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  |  V olence and Med a: From Med a Effects to Moral Pan cs

                       of understanding of the complex reality of childhood in the modern world. But
                       seeing technology and media violence as destroying the innocence of childhood
                       is just as misleading as assuming that children are powerful liberators of mod-
                       ern technology and can easily withstand onslaughts of media violence. What
                       is required, as Gerard Jones points out in Killing Monsters: Why Children Need
                       Fantasy, Super Heroes, and Make-Believe Violence, is for children to feel safe in
                       playing with their fantasy monsters, whether it is in a book, on television, in
                       film, or a video game. Playing with and killing monsters in a fantasy world may
                       be just another way to keep these monsters from becoming our everyday harsh
                       realities.
                       see  also  Children  and  Effects;  Government  Censorship  and  Freedom  of
                       Speech; Media Literacy; Obscenity and Indecency; Pornography; Presidential
                       Stagecraft and Militainment; Representations of Masculinity; Representations
                       of  Race;  Representations  of  Women;  Sensationalism,  Fear  Mongering,  and
                       Tabloid  Media;  Shock  Jocks;  Video  Games;  Women’s  Magazines;  Youth  and
                       Media Use.

                       Further reading: Anderson, Craig A., and B. J. Bushman. “The Effects of Media Violence
                           on  Society.”  Science  295  (2002):  2377–78;  Anderson,  Craig  A.,  and  B.  J.  Bushman.
                           “Human Aggression.” Annual Review of Psychology 53 (2002): 27–51; Bandura, Albert.
                           Aggression: A Social Learning Analysis. Englewood Cliffs, NJ: Prentice-Hall, 1973; Ban-
                           dura, Albert. Social Learning Theory. New York: General Learning Press, 1977; Barker,
                           Martin, and Julian Petley, eds. Ill Effects: The Media/Violence Debate. New York: Rout-
                           ledge, 2001; Becker, Howard. Outsiders: Studies in the Sociology of Deviance. New York:
                           Free Press, 1997; Buckingham, David. After the Death of Childhood: Growing up in the
                           Age of Electronic Media. Malden, MA: Polity, 2005; Cohen, Stanley. Folk Devils and
                           Moral Panics: The Creation of Mods and Rockers. London: MacGibbon and Kee, 1972;
                           Feshbach, Seymour, and Robert D. Singer. Television and Aggression: An Experimen-
                           tal Field Study. San Francisco: Jossey Bass, 1971; Freedman, Jonathan L. Media Vio-
                           lence and Its Effect on Aggression: Assessing the Scientific Evidence. Toronto: University
                           of Toronto Press, 2002; Gerbner, George, Larry Gross, Michael Morgan, and Nancy
                           Signorielli. “Growing Up with Television: The Cultivation Perspective.” In Media Ef-
                           fects: Advances in Theory and Research, ed. Jennings Bryant and Dolf Zillman, 17–41.
                           Hillsdale,  NJ:  Lawrence  Erlbaum,  1994;  Glassner,  Barry.  The  Culture  of  Fear:  Why
                           Americans Are Afraid of the Wrong Things. New York: Basic Books, 1999; Goldstein,
                           Jeffrey H. “Does Playing Violent Video Games Cause Aggressive Behavior?” Playing
                           by the Rules: The Cultural Policy Challenges of Video Games Conference, Cultural Policy
                           Center, University of Chicago, October 27, 2001, http://culturalpolicy.uchicago.edu/
                           conf2001/papers/goldstein.html; Goldstein, Jeffrey H. Why We Watch: The Attractions
                           of Violent Entertainment. New York: Oxford University Press, 1998; Goode, Erich, and
                           Nachman Ben-Yehuda. Moral Panics: The Social Construction of Deviance. New York:
                           Blackwell Press, 1994; Gauntlett, David. “The Worrying Influence of ‘Media Effects’
                           Studies.” In Ill Effects: The Media/Violence Debate, ed. Martin Barker and Julian Pet-
                           ley, 47–62. New York: Routledge, 2001; Jenkins, Henry. Fans, Bloggers, and Gamers:
                           Exploring Participatory Culture. New York: New York University Press, 2006; Jones,
                           Gerard. Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe
                           Violence. New York: Basic Books, 2002; Schechter, Harold. Savage Pastime: A Cultural
                           History of Violent Entertainment. New York: St. Martin’s Press, 2005; Springhall, John.
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