The effects of computer games

Cards (7)

  • Experimental studies, Bartholow + Anderson
    Method: Played a violent computer game or nonviolent game for 10 minutes
    • Then carried out the Taylor competitive reaction time task (TCRTT) - Lab measure of aggression
    • Students delivered blasts of white noise to punish an appointment
    Findings:
    • Violent game - Significantly higher noise levels
  • Correlational studies, DeLisi et al
    Method: Studies 230 juvenile offenders with histories of serious aggressive behaviours
    • Unstructured interviews - Data on measures of aggression and violent computer games
    Findings:
    • Aggressive behaviour - Significantly correlated with how often they played violent computer games + How much they enjoyed them
    Conclusion - High link aggression should be considered a public health issues with computer game violence a significant risk factor
  • Longitudinal studies, Robertson et al
    Methods: Studied 100 ppl and measured TV viewing hours
    Findings: Time spent watching Tv - Predictor for aggressive behaviour
    • More TV - More likely to by diagnosed with antisocial personality disorder
    Conclusion: How long not what is watched
  • Meta-analysis, Anderson
    • 140 studies with the methodology outlines above
    Findings:
    • Exposure to violent games - Increase in aggressive behaviour, thoughts and feelings
    • In collectivist and individualist cultures
  • Evaluation of effects of computer games on aggression - Experimental studies
    Pro:
    Establish casual link with media aggression and aggressive behaviour
    Con:
    Measure of aggression within lab studies - Artificial and unrealistic
    No fear of retaliation unlike the real world
  • Evaluation of effects of computer games on aggression - Correlational studies
    Pro:
    • Investigate realistic forms of aggression
    Cons:
    • Inability to draw cause-and-effect conclusions
    • No variables manipulated or controlled
    • No random allocation of ppts
  • Evaluation of effects of computer games on aggressions - Longitudinal studies
    Pros:
    • Dynamic nature for long term can be studies
    • Ppl are seen as consumers than recipients - More realistic of media interactions
    Cons:
    • Confounding variables - Other factors would influence aggression
    • Hard to separate them all