Chapter 3 - Case Studies, Aggression Flashcards
Anderson and Dill 2000 video games and aggression?
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
Ramirez et al 2001 culture and aggression?
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
Charlton et al 2000 St Helena study?
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
Williams et al 1981: does tv affect children’s behaviour?
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
Compare Charlton et al 2000 and Williams et al 1981
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