Wanted to see if there’s a link between excessive TV viewing in childhood and aggression in adulthood
Measured TV viewing hours of 1037 New Zealanders born in 1972 and 1973 at regular intervals up to 26 years old
found that time spent watching TV in childhood and adolescence was a reliable predictor of aggressive behaviour in adulthood (measured by convictions for aggressive and violent crimes)
Those who watched more TV were more likely to be diagnosed with antisocial personality disorder
According to researchers, excessive time spent watching TV is associated with less social interaction and poorer educational achievement
so the link between excessive viewing and aggression may be indirect
Viewing violent film content may be a significant media influence on aggressive behaviour
Bandura et al. (1963)
follow up Bobo doll study
children watched film with the Bobo doll being hit by an adult model
found the children imitated the aggressive behaviour of the model
Suggests social learning processes also operate through media
Other research has found that negative effects of TV/film violence aren’t as strong as often assumed
Park and Cornstock (1994)
Meta-Analysis of around 229 studies
dignificant positive correlation between viewing TV/ film violence and antisocial behaviour
but estimated TV/ film violence likely only accounted for between 1 to 10% of the variance in children’s aggressive behaviour
Implies TV/ film plays a relatively minor role compared to over sources of aggresion
Why do computer games have more powerful effects than other types of media?
Player takes a more active role
rather than being a passive viewer
Game playing is more directly rewarding
operant conditioning
There’s growing evidence that computer games have more powerful effects than traditional media
Lab experiments
Bartholow and Andersen (2002)
Students played violent and non-violent computer games for 10 minutes
carried out the TCRTT
those who played violent games selected significantly higher noise levels (5.97 decibels) compared to non-violent (4.6 decibels)
What is the TCRTT?
Taylor competitive reaction time task
giving blasts of white noise at chosen volumes to opponent
Strengths of TCRTT
Addresses ethical issues of encouraging real life aggression
Limitations of TCRTT
Not like real life aggression
Limitations of Bartholow and Anderson’s lab study
Low population validity
sample of only students
not generalisable
Ethical issues
deliberately encouraging violence and aggressive behaviour
Strengths with Bartholow and Anderson’s study
Demonstrates cause and effect
Commonly found to be a positive correlation between aggresion with time spent playing violent games
Correlational study
DeLisi et al.
Studied 277 juvenile offenders with serious aggressive behaviours
using unstructured interviews, they gathered data on several measures of aggression and violent computer game playing
found offenders aggressive behaviour was significantly correlated with how often they played violent computer games and how much they enjoyed them
Limitations with correlational studies
Correlation not causation
Aggression may cause enjoyment of violent computer games
Could be 3rd intervening variable
Possibly genetics or parents influence could influence both aggression and enjoyment of violent video games
DeLisi et al.
argued that aggression should be considered a public health issue
Meta-analysis
Anderson et al. (2010)
136 studies including 3 types of methodology: experimental, correlational and longitudinal
found exposure to violent computer games was associated with increased aggressive behaviour, thoughts and feelings
Anderson et al. Meta-analysis strengths
True for males and females in collectivist and individualistic cultures.
High quality studies used
increases significance of findings
Convincing theoretical framework- A03
Findings can be explained by SLT
Widely accepted that exposure to violence is harmful to children
Makes sense that Tv and computer games are other sources of social learning
children are likely to imitateaggressivebehaviours when they see them being rewarded and if they identify with the characters
Key feature of science= unifying explanation to account for findings
Support for link between violent video games and aggression- A03
Greitmeyer and Mugge (2014)
Meta-analysis of 98 studies since 2008 involving nearly 37,000 participants
found a link between violent games and an increase in aggressive outcomes and less prosocial outcomes
Prosocial games found the opposite effect- regardless of the type of study
Suggests violent video games can also lead to decreased prosocial behaviours or cognitions as well as aggression
Defining aggression- A03
Aggression is defined in various ways: violent behaviour, TCRTT, criminal convictions etc.
Not all aggression is violence
Effects found in studies depend on how aggression is find
Variation in definitions means findings of studies are hard to compare.
Counterpoint
Meta-analysis can overcome this- E.g. Anderson et al.
Meta-analysis using various definitions of aggression are valid methods of investigating effects of media on aggression
Unsupported conclusions- A03
Research are plagued by unsupported conclusions
studies methodologically weak- confounding variables- even meta-analysis aren’t perfect
Many studies are correlational
Experimental studies lack external; validity
So some researchers may draw premature conclusions based on invalid findings
Overstating the case- A03
Many studies claim statistically significant relationships between violent media and behaviour overstate the case
Ferguson and Kilburn (2009)
found when measuring aggression as violence to another person or violent crime then the relationship between violent media and aggresive behaviours are actually close to 0
Suggests studies don’t represent all violence in society
so link between media and violence may not be as strong as claimed
Cultural bias- A03
Livingstone (1996)
Discussed the problem in generalising predominantly American based research to countries with different media and cultural histories
Theory doesn’t account for cultural differences
Frustration not aggression- A03
May be another explanation rather than video game content leading aggression in real life
Przyblski et al. (2014)
suggested that aggressive behaviour may be due to failure and frustration during the game rather than the content
suggests the problem doesn’t entirely lie in the violence in the games
non-violent games can also lead to aggression
So research needs to focus elsewhere to find the true source of aggression in violent video games