3 - Media Influence On Aggression (TV/Film + Computer Games) Flashcards

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1
Q

Define media

A

Communication channels, e.g. TV, film, computer games

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2
Q

What are the 2 ways that TV/film can influence aggression?

A
  • Excessive amount watched -> More aggressive behaviour

- Violent content watched -> More aggressive behaviour

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3
Q

How does the amount of TV/film watched influence aggression?

A

Higher amount watched -> Higher aggression levels

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4
Q

How does the content of TV/film watched influence aggression?

A

More violent content watched -> More aggressive behaviour

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5
Q

Explain how the amount of TV/film watched influences aggressive behaviour

A

Indirect link

More watched -> reduced socialising + poor educational achievement -> more aggression

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6
Q

What research supports the role of the amount of TV/film watched on aggressive behaviour?

A

Robertson et al

  • Longitudinal study
  • Studied 1037 ppts from NZ
  • Measured amount of TV/film watched at regular intervals up to age 26
  • Found: greater amount watched led to more aggressive behaviour (measured by convicted crimes) + more diagnosis of ASPD
  • Concluded that amount watched was more influential than content
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7
Q

Explain how the content of TV/film watched influences aggressive behaviour

A

Direct link

Aggressive characters act as aggressive models, imitated through SLT

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8
Q

What research supports the role of the content of TV/film watched on aggressive behaviour?

A

Bandura et al

  • Replicated Bobo Doll study
  • Child ppts watched on-screen interaction with Bobo Doll
  • Findings were similar: aggressive condition imitated aggressive behaviour in media
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9
Q

How much variance in aggression did Paik + Comstock estimate through meta-analysis that TV/film accounted for?

A

1-10% variance

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10
Q

Which type of media is thought to have the greatest impact on aggression levels?

A

Computer games

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11
Q

Why does TV/film have a lesser impact on aggression levels?

A

People take a passive role in watching

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12
Q

How do computer games affect aggressive behaviour?

A

Playing a lot on aggressive/violent computer games leads to more aggressive behaviour

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13
Q

Why do computer games have a greater influence on aggressive behaviour than TV/film?

A
  • People take an active role

- Game playing is directly rewarding, so aggressive behaviour is reinforced via operant conditioning

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14
Q

What two pieces of research support the role of computer games in aggression?

A

Bartholow + Anderson
- Lab study
- 2 groups played for 10 mins
(Group 1: Mortal Kombat - aggressive game)
(Group 2: PGA Tournament Golf - non-aggressive game)
- Both groups did Taylor Competitive Reaction Time Task
- Group 1 (aggressive condition) selected a louder noise (5.97dB compared to Group 2’s 4.6dB)

DeLisi et al

  • Correlational study
  • Structured interview of 227 juvenile offenders
  • Asked about aggression + violent video games played
  • Found: positive correlation between amount of time spent playing violent video games + aggression levels
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15
Q

What is the Taylor Competitive Reaction Time Task?

A
  • Lab measure of aggression
  • Blasts of white noise given at chosen volumes to punish an ‘opponent’
  • The louder the volume selected, the higher aggression
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16
Q

Give 4 evaluation points for the effects of the media (TV, film, computer games) on aggression

A

POS:
Conclusions supported by previously accepted theories
- Conclusions supported by Bandura’s SLT
- Widely accepted that SLT can enable children to ‘learn’ aggressive behaviour via in-person imitation
- Has face validity that aggressive media models can be similarly imitated
- So, validity of conclusions boosted by link to previous theories

NEG:
No universally accepted way of defining/measuring aggression
- Aggression is defined + measured differently by different research
- E.g. Robertson et al - used criminal convictions + Bartholow + Anderson - used Taylor Competitive Reaction Times Test
- Studies hard to compare, so its hard to make uniform conclusions about the ambiguous term ‘aggression’

Methodological issues with supporting research

  • E.g. Robertson et al - long term study, greater potential for CVs (e.g. change of role models) which may also influence aggression
  • E.g. Bartholow + Anderson - games different in more ways than violence level, so hard to establish cause and effect
  • So, issues with methodology lowers findings’ validity

Not all research says media causes aggression

  • Some supporting research is correlation
  • E.g. DeLisi - correlation between offenders + time playing games
  • Relationship’s direction may be inverse (juvenile offenders may have a greater preference for violent computer games)
  • So, may be invalid to suggest media causes aggression if not all research establishes this causal relationship