Aggression: Media influences on aggression Flashcards

You may prefer our related Brainscape-certified flashcards:
1
Q

What are the two media influences on aggression?

A

Violent films/TV
Violent computer games

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Describe consistent procedures and findings of lab and field studies into film/TV influences on aggression.

A

Randomly assign Ps
experimental condition: view violent film scenes
control condition: non-violent scenes.

Observed how they interact with people after.
Found (lab and field) that experimental condition display more aggressive behaviour, thoughts and emotions.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Give an example of a lab or field experiment into film/TV influence on aggression.

A

Bjorkqvist (1985)
Finish 5-6 year olds exposed to violent or non-violent films. Violent film category rated much higher on measures of physical aggression.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Describe a longitudinal study into film/TV influence on aggression.

A

Huesmann et al. (2003)
Studied 557 children ages 6-10 in Chicago, and 329 of these 15 years later. Early exposure to TV violence was predictive of adult aggression later in life. Persisted with gender, socioeconomic status, IQ, different parent styles.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Describe a meta-analysis into film/TV influence on aggression.

A

Bushman and Huesmann (2006)
431 studies including 68,000 Ps: TV, video games, comic books. Moderate but significant correlation between media violence and aggression levels. Short-term effects greater for adults than children. Long-term effects greater for children.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Describe, with a name, experimental research into computer games’ influence on aggression.

A

Anderson and Dill.
Participants blasted opponents with white noise for longer and self-rated more aggressive after playing violent FPS games compared to puzzle games. Shows short-term psychological arousal and hostile feelings.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Describe with a name, longitudinal research into computer games’ impact of aggression.

A

Anderson et al.
43 children (7-9) surveyed at 2 points in year. Children with high exposure to violent video games became more verbally and physically aggressive.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

AO3: Media influences on aggression

A

+Positive real world application
+/-Advantages + disadvantages of using meta-analyses
-Weakness of research
-Confounding variables
-Issues with experimental method

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

(+AO3) Describe a positive real world application of research into the media’s influence.

A

Development of media literacy programs to counter effects.
Teaches children how to interpret media forms - stereotypes, unrealistic content, violent content. Causes individuals to be mindful of the effect of the media and to seek a range of media content. Creates healthy media environment and counters aggressive effects of media.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

(+/-AO3) Describe advantages and disadvantages of using meta-analyses to measure the effect size of violent TV/film on aggression.

A

Advantages: very reliable due to big sample. Increases population validity.
Disadvantages: no control over variable conditions and impacts of different extraneous variable, reducing internal validity.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

(-AO3) What is a weakness of the media’s influence on aggression as a whole?

A

Research fails to account for other variables: trait aggression (dispositional), family violence, mental health. One meta-analysis showed the effect of violent media on aggression disappears when these factors are considered. Shows other factors may be primary causes of aggression.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

(-AO3) What is a confounding variable in research into violent video-games’ influence on aggression?

A

Aggression seen may be a result of frustration rather than violent content. Both violent and non-violent produces aggression due to content that is difficult to master.
Frustration Aggression hypothesis. Therefore research is oversimplified and impacted by confounding variables.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

(-AO3) Describe issues with the experimental method in both lab and longitudinal studies into computer games and aggression.

A

Lab: uses unrealistic measures of aggression such as white noise blasting. Low in mundane realism and ecological validity - causal relationship difficult to establish.

Longitudinal: many extraneous variables such as exposure to other forms of media, reducing internal validity.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly