Background: Violence is a pervasive problem in the United States. Toys, far from trivial playthings, are a reflection of society, including its beliefs and values. The purpose of this study was to describe the extent to which violent toys are marketed in online weekly flyers of popular retailers, how the violence is manifested, and whether violent toys are marketed differentially to boys and girls.
Methods: For this cross-sectional observational study, online circulars from 5 major retailers were downloaded and examined each week for 14 weeks during the fall of 2014. For each retailer, the total number of toys, as well as the total number of violent and non-violent toys, was recorded. In addition, each violent toy was categorized into one of five groups: picturing a figure with a weapon, a figure with intent to strike (with fists drawn or an angry face), a toy with a violent name, a toy that was a weapon itself, or a set of toys that included two or more of these criteria.
Results: A total number of 3,459 toys were observed, of which 1,053 (30%) were deemed violent. Of the violent toys, 95% were marketed to boys (n=1,003) versus 5% to girls (n=50). The most prevalent violent category was a figure with a weapon such as a sword, knife or gun (29%), followed by figures with fists out and aggressive faces (26%).
Conclusion: Parents should be mindful of toy retailer‟s marketing of violent toys, especially toward boys, and the potential for those toys to de-sensitize their children to violence.
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http://dx.doi.org/10.15171/hpp.2015.023 | DOI Listing |
Front Dev Psychol
May 2024
Department of Pediatrics, University of Michigan Medical School, Ann Arbor, MI.
Background: Infants and toddlers engage with digital media about 1-3 hours per day with a growing proportion of time spent on YouTube.
Aim: Examined content of YouTube videos viewed by children 0-35.9 months of age and predictors of YouTube content characteristics.
Aggress Behav
November 2024
Department of Psychology, SUNY Geneseo, Geneseo, New York, USA.
This study assesses whether the frequency of violent video game play is associated with attentional desensitization or sensitization to images depicting violence or nonviolent interpersonal conflict. Two hundred and thirty-two participants reported their three most frequently played video games and the amount of time each game was played in a typical week. Next, they completed an assessment of emotion-induced blindness, which refers to a reduction in the correct identification of a neutral target image when it follows an emotionally charged distractor image.
View Article and Find Full Text PDFPhysiol Behav
January 2025
University of Luxembourg, Department of Behavioural and Cognitive Sciences, 11 Porte des Sciences, Esch-sur-Alzette L-4366, Luxembourg.
Neuropsychopharmacol Rep
September 2024
Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan.
Aim: Internet gaming disorder (IGD) is receiving increasing attention. In particular, violent gameplay or in-game spending affects the psychiatric conditions and economic difficulties of patients. We conducted regression analysis and path analysis to investigate the associations between a comprehensive list of factors in patients with IGD, including the degree of internet or gaming dependence, developmental problems, family background, severity of depression, sleeping habits, in-game spending, and first-person shooter (FPS) and third-person shooter (TPS) game playing.
View Article and Find Full Text PDFSoc Cogn Affect Neurosci
July 2024
Brain and Mind Institute, University of Western Ontario, London, ON N6A 3K7, Canada.
Research examining the purported association between violent gaming and aggression remains controversial due to concerns related to methodology, unclear neurocognitive mechanisms, and the failure to adequately consider the role of individual differences in susceptibility. To help address these concerns, we used fMRI and an emotional empathy task to examine whether acute and cumulative violent gaming exposure were associated with abnormalities in emotional empathy as a function of trait-empathy. Emotional empathy was targeted given its involvement in regulating not only aggression, but also other important social functions such as compassion and prosocial behaviour.
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