http://www.aafp.org/online/en/home/policy/policies/v/violencemedia.html
Media Violence in the United States
Violence is ubiquitous in American mass media. An average American youth will witness 200,000 violent episodes on television alone before age 18.6Violence is often considerable, even in programs which are not advertised as violent. Overall, weapons appear on prime time television an average of 9 times each hour.7 An estimated 54 percent of American children can watch this programming from the privacy of their own bedrooms.8
Children’s shows are particularly violent. Saturday morning cartoons contain 20-25 violent acts per hour, about 6 times as many as prime time programs.9Overall, 46 percent of TV violence occurs in cartoons.8 Additionally, these programs are more likely to juxtapose violence with humor (67 percent) and less likely to show the long-term consequences of violence (5 percent).8 Although some claim that cartoon violence is not as “real” and therefore not as damaging, cartoon violence has been shown to increase the likelihood of aggressive, antisocial behavior in youth.10 This makes sense in light of children’s developmental difficulty discerning the real from the fantastic.11
A Skewed Sense of Violence
Media violence presents a picture significantly different from that of true violence. First, the sheer volume of violence is exaggerated; 66 percent of television programs contain violence.8 More significant, however, are the skewed contexts in which media present violence. In media portrayals, 75 percent of violent acts are committed without remorse, criticism, or penalty; 41 percent are associated with humor; 38 percent are committed by attractive perpetrators; and 58 percent involve victims who show no pain.8
This inappropriate presentation of violence leads to inappropriate expectations of youth with regard to true violence. In particular, three major attitudes are learned: aggression, desensitization, and victimization. Statistical analyses show what type of media violence most likely teaches each attribute: violent episodes associated with humor, weapons, and attractive perpetrators increase real-life aggression; humor-associated violence and graphic violence lead to real-life desensitization; and graphic violence and realistic violence tend to generate fear and a sense of victimization in viewers.8