Aggression: Media + Computer.

    Cards (18)

    • Cultivation theory

      A theory of mass media which posits the idea that consumers of mass media will 'cultivate' what they consume into a perception of reality
    • The more exposure someone has to media images/message e.g. in the form of computer games

      The more likely that their perceptions of reality will be distorted
    • Distorted perceptions of reality from regular computer gaming
      • Believing the world is a violent/hostile place
      • Over-estimating likelihood of being involved in aggressive/violent interaction
      • Developing stereotyped views of women, minorities, law enforcement
    • Mean world syndrome
      A cognitive bias to perceive the world as being more dangerous than it actually is
    • Cultivation theory applies equally to computer games, particularly MMORPG (massively multiple online role-playing games)
    • It is only by engaging in face-to-face/real-life contact with others that the tendency to a warped perception of reality can be reversed or modified
    • Desensitisation
      • The process by which what was once a source of alarm/fear/aversion has transformed into something unremarkable or harmless
      • A physiological process where the sympathetic nervous system is triggered by violence/aggression, leading to a damped down response over time
    • If someone plays a lot of violent computer games
      They will become inured to the effects of this violence and experience decreasing emotional responses to it
    • Someone who is desensitised to violence is less likely to view it as bad/harmful/toxic and may feel little or no sympathy for victims
    • Links have been made between the desensitising nature of some violent computer games

      And instances of real-life violence e.g. mass school shootings
    • Disinhibition
      • Occurs when someone lets go of the usual restraints and caution that hold them back from behaving the way they may want to
      • May involve breaking of social norms in a spirit of 'why not?' and 'what's stopping me?'
      • Can be learned from role models in mass media
    • Consumption of mass media
      May have a disinhibiting effect on an individual, particularly if that consumption includes a lot of violent and aggressive content
    • When someone is exposed to a lot of media-led aggression they begin to view the world using a modified set of social norms where aggression is acceptable</b>
    • Cognitive priming
      The ways in which environmental cues work to trigger aggression
    • Script schemas
      Outline our expectations per situation and provide cues as to how to act/behave
    • People who consume a lot of violent media
      Are likely to develop rigid schemas and are easily primed to anticipate or respond to aggressive stimuli
    • There is no concrete, 100%-watertight proof that media consumption causes - or even triggers - aggressive behaviour
    • All of these features of media influence on aggression are difficult to operationalise and measure
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