Chapter 3 - Case Studies, Aggression Flashcards

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0
Q

Anderson and Dill 2000 video games and aggression?

A

See whether people copy video games
Played a violent or non violent game asked to blast a sound at opponent
Violent game - louder blast
Strengths:
Laboratory experiment - researchers had a lot of control - reliable
Useful findings irl we are right to put she restrictions on games
Weaknesses:
Might’ve guessed the aim
Not realistic as they played in a cubicle not at home

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1
Q

Ramirez et al 2001 culture and aggression?

A

Is culture linked to aggression?
Study on 200 Spanish and 200 Japanese
Findings? Japanese more physical anger
Spanish more verbal anger
Evaluate?
Strengths:
Quantitative data - can’t be interpreted differently
All students were volunteers - ethical
Weaknesses:
Students might answer on how they think they will react
All students studied psychology and might’ve guessed the aim

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2
Q

Charlton et al 2000 St Helena study?

A

Investigate the effects of TV on children’s behaviour
Very little difference after TV was introduced
Strengths:
Natural experiment - greater realism
Discreet cameras were used so children didn’t know they were being watched
Weaknesses:
Popular programmes with high violent content weren’t available on the island
Parents/teachers might not of reported the aggression

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3
Q

Williams et al 1981: does tv affect children’s behaviour?

A

Measure behaviour before and after tv was introduced
Notel, Unitel, Multitel
Strength:
Natural experiment
Same children followed so behaviour directly compared
Weaknesses:
Researchers didn’t control the tv or how long it was on for
Observations could be biased

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4
Q

Compare Charlton et al 2000 and Williams et al 1981

A
Similarities:
Both natural experiments 
Real communities
Both communities never had access to tv before studies
Differences:
Remote island vs mainland
Different sense of community
Different guidance and parental monitoring
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