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
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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

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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
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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
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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
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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
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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
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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
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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
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