Media

Cards (7)

  • Media influences refer to the impact of computer games in aggressive behaviour, including
    1. Desensitisatin
    2. Disinhibition
    3. Cognitive priming
  • Desensitiation (Biological)
    • witnessing aversive stimuli provokes a physiological response - fight or flight
    • if aggressive behaviour is repeatedly viewed, it has less of an impact
    • less arousal = less emotional involvement = more likely to display aggression
  • Disinhibition (Social)
    • most cultures (via SLT) teach that aggressive behaviour is bad
    • BUT high exposure to violent media causes aggression to be more socially acceptable
    • people are less restrained/disinhibited when in situations that provoke aggression
    • also video games show violent behaviour rewarded and consequences are minimised
  • Cognitive Priming (Cognitive)
    • scripts (schemas) about violent situations form from aggressive media
    • stored in our memory
    • triggered when something aggressive is percieved
    • more violent media = more images and cues (essentially triggers) in memory
    • those with high exposure to violent media are more likely to see everyday cues as inappropriately aggressive therefore behave aggressively
  • Desensitisation AO3
    • Strength - Krahe
    • showed ppts both violent and non-violent clips
    • measured Galvanic Skin Response
    • Frequent viewers of violence had lower scores (lower physiological arousal) and reported higher levels of pleasant arousal
    • Limitations
    • aggression and violence are often underpinned by emotion
    • this explanation claims that media makes individuals less emotional
    • so, aggression cannot be explained by desensitisation (contradictory claims about emotion)
    • Individual differences
    • high media exposure for all
    • but we're not all effected in the same way
    • some are more desensitised than others, more research is needed to establish why
  • Disinhibition AO3
    • Strength - Berkowitz and Alioto
    • when viewing aggression as vengeance in a film, ppts gave longer and more electric shocks
    • suggests violent media could lead to aggressive behaviour when it's justified
    • ( increases validity - demonstrates a link between removal of social constraints and aggression)
    • Limitation - individual differences
    • the extent to which ppts are engaged with the violent media will vary
    • disinhibition may only occur when people are more engaged and not easily distracted by external stimuli
    • it also may only occur in certain types of media e.g. computer games where individuals are more directly involved, not passive
  • Cognitve priming AO3
    • Strength
    • Fischer et al
    • male ppts listened to aggressive music about women
    • = they were more aggressive to women and remembered bad traits in particular
    • Practical applications
    • if we can understand the influence of cognitive priming on aggression, we can develop interventions to reduce aggressive behaviour
    • challenge negative and aggressive scripts, encouraging individuals not to use aggression
    • Limitations
    • less realistic media is less likely to be incorporated in the script e.g. fantasy fiction - not applicable to all types of aggressive media
    • Individual differences
    • may only have effects if the person already has a predisposition towards behaving aggressively
    • it's likely other factors will also have an influence on whether cognitive priming will occur