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Aggression
Media influences on aggression
The effects of computer games
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Created by
Keren
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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