computer games

Cards (8)

  • Computer games
    The primary concerns about computer games and aggression are that: Desensitization, Disinhibition, Cognitive priming
  • Desensitization
    Continued exposure to violence within gaming may have a desensitization effect and the individuals playing these games will also get an experience of positive reinforcement from using violence. (Physiological)
  • Disinhibition
    Over time, some may not see violence in real life as inappropriate or wrong.(links to SLT)
  • Cognitive priming
    Violent images in video games provide scripts, regarding violence that can be stored in memory and triggered in a perceived aggressive situation.
  • Delisi et al (2013) - AO3 support
    Studied 227 juvenile offenders all with histories of serious aggressive behaviours, e.g hitting a teacher of gang fighting. Using structured interviews, they gathered data on several measures of aggression and violent computer game playing. Found significant correlation between aggressive behaviour, how often they play violent video games, and how much they enjoy playing them
  • Anderson et al - AO3 support

    Performed a meta-analysis of 136 studies which included different types of methodology (lab, correlational, longitudinal). Found exposure to violent computer games was associated with an increase in aggressive behaviours, thoughts and feelings. Findings were true for both males and females across collectivist and individualist cultures. Particularly significant results were found in high quality studies. Analysis also showed there was no indication of publication bias.
  • Harris - AO3 limitation
    Found that there could be several positive outcomes from playing computer games. For example: relaxation, high self-esteem (from completing levels), coordination, puzzle solving, education and rehabilitation (for soldiers recovering from war).
  • Limitation of research into computer games
    Research into video game violence has failed to control for other variables such as mental health and family life, which may have impacted the results. Children who are already at risk may be more likely to choose to play violent video games.