cognitive priming

Cards (5)

  • refers to the idea that watching violence leads to people to store memories or scripts of violent acts which may be activated in later similar situations
  • real world examples of aggression such as assault have decreases significantly in many western nations since the 80's, this means it may lack face validity, however aggression may now be taken out on more in videogames due to changes in the rise of technology and less real world life choices
  • Kestenbaum- (1985) found in self reports from young males that high video game users felt more wound up when playing and relaxed after playing, this means they may have hit a catharsis which is an outlet for aggressive emotions
  • Carnagey + anderson, pps play either violent or non violent videogame for 20 min, then watch 10 min vid of real violence, found that galvanic skin response as well as heartrate was lower than those in the non violent gameplay condition- providing support for desensitisation
  • Berkowitz and powers (1979) - males watched an aggressive scene from a TV show and were given summaries of the show. pps given summaries suggesting the violence was justified were the most aggressive in follow up task- disinhibition