Contemporary Study - Bastian et al (2011) Flashcards

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1
Q

aim

A
  • to investigate whether playing violent video games has dehumanising (self perception of those playing video games and self) consequences in relation to others and self
  • study 1= to investigate the effect in a violent video games in context where players were violent towards each other
  • study2= to investigate whether playing violent video games against computer avatars rather than human opponents had any effect on self perceived humanity
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2
Q

procedure of study1

A
  • 106 participants who were undergraduate aged 17-34, 74 female and 32 male
  • participants were randomly assigned to one of two groups: violent game (mortal kombat) and non violent video game (spin tennis)
  • played for 15 mins
  • pps played on same screen but was a wall between them so they couldn’t see each other
  • pps were asked how much they enjoyed the game and how frustrating they found the game on a scale of 1-7
  • pps had to rate themselves and opponent on 8 human nature items on a scale of 1-7 by thinking about their experiences whilst playing the game
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3
Q

procedure of study 2

A
  • pps played Call of Duty with another player against a computer generated avatar
  • screen was split into two so they could see their pov and co players pov by still separated with a wall
  • 38 participants, 28 female and 10 male undergraduates randomly assigned to call of duty or spin tennis
  • mood was measured using 20 item PANAS and self esteem was measured using the state self esteem scale
  • measure enjoyability, frustration and humanness like study1
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