For many years, I was the Founder and Research Director of the National Coalition on Television Violence and the International Coalition Against Violent Entertainment. In that capacity, I worked with dozens of the world's leading aggression researcher on the various causes of violence and aggression. The research shows that roughly 50% of the verbal and physical anger and aggression in our country and much of the world comes from the heavy diets of violent entertainment that many of us enjoy. Of course, my recommendation is that violence is never to be used as a means of entertainment by anyone at any age.
Above, I have listed roughly 130 non-violence and positive, pro-social films that I think are examples of good or at least harmless entertainment. I hope to be adding more to the list. I will be adding to this section much of the research I have done on entertainment violence and its effects on human beings.
Videogame Violence Causes Real World Violence: This updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour. Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression. Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect. An update on the effects of playing violent video games. Anderson CA. Iowa State University. . J Adolesc. 2004 Feb;27(1):113-22.
Videogame Violence Playing Linked to Condoning Physical Aggression: In a study of 231 eighth-grade adolescents, there were significant gender differences in usage and attraction to violent electronic games, with boys scoring higher than girls. Significant relationships were found between attraction to violent electronic games and the acceptance of norms condoning physical aggression. Violent electronic games were linked indirectly to hostile attributional style through aggressive norms. Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents. Krahe B, et al. University of Potsdam, Germany. . J Adolesc. 2004 Feb;27(1):53-69.
Videogame Violence Increases Aggressive Traits and Aggressive Self-Concept: In a study of 121 students, playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above and beyond self-reported aggression. Results suggest that playing violent video games can lead to the automatic learning of aggressive self-views. Exposure to violent video games increases automatic aggressiveness. Uhlmann E, et al. Yale University. . J Adolesc. 2004 Feb;27(1):41-52.
Videogame Violence Partipants are More Hostile, Argumentative, and Violent: A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. In this study of 607 8th- and 9th-grade students, adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Mediational pathways were found such that hostility mediated the relationship between violent video game exposure and outcomes. The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Gentile DA, et al. National Institute on Media and the Family, Minneapolis. . J Adolesc. 2004 Feb;27(1):5-22.