contemporary study: Bastian et al (2011) Flashcards
aim of study one?
investigated link between violent video games and dehumanised attitudes
aim of study two?
aimed to eliminate confounding variables - like individual differences in mood)
experimental design of both studies?
independent groups
number of ppts in study one?
106 ppts ages 17 to 34
two video games played in study one ?
- mortal kombat
- topspin tennis
independent variable ?
whether the game was violent or not
dependent variable ?
humaness
how was humaness assessed ?
- by means of an 8-item scale and ratings of enjoyment, excitement and frustration
number of ppts in study two ?
38
what two video games were played in study two?
- call of duty
- topspin tennis
why was call of duty used in the second study and not mortal kombat ?
call of duty is played in pairs and so eliminates the possibility that dehumanisation is due to the fact that the other avatar is computer generated
what were the findings?
- no consistent differences between the violent and non-violent video games
- mortal kombat=most enjoyable
- call of duty=most frustrating
- self and humaness rating higher in the topspin tennis controls for both studies
- in study two, the avatars were rated less human, but the players not
what are the conclusions of Bastian’s study?
playing violent video games leads to a tendency to see both the self and opponents as less human. However, co-aggressors were not seen this way.
internal validity of study ?
- lab experiment = good internal validity
- both studies conducted under controlled conditions this meant that extraneous variables such as temperature and lighting could be kept constant (if some ppts were hotter than others they may have felt more aggressive than the others)
competing argument to the internal validity ?
- independent measures design means that ppt variables may become confounding factors
- the fact that ppts were randomly allocated supposedly controlled for this but there may have been important differences