film because it presented graphic violence in an unprecedented way and changed the future of cinema. Prince even calls Bonnie and Clyde’s ultimate death “ferocious” (127). While at the time the film was very controversial, it set a precedent for violence that is consistently surpassed in contemporary films. Prince identifies two important factors that made this extremely violent film possible. First, he says that the social unrest of the period and the extremely bloody Vietnam War put violence on the cultural agenda, and influenced the graphic scenes in Penn’s film. Furthermore, even though the movie is set in the 1930s, Penn wanted to metaphorically relate to the 1960s by presenting the idea of resisting the Establishment. Secondly, Hollywood institutions were changing and directors were gaining more creative freedom, especially because of changes to the Production Code. Bonnie and Clyde used new and cutting edge cinema techniques to enhance the action. For example, Penn used multi-camera filming, slow motion, and intercutting slow-and-normal speed action to heighten the effects of screen violence. He also drew inspiration from unique sources, and Prince identifies Japanese filmmaker Akira Kurosawa as an essential inspiration. The final (and goriest) scene in the movie draws heavily from techniques used in The Seven Samurai (1954), particularly the use of intercutting and multiple cameras to capture the action.
Penn broke tradition and overturned decades of “polite violence (139)”. Prince’s argument supports the idea that Bonnie and Clyde was a watershed film in Hollywood history, and ignited intense levels of screen violence. In fact, Bonnie and Clyde would no longer even seem violent to modern viewers because of the infinitely increasing threshold for on-screen aggression, which Prince says this film sparked. Bonnie and Clyde transformed cinematic violence to an exciting, entertaining spectacle.
The book explains Berkowitz's Cognitive Neoassociation Model of Aggression. It proposes that when people are repeatedly exposed to aggression they create in their minds more detailed and interconnected aggressive thought networks. Exposure to aggression can trigger related feelings and can bring to mind knowledge of aggression-related skills, memories, and beliefs.
Professes that contrary to what the media may like you to believe, there is no substantial link between violent video games anf and real-life violence or crime. Also explains that further research is needed to support any conclusion
Outlines what is known about the relationship between violent video games and aggression. Suggests that violent video games may lead to an increase in aggression, or violent behavior. Article is based on empiracle evidence and concludes that there is a need for more research in this discipline.
Discussion of the controversy surrounding Mortal Kombat
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Discussion of two scientific studies relating to the effects of violent video games. Compares the results of these two studies to popular behavior models. Results of both studies are consistent with "the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term and the long term"
Discussion of the violence in the video game, "Grand Theft Auto"



