Media Influences

Cards (14)

  • What is media influences split into
    • effects of computer games
    • role of desensitisation, disinhibition and cognitive priming
  • Effects of computer games (EoCG)
    Players just don't watch but actively interact in violent behaviour which is rewarded for in games - positive reinforcement
  • What did Stone et al suggest?

    Video games increased aggressive behaviour after playing violent games compared to non violent games
  • When a child plays computer game where aggression is rewarded, when they face a similar or aggressive situation they have a schema that the way to 'win' is through aggression

    However playing computer games may reduce likelihood of real aggression by providing catharsis (feeling of relief)
  • Strength of effect of computer games
    Robust empirical evidence
    Anderson et al provide scientific evidence showing players who engage in violent games tend to show higher levels of aggression
    Increases validity
  • Limitation of effect of computer games
    Most evidence is correlational
    Does not imply causation. Although studies show link they don't account for other factors that findings may be influenced by - reductionism
    e.g. individual differences. Individual who plays violent video game may not have aggressive behaviour
  • Strength of effect of computer games
    Real world application
    This had led to age restrictions on video games
    Parent control
    Increases validity
  • Desensitisation
    When individual see result of extreme aggression on media they usually experience disgust or discomfort.
    Normally people would avoid aggression to avoid these feelings

    However repeated exposure to aggression = ind becomes desensitised meaning anxiety/feelings are reduced making it aggression a norm =agg is then generalised to real world settings
  • Disinhibition
    Normal restraints are loosened after exposure to media violence.
    Suggests aggression is inhibited and it comes from socialisation as we are taught from young that aggression is not rewarding.
    ---> violent media can influence views on things
    Media violence triggers physiological arousal = increases aggression.

    Aroused state = inhibitions are supressed by urge to act
    Prolonged exposure = normalises aggression
  • Cognitive priming
    Proposed by Berkowitz
    We have mental scripts and schemas on how to respond to situations
    We can learn this from media e.g. TV.
    Cognitive priming is idea that we are exposed to cues via media.
    These cues trigger behaviour as they temporarily increase accessibility of thoughts
    • e.g. hero acts aggressively when threatened, this becomes cue = we are then cognitively primed when we are exposed to cue in real world - we act similarly
  • Strength of role of desensitisation, disinhibition and cognitive priming
    Empirical support
    Bushman - individuals who played violent video games for 20 minutes, saw someone hurt in fight - took them longer to help than ind who played non violent game

    Shows repeated exposure to violent media decreases emotional response and activated aggressive thoughts
    • e.g. individuals in prison may become desensitised to aggression
  • Limitation of role of desensitisation, disinhibition and cognitive priming
    Overall its deterministic
    Ignores free will.
    Assumed individuals have no choice but to become aggressive
  • Limitation of role of desensitisation, disinhibition and cognitive priming

    Overall neglects individual differences
    Not everyone exposed to violent media will become aggressive.
    Some may have stronger self control or empathy than others
    Decreases validity
  • Strength of role of desensitisation, disinhibition and cognitive priming

    Practical application
    Theories have influenced development of age ratings
    Ensuring content is appropriately categorised
    Public awareness campaigns educating on risks of violent media