desensitisation, disinhibition + cognitive priming Flashcards
1
Q
desensitisation
A
- proposes that w/ continual exposure to a stimulus our responses to that stimulus are decreased
- if aggression is presented to us on a daily basis, there is a reduction in response to aggression
- as violence is featured in many computer games = may not respond to real aggression w/ any physiological arousal e.g. HR increase, adrenaline, fear etc..
= individuals more likely to accept violence + aggression
= more likely to respond violently + aggressively when given the opportunity to
2
Q
strength of desensitisation
A
- study to support the role of desensitisation
- showed 86 males + 106 females uni student 1 of 4 films depicting various types of aggression
- sexual aggression against a male
- sexual aggression against a female
- physical aggression
- no aggression
- after viewing the film, all subjects were asaked to complete a questonnaire
- parts then viewed a re-enacment of a rape trial
- then asked to complete a questionaire
= found that males are more accepting of interpersonal violence, rape myths, sexual aggression, less likely to judge the defendant as guilty
= especially those who watched the film about sexual agg against F+M
= supports desensitisation as an explanation
= how media can increase acceptance of aggressive behaviours
3
Q
weakness of desensitisation
A
- issue with research carried out = ecological validity
- research has been carried out in a lab setting
- measured levels of aggression on a questionnaire
- raises the issues of validity as to whether the measured violence would occur in a ‘real world’ setting
- norms governing aggressive behaviour in public may be far more likely to inhibit an aggressive response
4
Q
disnihibition
A
- proposes that our normal restrains are loosened after exposure to media violence
- aggressive behaviour is normalised + accepted
= aggression is seen as normal response - if aggression is seen as revenge then it’s accepted
- if aggression is rewarded = disinhibition is more powerful
= in computer games - Bandura proposed that social learning causes aggression to be learnt
= through observing significant others
e.g. superheroes provide aggressive role models in the name of jutsice
e.g. adult films, e.g. James Bond kids look up + imitate
5
Q
strength of disinhibition (vengeance)
A
- study, laboratory experiment
- where parts saw a film depicting aggression as vengeance
= gave more electric shocks of a longer duration to confederate - propose that aggression is more likely to occur if the viewed
= aggression is seen as acceptable
= disinhibition more likely to occur
6
Q
cognitive priming
A
- proposes that media in computer games provide individuals with ‘scripts’ for their responses + behaviour when they perceive a stimulus as aggressive
- the priming effect can activate memories + make aggression more likely
- a child may play a computer game where aggression is rewarded
= think that the way to ‘win’ is by acting aggressive = select script
7
Q
strength of cognitive priming
A
- real world applications
- whether real world situations become violent depends on the cognitive scripts they have stored in memory
- two psychs argue that someone who habitually watches violent media accesses scripts more readily
= act aggressive + violent solution as they’ve been primed
= suggests that interventions could potentially reduce aggressive behaviour by challenging hostile cognitive biases
8
Q
weakness of cognitive priming
A
- there are confounding variables in research
- e.g research into the effects of video games has found that violent games primes violent behaviour more than non-violent games do
- problem is violent games = much more complex than non-violent
- complexity is confounding variable
- complexity = priming effect, not the violence
- psych found that when complexity was controlled, priming effects of violent games disappeared
= suggests that findings supporting cognitive priming + aggression partly due to confounding variables
= affects validity of research
9
Q
strength of disinhibition (soldier)
A
- practical application of our understanding of the processes of disinhibition
- helped the American Army recruit soldiers
- soldiers in a war situation are likely to behave in an aggressive + violent way
= more beneficial for them to respond aggressively as the NORM
= disinhibition is not always a negative thing