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      13 Reasons Why Not: A Methodological and Meta-Analytic Review of Evidence Regarding Suicide Contagion by Fictional Media

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      Suicide and Life-Threatening Behavior
      Wiley

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          Abstract

          <p class="first" id="d3026799e51">For decades, policymakers and suicide prevention advocates have questioned whether exposure to media with suicide themes, whether television, movies, or music, could increase suicide risk among youth. To date, no clear picture has emerged, with data inconsistent AIMS: To access whether current evidence can support concerns that fictional media increases risk of viewer suicidal ideation. </p>

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          Most cited references16

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          Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children's and Adolescents' Aggression, Mental Health, Prosocial Behavior, and Academic Performance.

          The issue of whether video games-violent or nonviolent-"harm" children and adolescents continues to be hotly contested in the scientific community, among politicians, and in the general public. To date, researchers have focused on college student samples in most studies on video games, often with poorly standardized outcome measures. To answer questions about harm to minors, these studies are arguably not very illuminating. In the current analysis, I sought to address this gap by focusing on studies of video game influences on child and adolescent samples. The effects of overall video game use and exposure to violent video games specifically were considered, although this was not an analysis of pathological game use. Overall, results from 101 studies suggest that video game influences on increased aggression (r = .06), reduced prosocial behavior (r = .04), reduced academic performance (r = -.01), depressive symptoms (r = .04), and attention deficit symptoms (r = .03) are minimal. Issues related to researchers' degrees of freedom and citation bias also continue to be common problems for the field. Publication bias remains a problem for studies of aggression. Recommendations are given on how research may be improved and how the psychological community should address video games from a public health perspective.
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            The Empirical Status of Social Learning Theory: A Meta‐Analysis

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              The impact of suicide in television movies. Evidence of imitation.

              Increasing evidence suggest that imitative behavior may have a role in suicide among teenagers. We studied the variation in the numbers of suicides and attempted suicides by teenagers in the greater New York area two weeks before and two weeks after four fictional films were broadcast on television in the fall and winter of 1984-1985. The mean number of attempts in the two-week periods after the broadcasts (22) was significantly greater than the mean number of attempts before the broadcasts (14; P less than 0.05), and a significant excess in completed suicides, when compared with the number predicted, was found after three of the broadcasts (P less than 0.05). We conclude that the results are consistent with the hypothesis that some teenage suicides are imitative and that alternative explanations for the findings, such as increased referrals to hospitals or increased sensitivity to adolescent suicidal behavior on the part of medical examiners or hospital personnel, are unlikely to account for the increase in attempted and completed suicides.
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                Author and article information

                Journal
                Suicide and Life-Threatening Behavior
                Suicide Life Threat Behav
                Wiley
                03630234
                October 14 2018
                Affiliations
                [1 ]Stetson University; DeLand FL USA
                Article
                10.1111/sltb.12517
                30318609
                b667f30d-0434-4d33-b703-03828443db6f
                © 2018

                http://doi.wiley.com/10.1002/tdm_license_1.1

                http://onlinelibrary.wiley.com/termsAndConditions#vor

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