Psychology Bulletin, 28(6), 724-731. Introduction The theory of catharsis sheds light on the act of releasing anger through a process known as venting; this theory believed that if those negative attitudes were left bottled up, it would lead to a destructive rage. However, past experiments have shown that participants who were given the opportunity to release their anger turned out to be more aggressive than those who did not act on their anger. Current research has concluded that venting anger can minimize physiological arousal, but only by conveying their anger against the provocateur and believing that they will not react against them.
According to Kirby Deater and Deckard in their article “Anger”, anger is a complex psychological behaviour which has its own structure. Some researchers believe in that anger is an overwhelming emotion that has effects on man's personality, as well as it indicates the different
“There is something about a catharsis that is very important.” This is a famous quote by Glenn Close, an American actress. In writing the use of catharsis is to make the reader feel different emotions by what the author is writing about. In the book The
In “Violent Media is Good for Kids” Gerard Jones introduces us to his fearful and lonesome childhood. He lived in a world where he was taught to be the violence fearing, and passive boy his parents wanted him to be. But, when one of his mother’s students gave him
With the advent of violent video games, one key element which researchers explore for the impact of video games on its users is if the users become desensitized to violence. The reason why this debate is essential is because of the many games containing high contents of violence. Carnagey, Anderson, and Bushman (2007) give an operational definition of what desensitization to violence means by saying how through it one experiences an emotional-related physiological reduction to react to real violence. Thus, when one becomes exposed to real life violence or violent stimuli, one becomes less reactive, since one has already become attuned to violence. Carnagey et al. (2007) assert how if children or civilians become desensitized to violence it can bring about detrimental effects for the society. At the same time, because
Some people recommend “turn anger into positive energy”, which means take the ‘negative’ energy that anger produces and turn that energy into an action that is beneficial. Anger motivates the induvial to act in certain events. In a way, releasing anger helps us avoid progressing into potentially harmful actions or emotions. Hiding the pain can lead to depression and other health
They claim that all the negative imagery on the screen seeps into teens' subconscious and desensitizes them. A child will learn what he is exposed to most often, and in most video games, violence is the primary problem-solving option (Schroeder). When provoked, these teens react in a violent manner because it is what they have been taught by video games.
In a pro-con website, a countless amount of people were arguing concerning the fact that if violent video games contribute to youth violence. One person argued that it fails to contribute to youth violence since “violent video games allow players to release their stress and anger in the game, leading to less real world aggression.” In order to prove that the person’s statement is right, that person showed the results of a survey conducted by a researcher. “A peer-reviewed study published in the Journal of Adolescent Health discovered that children, especially boys, play video games as a means of managing their emotions: "61.9% of boys played to 'help me relax,' 47.8% because 'it helps me forget my problems,' and 45.4% because 'it helps me get my anger out."” Many teens play video games in order to reduce and relieve the amount the pain they have. Even though these games are violent, they do relieve strain and it does make people feel relaxed. Games can be enjoyable for teens who admires playing a great deal of
Still, there are opponents to the notion of violent video games being a necessary therapeutic release. According to the article contained in the Harvard Mental Health Letter, Violent Video Games and Young People, they argue against this notion of therapeutic release.
Games have been proven create a safe environment for players to release anger causing a decrease in real-world aggression. A study published in Journal of Adolescent Health found that young people, especially boys use games as a way to manage emotions. “61.9% of boys played to ‘help me relax,’ 47.8% because ‘it helps me forget my problems,’ and 45.4% because ‘it helps me get my anger out,” the article reports. The games have become a kind of stress-ball with a storyline. The game creates a “safe” environment by allowing the player to have violent interactions within a false, non-harmful medium. No real-world is performed keeping everyone safe. Also as more games include violence, more kids learn to use it as a coping mechanism.
In Brad Bushman’s and Rowell Huesmann’s Article Short-term and Long-term Effects of Violent Media on Aggression in Children and Adults from the Archives of Pediatric and Adolescent Medicine journal, they believe the violent media in video games, tv shows, music, and movies, are affecting behavior in children and adults. Bushman and Huesmann believe that all the violence that has made a more popular appearance in today’s culture is causing for adults and children to be more prone to aggression. They hypothesized that the long-term effects would be greater in children and the short-term effects would be greater in adults, and discovered their hypotheses to be correct. Other articles, such as Beth Stein’s If Violent Video Games are Harmless Fun,
Have you ever wondered if a game or a movie can actually influence you to be angry? What changes in our mind when we watch violence? Imagine that you are playing a game of Mortal Kombat or watching a movie like The Punisher in your room on your beanbag chair
Bushman has been studying the causes, consequences, and answers to human aggression is and how to deal with such aggression. McRaney details Bushman’s 1990s studies regarding catharsis and if effects truly manage one’s emotion. During the time of Bushman’s study, self-help books regarding personal aggression all advised to vent anger as catharsis seemingly helps reduce it. As part of Bushman’s experiment, he grouped 180 students into three parts. “One group read a neutral article. One read an article about a fake study that said venting anger was effective. The third group read about a fake study that said venting was pointless,” (McRaney 122). Bushman’s entire process had followed the scientific method, where hypotheses are proven through experimentation, and the notion of dividing students into groups is the first step. Every student was then required to write an essay about abortion, a subject which can be touchy and contain strong feelings. The students were then told that their essays were graded by the other students, where half of the group received an exceptionally high score, making them happy and satisfied, and the other half receiving a terrible score, leaving them passionately angry. After receiving their grade, the students were given a choice of activities: reading a story, punching a punching bag, or watching comedy (McRaney 122). Those who read the article about how venting anger is effective and became angry over their bad essay feedback chose the punching bag, where those who received positive feedback chose the nonaggressive activities. Bushman had proved that through his study, catharsis is only influenced after being exposed to the concept of venting anger. Revenge and closure is the second part of Bushman’s study where students who received bad scores were told either to punch a punching bag again or wait a small amount of time. They were put up against people who had graded their essay to press a button
Introduction In recent decades, attention has been placed on the influence of violent videogames on the aggressive behaviour of individuals. While some scholars believe that videogames increase aggression amongst children in particular, others claim evidence on the catharsis hypothesis where videogames are argued to be a safe outlet to express aggression (Berger 2002). Although many theories have emerged regarding the influence of violent videogames, the debate continues to be divided between those who claim its destructive nature and others who claim that videogames cannot be solely blamed for the aggressive behaviour expressed by young people. This essay therefore aims to examine different arguments raised in the literature regarding
The Role of Alfieri in A View from the Bridge by Arthur Miller In Miller’s ‘A View From The Bridge’, Alfieri holds a vital role. He opens and closes the play, distinguishes between the two acts and in general keeps the audience up to