2012
DOI: 10.1007/s11089-011-0426-8
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Fantasy as Addition to Reality? An Exploration of Fantasy Aggression and Fantasy Aggrace-ion in Violent Media

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Cited by 2 publications
(4 citation statements)
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“…The creators of violent media are engaged in rapid market-driven ante-upping. For example, Ellison (2012) notes that violent video games such as Grand Theft Auto and Call of Duty that have been considered the most extreme and interactive forms of media violence on the market in recent years pale in comparison with internet-based games such as RapeLay where the player follows a mother and her daughters into a subway station with the goal of stalking and raping them. The exponential increase in violent media, combined with the degree to which digital media has saturated our lives on a global level, has the potential to result in the blurring of boundaries between fantasy and reality through repeated exposure to media violence and the influence of violent media on preconscious scripts.…”
Section: ) Cultural-environmental Factorsmentioning
confidence: 99%
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“…The creators of violent media are engaged in rapid market-driven ante-upping. For example, Ellison (2012) notes that violent video games such as Grand Theft Auto and Call of Duty that have been considered the most extreme and interactive forms of media violence on the market in recent years pale in comparison with internet-based games such as RapeLay where the player follows a mother and her daughters into a subway station with the goal of stalking and raping them. The exponential increase in violent media, combined with the degree to which digital media has saturated our lives on a global level, has the potential to result in the blurring of boundaries between fantasy and reality through repeated exposure to media violence and the influence of violent media on preconscious scripts.…”
Section: ) Cultural-environmental Factorsmentioning
confidence: 99%
“…Mass media technology breeds false familiarity, a blurred line between fantasy and reality, and a virtual realm within which rationalizations and feelings of guilt (that normally help to mediate criminal action) are absolved (Ellison, 2012;Helfgott, 2008). Mass media technology has changed the modus operandi of criminal elements throughout history and current technological advances have changed the physical environment in which crime occurs (Britz, 2004).…”
Section: The Influence Of Mass Media Technology On Criminal Behaviormentioning
confidence: 99%
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“…Early research and commentary regarding violence in video games and media debated whether exposure to such content "purged [individuals] of hostile impulses or prepared [them] for future delinquency" (Ellison, 2012, p. 520). Subsequent research has found that exposure to violent video games and media can increase an individual's propensity for violent or aggressive behavior Ellison, 2012).…”
Section: Content Of Media Viewedmentioning
confidence: 99%