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Aggression: Media + Computer.
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Nikunj Dipak
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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
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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
View source
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
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Mean world syndrome
A
cognitive
bias to perceive the world as being more
dangerous
than it actually is
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Cultivation
theory applies equally to computer games, particularly
MMORPG
(massively multiple online role-playing games)
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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
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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
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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
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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
View source
Links have been made between the
desensitising
nature of some
violent
computer games
And instances of
real-life
violence e.g.
mass school shootings
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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
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Consumption of mass media
May have a
disinhibiting
effect on an individual, particularly if that consumption includes a lot of
violent
and aggressive content
View source
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>
View source
Cognitive priming
The ways in which environmental cues work to trigger
aggression
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Script schemas
Outline our
expectations
per situation and provide
cues
as to how to act/behave
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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
View source
There is no concrete, 100%
-watertight
proof that media consumption causes - or even triggers -
aggressive
behaviour
View source
All of these features of media influence on
aggression
are difficult to
operationalise
and measure
View source
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