1. World problems
  2. Violence as entertainment

Violence as entertainment

Nature

Some persons are emotionally stimulated by viewing scenes of violence in entertainment, such as television films based on crime, horror movies or violent sports such as boxing or bull-fighting. The fear thus engendered can produce an intense emotional satisfaction.

Background

The phenomenon of violence as entertainment has drawn global concern since the early 20th century, when mass media—first cinema, then television—began depicting violent acts for public amusement. Scholarly and public debate intensified with the proliferation of violent video games and online content in the late 20th and early 21st centuries, prompting international studies and policy discussions on its psychological and societal impacts. This ongoing scrutiny reflects growing awareness of its pervasive cultural influence.This information has been generated by artificial intelligence.

Incidence

Violence as entertainment is a pervasive phenomenon, manifesting in various forms across the globe, from televised sports and blockbuster films to online gaming and viral social media content. The global entertainment industry routinely features violent themes, with studies indicating that children and adults alike are exposed to thousands of violent acts annually through media. This widespread exposure has raised concerns about desensitization and the normalization of aggression in society.
In 2023, the controversial "Slap Fighting Championship" in Las Vegas, USA, drew international attention for turning physical violence into a spectator sport. The event was widely broadcast and streamed online, sparking debates about the ethics of commodifying real-life violence for mass entertainment.
This information has been generated by artificial intelligence.

Claim

The viewing of violence as entertainment is dangerous for adolescents as violence can become their main emotional gratification and thus encourage delinquency. There seems to be growing evidence that TV violence induces a sense of paranoia and fear in the general public. There is 10 times more violence on television in the USA, for example, than there is in life and this is leading large numbers of people - particularly women, the elderly, non-whites and disadvantaged citizens - to think of themselves as victims. It can be argued that when people think of themselves as victims, they act as victims, and thereby tend to be victimized.

Counter-claim

The idea that violence as entertainment is a major problem is vastly overstated. People have enjoyed stories of conflict for centuries without society collapsing. Most viewers easily distinguish fiction from reality, and there’s no solid evidence linking entertainment violence to real-world harm. Focusing on this distracts from genuine issues like poverty or education. Let’s stop blaming movies and games for society’s ills and address problems that actually matter.This information has been generated by artificial intelligence.

Broader

Human violence
Presentable

Narrower

Video violence
Unpresentable

Aggravates

Youth violence
Presentable

Aggravated by

Related

Psychopathy
Presentable

Strategy

Value

Violence
Yet to rate
Nonviolence
Yet to rate
Entertainment
Yet to rate

Metadata

Database
World problems
Type
(D) Detailed problems
Biological classification
N/A
Subject
Content quality
Presentable
 Presentable
Language
English
1A4N
D5081
DOCID
11450810
D7NID
145122
Editing link
Official link
Last update
Dec 30, 2022