9. Effects of computer games

    Cards (17)

    • Experimental studies researchers
      • Bartholow and Anderson (2002
      • Lab-based and looks at short-term effect 
    • Bartholow and Anderson (2002) - procedure
      • Students played violent computer games (Mortal Kombat) or non-violent (PGA Tournament Golf)  
      • Ten minutes  
      • Carried out the Taylor Competitive Reaction Time Task (TCRTT) - standard laboratory measure of aggressive 
      • Delivered blasts of white noise at chosen volumes to punish a non-existent opponent 
    • Bartholow and Anderson (2002) - findings
      • Mortal Kombat participants delivered significantly higher noise levels compared to PGA Tournament golf  
      • 5.97 and 4.60 
    • Experimental studies - A03
      • Greatest strength is that it allows for a causal link between media aggression and aggressive behaviour - 😊 
      • Measure of aggression in lab studies are often accused of being artificial and unrealistic –e.g. the TCRTT- πŸ™ 
      • Would be unethical to allow realistic forms aggression in a lab - e.g. letting people hit each other - so researchers have no choice but to be creative in finding out ways to measure aggression -πŸ™  
      • Do not involve fear of retaliation - unlike in the real world - the experimenter gives participant implied permission to be β€˜safely’ aggressive - πŸ™  
    • Correlational studies researchers
      • DeLesi et al. (2013)  
      • Investigate real-life variables and may be short-term 
      • Researchers look at the relationship between two or more variables 
    • DeLesi et al. (2013) - procedure
      • Studied 227 juvenile offenders  
      • All had serious histories of aggression - hitting a teacher or parent or gang fighting.  
      • Using structured interviews - gathered data on several measures of aggression and violent computer game-playing  
    • DeLesi et al. (2013) - findings
      • Found aggressive behaviour was significantly correlated with how often they played violent computer games and how much they enjoyed then  
      • Argued that link is so well-established that aggression should be a public health issue like HIV and AIDS  
    • Correlational studies - AO3
      • Allow us to investigate realistic forms of aggression including violent crime - 😊  
      • Inability to draw cause and effect relationship as no variable are manipulated or controlled. No random allocation or participants to violent or non-violent media - πŸ™  
    • Longitudinal studies researchers
      • Robertson et al (2013)
      • long term effects of aggression
      • Researcher looks participants over a longer-period of time - over 1 year at least
    • Robertson et al (2013) 

      Wanted to see if there was link between β€˜excessive’ television watching in childhood and aggressive behaviour in adulthood  
    • Robertson et al (2013) - procedure
      • Studies 1037 people born in New Zealand
      • Measures TV viewing hours at regular intervals up until age of 26 
    • Robertson et al (2013) - findings
      • Time spent watching TV was reliable indicator of aggressive behaviour late on in adulthood  
      • Measure this and drew up their conclusions based upon conviction for aggressive and violent crimes  
      • Those who watched most TV more likely to diagnosed with antisocial personality disorder and have more aggressive personality traits  
      • This means that TV may be the most important media related factor influencing aggressive behaviour 
    • Longitudinal studies - AO3
      • Researchers are able to use this methodology to look at how aggressive behaviour changes over time. Dynamic nature means that the long-term impacts of violent media can be studied - 😊  
      • It views people as active consumers rather than just passive recipients – allows for a more realistic view on how people interact with the media - 😊  
      • Leaves studies vulnerable to confounding variables as they’re over a longer period of time. Other sources in participants lives may have led to their aggressive behaviour e.g. role models like family and friends. - πŸ™ 
    • Meta-analysis  researchers
      • Involves drawing up conclusions based upon multiple researchers findings 
      • Anderson et al (2010
    • Anderson et al (2010) - procedure 

      Meta-analysis of 136 studies #Included all three of the types of methodologies listed above  
    • Anderson et al (2010) - findings
      • Exposure to violent computer games was associated with aggressive behaviour, thoughts and feelings  
      • True for both males and females across collectivist and individualistic cultures  
      • Furthermore, hight quality studies showed even greater significant effect  
      • Researchers claim that the effect of violent games and aggressive behaviour has a greater effect compared to second-hand smoking and cancer  
      • It further shows that there was no indication of any publisher bias that may have influenced the results 
    • Meta-analysis - AO3
      • Publication bias
      • The tendency to only publish findings which are statistically significant
      • Meta-analysis may only involve these published studied which show a statically significant results
      • So this publication bias may create a false impression that the effects of violent media on aggression are greater than they actually are
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