ppts play either violent or non violent computer game for 20 minutes. They then watched a 10 minute film containing real life violence while having their physiological arousal measured. Those who played the violent game had a lower HR and skin conductance response
ppts were less physiologically aroused when presented with violence, showing that they were less affected by it
- Alternative explanations for desensitisation. Study by Krahe et al failed to find a link between media viewing, lower arousal and provoked aggression. Suggests desensitisation may not explain impact of violent media exposed on all types of aggression. More valid explanation is catharsis - viewing violent media acts as a safety mechanism allowing people to release aggressive impulses without need to behave violently. Decreases validity of concept of desensitisation
Lots of research evidence for desensitisation Implications/application - the desensitising effects of watching violence in the media are worrying for society
- There are inhibitions to showing aggression as we know that it is frowned upon in society
- However, if we are exposed to lots of violence in the media it changes our perception of what is normal and acceptable and these inhibitions are weakened
- This is true if there are no negative consequences for the aggression
- At this point we show disinhibition and act aggressively as we think it is socially acceptable.
- Not everyone will be affected by disinhibition (e.g. if you were brought up with strong messages against violence)
- Disinhibition is less likely to occur when we can see negative consequences of aggressive behaviour e.g. Goranson (1969) showed ppts a boxing match in which one opponent ended up dying. They were less likely to act aggressively.
Research support e.g. Berkowitz and Alioto adds validity to disinhibition concepts as demonstrates link between removal of social constraints and subsequent aggressive behaviour
temporary increase in accessibility of thoughts and ideas. E.g. violent media activates thoughts or ideas about violence which activate other aggressive thoughts through their association in memory pathways.
schema for how certain interactions go - use to shape our response. Cognitive scripts influenced by violent media and triggered when we perceive aggressive cues in our environment. Aggression primes us to act aggressively
had ppts watch either a violent film (Karate Kid III) or a non violent film (Gorillas in the Mist) and found that those who watched the violent film had quicker reactions to aggressive words
violence priming aggressive thoughts making them more accessible
- Atkin (1983) points out that cognitive priming is more likely with realistic media
- There are useful implications from this theory. If we know people have aggressive scripts that are triggered by cues deemed to be aggressive, we could encourage them to respond differently to these cues.
Practical applications in real life situations in understanding how cp influences real life situations. Interpretation of env cues depends on cognitive scripts stored in memory. Explanations provides a possible means which violent media can trigger aggression through priming of cognitive scripts. Interventions can reduce aggressive behaviour by challenging hostile cognitive biases and encouraging violent media users to considers alternative such as humour or negotiation.
what is Greitemeyer and Mugge (2014) study with computer games and aggression?
DID:
meta analysis of of 98 studies since 2009
FOUND:
Violent video games were linked to an increase in aggressive behaviour and a decrease in prosocial behaviour. Opposite was true of prosocial video games
CONCLUDE:
Incorrect to say that video games have a negative impact but violent ones do
what is Bartholow and Anderson (2002) experimental/lab study with computer games and aggression?
DID:
Students played either Mortal Kombat (violent) or PGA Tournament Gold (non-violent) for 10 minutes. They then measured how much white noise they blasted a (non existent opponent with)
FOUND:
Those who played a violent game chose significantly higher noise levels
CONCLUDE:
playing a violent video game for a short period of time can be harmful.
what are the limitations of computer games and aggression?
- Other factors leading to aggression - game difficulty rather than content. Przybylski et al found not imagery but lack of difficulty players had in completing the game that led to aggression - across violent and non violent games. Suggests simplistic views of the link between video games and aggression as non violent games can lead players to feel aggressive if poorly designed or too difficult.
- Failure to consider other variables. Ferguson et al - much of research failed to control other variables known to influence aggressive behaviour. Found effects of violent media content on aggression disappears when influences such as family violence and mental health considered. Suggests other risk factors being primary cause of aggressive and violent behaviour