Media Influences: The Effects of Computer Games

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18 Terms

1
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Who did an Experimental Study for the Effects of Computer games?

Bartholow and Anderson (2002)

2
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What was their study?

  • They did a lab based study, which recquired students to play either a violent computer game (Mortal Kombat) or a non-violent game (PGA Tournament Golf) for 10 minutes.

  • They then carried out the Taylor Competive Reaction Time Task, a standard lab measure of aggression in which the students delivered blasts of white nouse at chose volumes to finish a non existent opponent.

3
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What were the findings?

  • Those who played the violent video games selected significantly higher noise levels compared with the non-violent players: means of 5.97 and 4.60 decibels respectively.

4
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What are the strengths of the Experimental studies?

  • Allows us to establish a casual link between media aggression and aggressive behaviour.

5
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What are the limitations of the Experimental study?

  • Aggression in lab situations don’t involve fear of retaliation so they can be ‘safely aggressive’ in lab is measured artificially and unrealistic eg: Taylor Competitive Reaction Time Task.

  • Unethical to measure actual violence.

  • Non-Equivalence problem: Experimental studies compare participants playing violent and non-violent games as equivalent.

  • Andrew and Przybylskietal (2014): Looked at 2 games: marathon 2, which is a violent first person shooter and recquires 20 keys and 3D whereas Glider Pro is 2D in which the players uses 2 keys. These can’t be equated. More motor control could cause frustration instead of the violence of the game so it refutes violence affecting aggression.

6
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Who did a Correlational Study for Media Influences: The Effects of Computer Games?

  • Delisi et al (2003)

7
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What was their study?

  • They studied 227 juvenile offenders, all with histories of serious aggressive behaviours such as hitting a teacher or parent or gang fighting.

  • Using structured interviews they gathered data or several measures of aggression and violent computer game playing.

8
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What were the findings?

  • They found the offenders’ aggressive behaviour was significantly correlated with how often they played violent video games and how much they enjoyed them.

9
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What are the strengths of the Correlational Study?

  • Allows psychologists to investigate realistic forms of aggression eg. violent crime.

10
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What are the limitations of the Correlational study?

  • Unable to establish cause and effect conclusions

  • No variables are manipulated or controlled and here is no random allocation of participants to violent and non-violent groups

  • Direction of causality can’t be established eg: does aggressive content cause aggression or do aggressive people consume aggressive content.

11
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Who did a Longitudinal Study for Media Influences: The Effects of Video Games?

Roberson et al (2003)

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What was their study?

  • He wanted to see if there was a link between what they excessive television viewing in childhood and aggressive behaviour in adulthood.

  • They studied 1037 people born in New Zealand in 1972 and 1973 and measured their TV viewing hours at regular intervals up to the age of 26 years.

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What were their findings?

  • Time spent watching TV was a reliable predictor of aggressive behaviour in a adulthood, measured in terms of convictions and aggressive and violent crimes.

  • Those who watched the most TV were also more likely to be diagnosed with antisocial personality disorders and to have aggressive personality traits.

  • It appears that the most important media-related factor in influencing aggressive behaviour may be the amount of TV watched rather than whether it has violent content or not.

14
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What are strengths of the Longitudinal Study?

  • Investigates changes in aggressive behaviour over time so dynamic nature of media influences can be studied.

  • This approach views people as active consumes rather than passive which is more interact with media.

15
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What are the limitations of the Longitudinal Study?

  • Vulnerable to confounding variables as many other sources of aggression interact with media influences over a period of time, such as role models in the form of friends or family- it becomes difficult to distentangle them all and assess their contributions to aggressive behaviour.

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Who did the Meta Analysis study of Media Influence: Effects of Violent Games?

  • Anderson et al (2010)

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What were their findings?

  • Performed a meta analysis of 136 studies, which included the three types of methodology.

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What were their findings?

  • Exposure to violent video games was associated with increases aggressive behaviour, thoughts and feelings.

  • This was true for men and women.

  • It also stood true for both collectivist and individualistic cultures.

  • The analysis showed no indication of publication bias.