contemporary study: Bastian et al (2011) Flashcards

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1
Q

aim of study one?

A

investigated link between violent video games and dehumanised attitudes

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2
Q

aim of study two?

A

aimed to eliminate confounding variables - like individual differences in mood)

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3
Q

experimental design of both studies?

A

independent groups

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4
Q

number of ppts in study one?

A

106 ppts ages 17 to 34

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5
Q

two video games played in study one ?

A
  • mortal kombat

- topspin tennis

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6
Q

independent variable ?

A

whether the game was violent or not

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7
Q

dependent variable ?

A

humaness

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8
Q

how was humaness assessed ?

A
  • by means of an 8-item scale and ratings of enjoyment, excitement and frustration
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9
Q

number of ppts in study two ?

A

38

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10
Q

what two video games were played in study two?

A
  • call of duty

- topspin tennis

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11
Q

why was call of duty used in the second study and not mortal kombat ?

A

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

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12
Q

what were the findings?

A
  • 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
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13
Q

what are the conclusions of Bastian’s study?

A

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.

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14
Q

internal validity of study ?

A
  • 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)
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15
Q

competing argument to the internal validity ?

A
  • 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
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16
Q

ecological validity ?

A
  • weakness of study = the measure of humaness may not predict real-life dehumanisation
  • answers given to 8-item scale may not reflect their response to real-life situations
  • humaness measured right after playing the video games, and therefore only reflects very short-term attitude changes
  • therefore, the apparent effects of the video games may not generalise to how people think and feel in real-life settings
17
Q

applications of the study ?

A
  • it has application to parenting
  • findings of the study suggest that playing violent video games leads to dehumanisation
  • parents may want to bear this in mind in when regulating the time children spend gaming and the nature of the games they allow their children to play
  • also has a therapeutic application in advising parents of children with antisocial problems (such as bullies) of the affects of gaming
  • therefore, applications of Bastian et al.’s research demonstrates its significance in shaping parenting and therapeutic practice