Aggression: Media Influences- AO1 Flashcards

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1
Q

What effect is media thought to have on Aggression?

A

Frequently seeing aggression in the media is thought to lead to increased aggression in the viewer.

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2
Q

What effect is excessive TV viewing thought to have on aggression?

A

Hours of TV viewing, irrespective of whether the content is violent, may lead to aggressive behaviour

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3
Q

What was the aim of Robertson et al.’s (2013) study on media and aggression?

A

To investigate the impact of TV viewing hours on aggressive behaviour

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4
Q

What was Robertson et al’s experimental method?

A

They conducted a longitudinal study.

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5
Q

How many people did Robertson et al study? What did they measure?

A

They studied 1037 people and measured their TV viewing hours at regular intervals up to age 26

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6
Q

What were the key findings of Robertson et al.’s (2013) study?

A

The amount of time spent watching TV predicted aggressive behaviour in adulthood. Those who watched the most TV were more likely to be diagnosed with antisocial personality disorder.

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7
Q

What effect is violent film viewing thought to have on aggression?

A

Violent Films are potentially the most significant media influence on aggression, as the content itself is explicitly violent.

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8
Q

What was the aim of Bandura et al.’s (1963) study on the influence of media on aggression?

A

To investigate the extent to which exposure to violence, whether through film or real-life models, influences imitative aggression in children.

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9
Q

What was Bandura et al’s procedure?

A

Reproduced the earlier study of Bandura’s BoBo Doll, but this time, 1 group of children watched a film of the Bobo Doll being beaten by an adult model, while others watched in person.

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10
Q

What were the findings of Bandura et al.’s (1963) study?

A

Both the group that observed the real-life model and the film-watching group showed high levels of imitative aggression,

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11
Q

What does Bandura’s findings suggest?

A

Suggests the social learning processes of vicarious reinforcement also operates through media, as well as face-to-face

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12
Q

What was the aim of Paik & Comstock’s (1994) meta-analysis?

A

To examine the relationship between exposure to TV/film violence and antisocial behaviour through the analysis of existing research studies.

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13
Q

How many studies were in Paik & Comstock’s meta-analysis?

A

200

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14
Q

What were the findings of Paik & Comstock’s meta-analysis?

A

They found a positive correlation between viewing TV/film violence and anti-social behaviour

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15
Q

How was Paik & Comstock’s finding limited?

A

The findings accounted for only 1-10% of the variance in children’s aggressive behaviour

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16
Q

What effect is computer games thought to have on aggression?

A

Computer games may have more power effects than traditional media, because the player takes a more active role, and game playing is more actively rewarding (operant conditioning)

17
Q

What was the aim of Bartholow & Anderson’s (2002) study?

A

To investigate the effects of playing violent computer games on subsequent aggressive behaviour, compared to playing nonviolent games.

18
Q

What was the research design of Barthalow & Anderson?

A

Independent Groups Design

19
Q

What was Barthalow & Anderson’s procedure?

A

Students played a violent computer game and a non-violent computer game for 10 minutes. They then carried out the Taylor Competitive Reaction Time Task.

20
Q

Which games were used in Bartholow & Anderson’s study?

A

Mortal Kombat (violent) and PGA Tournament Golf (non-violent)

21
Q

What were the key findings of Bartholow & Anderson’s (2002) study?

A

Participants who played the violent game exhibited significantly higher levels of aggression, as measured by the intensity of aversive noise blasts delivered to their “opponent” in the Taylor Competitive Reaction Time Task (TCRTT)

22
Q

How many dB of noise did violent game participants blast their opponent with?

A

5.97dB

23
Q

How many dB of noise did non-violent game participants blast their opponent with?

A

4.6dB

24
Q

How many studies did Anderson et al. include in their meta-analysis?

A

136

25
Q

Were all the methodologies of the studies the same in Anderson et al’s meta analysis.

A

No, there were 3 types of methodology (experimental, correlational and longitudinal)

26
Q

What was the aim of Anderson et al.’s meta-analysis?

A

To investigate the overall relationship between exposure to violent computer games and aggression through the analysis of data from multiple studies using different methodologies.

27
Q

What were the findings of Anderson et al’s meta-analysis?

A

Exposure to violent computer games was associated with increases in aggressive behaviours, thoughts and feelings

28
Q

What are strengths of Anderson et al’s meta analysis?

A

They found no evidence of publication bias, suggesting a well rounded approach
They also found it was true for males and females in collectivist and individualistic cultures (universal)

29
Q

What was the interpretation from Anderson et al’s meta-analysis?

A

The effect of violent gaming on aggression is more than the effect of second hand smoke on cancer

30
Q

What was the aim of DeLisi et al.’s (2013) study?

A

To investigate the correlation between playing violent computer games and engaging in aggressive behaviour among juvenile offenders.

31
Q

What was the procedure of DeLisi et al?

A

Studies 277 juvenile offenders which serious aggressive behaviours such as hitting a teacher/parent/gang fighting.

32
Q

How many offenders did DeLisi et al study?

A

277

33
Q

What were the findings of DeLisi et al.’s (2013) study?

A

Offender’s aggressive behaviour was significantly correlated with how often they played violent computer games and how much they enjoyed them

34
Q

What was the interpretation from DeLisi et al.’s (2013) study?

A

Aggression should be a public health issue like HIV/AIDS and computer game violence a significant risk factor like condoms.

35
Q

What is the Taylor Competitive Reaction Time Task?

A

A psychological test that is used to measure aggression and impulse control. Participants believe they are playing against another person, but they are playing against a pre-programmed algorithm.

The winner is determined based on who reacts faster. The winner can then manipulate the duration and intensity of the aversive noise blast delivered to their “opponent”

36
Q

What is vicarious reinforcement?

A

Vicarious reinforcement is learning from observing the consequences of others’ actions.

37
Q

What is publication bias?

A

Publication bias is when the outcome of research studies influences whether they are published or not.

38
Q

What is the file drawer problem?

A

File drawer problem is the tendency of researchers to file away or not publish studies that have null or non-significant results (or results that go against current statistics)