A study was done by Bartholomew and Anderson (2002).
Students played a violent computer game or non-violent equivalent for 10 minutes (mortal kombat or PGA Golf).
They then carried out the Taylor competitive reaction time task, standardised laboratory measure of aggression.
P’s are led to believe that they are playing a computerised reaction time game against another participant.
At the beginning of each round, both p’s set the intensity of a noise blast.
They then have to react to a button as quickly as possible.
Experimental study? (findings?)
The loser has to be punished with a noise blast using the intensity settings made by the winner at the beginning of the round.
The intensity settings are used as the measure of aggression.
Those who played the violent game selected more selected significantly higher noise levels than those who played the golf game (5.97>4.60)
Positive evaluation of experimental study?
One strength of lab research into video games on violence is that they allow to establish a causal link as they have been carried out in controlled conditions so that all extraneous variables can also be controlled like the time playing video games.
Cause and effect can be inferred between computer games and aggression
Artificial nature of the experimental study?
Lab experiments are artificial as the measures of the TCRTT are not true to real life.
People do not demonstrate aggression through white noise. Lab experiments also do not involve the fear of retaliation like in the real world.
P’s are administering white noise blasts or stealing money from an imagined participant.
This may reduce ecological validity of lab based research.
It would be unethical to use realistic forms of aggression as a measure as we cannot allow confederates to be physically harmed for the purpose of an experiment.
Demand characteristics criticism of lab experiments?
Another criticism is that it is a high risk of demand characteristics, p’s might think that they are supposed to be giving blasts to the opponent regardless of aggression or not.
It may lack internal validity as a result
Correlational study?
Delisi et al (2013) studied 227 juvenile offenders who had histories of serious aggressive behaviours like hitting a teacher or their parents.
They use structured interviews to gain measures of aggression and computer game playing.
They found that juvenile’s aggression positively correlated with how often they played violent video games and their enjoyment of them.
Researchers argued the link was well established enough to call video games a major risk factor to aggression, which should be considered a public health issue.
Positive evaluation of correlational research?
The strength of correlational research is that it allows investigation of realistic aggression without any ethical issues.
This is because the IV is not manipulated and is measuring existing co-variables like aggression and game playing.
negative evaluation regarding cause and effect? (part 1)
It is not possible to infer cause and effect as there is an issue of bi-directional ambiguity.
It is not clear whether game playing causes aggression or whether violent people prefer playing video games.
The direction of the relationship cannot be determined.
negative evaluation regarding cause and effect? (part 2)
Another reason for not being able to infer cause and effect is due to the role of other factors that contribute between gaming and aggression.
Ferguson (2009) found that the effects of social media disappeared when other influences like family violence and mental health were taken into account.
This suggests that other risk factors may be the primary cause of aggression and violent behaviour.
General A03 for both correlational and experimental?
Researchers argue that aggressive feelings from playing video games can be caused by frustration they cause the participant rather than the violent content.
For example, one study found both violent and non violent games, it was lack of mastery that caused frustration and aggression rather than the storyline or imagery.
This suggests the link between video games and aggression has been made too simplistic as non-violent games can leave players feeling aggressive if too difficult.
This questions the validity of all gaming research.