- Study shows that an interactive medium generates more positive feelings and information processing for media users than a medium with no interaction
- Video game users become completely absorbed in their game, as opposed to passive television watchers who do not become immersed in this virtual experience
- Violence in video games can lead to violence in the real world because of this intense absorption and need for control

The study depicted that an interactive medium creates more information
processing and positive feelings toward the messages being portrayed than a
medium that is not interactive. In an interactive medium, users focus more on
the content because they must engage in the activity, so the individuals are
more clearly encoding the messages in this type of medium. Users have control
over what they want and do not want to see in an interactive system; consumers can
more easily and intensely process the information. Strong cognitive effort is used
when engaging in interactive media, so the information being presented becomes
favorable and desirable.

Some could say that it is the media’s fault for injecting
the violence into our everyday life through different medium, such as video
games and television. Pavlik and McIntosh, authors of the text Converging Media, explain that the media
completes this task by a theory called the “hypodermic-needle model.” This
model depicts that the audience takes in whatever the media is portraying in a
passive way. This model specifically relates to the passive medium of
television. The audience just sees what is depicted on television and learns
from the messages being presented. Pavlik and McIntosh describe another theory about
the effect the media has on its viewers, known as cultivation analysis. This
theory explains that viewers witness what is on television and accept that this
is the reality in the world. For example, if one watches a violent television
show with lots of murders, the viewer won’t feel the need to murder others,
but will believe society is more dangerous than it truly is. Viewers observe
the heavy, graphic, and realistic violence on television and believe this is
how humans behave off the screen as well.

Although video games do create a larger effect on its users
than television does because of its interactive nature, it is important not to
forget that television still has an effect on its viewers that should be noted. Studies have shown that children
act more aggressive after watching violent behaviors on television; in the
text, Pavlik and McIntosh discuss famous studies in the 1950s, called Bobo Doll
studies. The studies showed that children were more likely to hit a Bobo doll
after watching violent television in which rewards were given to the violent
characters, over violent television that punished the violent characters. These
studies portrayed that children absorb the violence that the media puts out for
their viewers. There is a correlation between aggression and violent
television; so it is significant to understand that although interactive
medium, such as video games, allows the user to be in control of the violence
(and can ultimately lead to real murder), television can adjust behavior as
well.
Children are not the only ones playing video games, many college students play frequently as well. This could possibly be the cause of many recent university shootings, so it is crucial to take note of the severe consequences of interactive violent video games.
Children are not the only ones playing video games, many college students play frequently as well. This could possibly be the cause of many recent university shootings, so it is crucial to take note of the severe consequences of interactive violent video games.
I think you made many good points when it come to the perception the society see in violent video game or television shows. I also agree that there are parts of society that when they see a person get murdered during a movie, they audience perceive the world in a different way and in a more dangerous way. However, is there another side to the theory where if someone sees an act of kindness or someone being a stand out human being is society going to start acting like that. I would also disagree that these violent games and movies aren't driving people to become violent, I personally believe that is a deeper problem other than them seeing it on tv or being more active in a violent game , so they perceive as what they are doing is something good and acceptable. I do like how you incorporated theories into your article it provides a stronger argument for why this phenomenon is going on.
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