Influences of Media on Aggression Flashcards

1
Q

What is media?

A

The collective communication outlets or tools that are used to store and deliver information or data to a large number of people.

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2
Q

What are examples media influences on aggression?

A

Violent news stories.

Aggressive video games.

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3
Q

What antisocial / aggressive links could there be between media and aggression?

A

Influence and normalisation of video games.

Children play video games, and are also more impressionable.

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4
Q

What is a prosocial benefit of aggressive media?

A

A way of ‘letting out’ anger, form of cathartic release.

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5
Q

How could SLT explain aggression following media?

A

People see aggressive behaviour, and imitate what they see.

This is seen largely in children who copy the perceived positive actions of their parents.

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6
Q

What are the 3 methods in which video games (and their aggressive effects) can be examined by psychologists?

A

Experimental studies.

Correlational.

Longitudinal studies.

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7
Q

Outline ‘experimental studies’ as a method in which video games (and their aggressive effects) can be examined by psychologists.

A

Lab-based and examine short term effects.

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8
Q

Outline ‘correlational studies’ as a method in which video games (and their aggressive effects) can be examined by psychologists.

A

Real-life variables.

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9
Q

Outline ‘longitudinal studies’ as a method in which video games (and their aggressive effects) can be examined by psychologists.

A

Real life, looking at studies completed over a period of time.

However, it is really difficult to control other factors and their influence on behaviour.

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10
Q

The first Computer Game was developed in 1958 and was an electronic tennis game for two players.

Concerns over anti-social influences began to be studied in the 1970’s, but what were there concerns over?

A

Concerns over desensitisation effects.

Concerns over exposure to violence affecting moral judgements.

Conversely the cathartic release could be argued to be beneficial.

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11
Q

Outline Bartholow and Anderson’s 2002 study.

(Experimental Studies)

A

Got students to either played a violent computer game (Mortal Kombat) or a nonviolent video game (PGA Tournament Golf) for 10 minutes.

They then all carried out the Taylor Competitive Reaction Time Task (TCRTT), a standard laboratory measure of aggression in which the students delivered blasts of white noise at chosen volumes to punish a non-existent opponent.

Those who played the violent video game selected significantly higher noise levels compared to the nonviolent players (6.97dB vs 4.60dB respectively).

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12
Q

What does Bartholow and Anderson’s 2002 study demonstrate?

(Experimental Studies)

A

The more aggressive a video game is, the more likely someone is to disrupt/taunt/anger someone else.

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13
Q

Outline a strength and a weakness of Bartholow and Anderson’s 2002 study.

(Experimental Studies)

A

A strength:
The research is causational. Cause and effect has been established.

Uses a standard lab measure of aggression - meaning it is consistent with other experiments (increases internal validity)

A weakness:
Only looks at short-term exposure to violent media, nothing long-term.

Participants were all students, so may have a history of exposure to violent videogames (prior to the study).

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14
Q

Outline DeLisi et al’s research from 2013.

(Correlational Studies)

A

Studied 227 juvenile offenders, all with histories of serious aggressive behaviour (hitting a teacher/parent or gang fighting).

Using structured interviews they gathered data on several measures of aggression and violent computer game-playing.

They found that the offenders’ aggressive behaviour was significantly correlated with how often they played violent computer games and how much they enjoyed them.

The researchers argued that the link between aggression and video games was so well-established that aggression should be considered a public health issue and that computer games a significant risk factor.

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15
Q

Outline a limitation of DeLisi et al’s research from 2013.

(Correlational Studies)

A

It is correlational.

This means that it demonstrates a link between aggressive media an aggressive behaviour, but we do not know whether aggressive media causes aggressive behaviour or if pre-existing aggressive behaviour means individuals are more likely to opt to play aggressive video games.

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16
Q

Outline Robertson et al’s 2013 study.

(Longitudinal Studies)

A

Investigated if there was a link between “excessive” television viewing in childhood and aggressive behaviour in adulthood.

They studied 1037 people born in NZ in 1972/3, and measured their TV viewing hours at regular intervals up to the age of 26 years.

They found time spent watching TV was a reliable predictor of aggressive behaviour in adulthood, measured in terms of convictions for aggressive and violent crimes.

Those who watched TV more were also likely to be diagnosed with antisocial personality disorder and have aggressive personality traits.

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17
Q

What else could have been a predictor in Robertson et al’s 2013 study?

(Longitudinal Studies)

A

Volume of the tv.

The content of the tv.

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18
Q

Outline two confounding variables within Robertson et al’s 2013 study.

(Longitudinal Studies)

A

Demand characteristics.

Social desirability bias.

Many may drop out due to long time frame.

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19
Q

Outline Anderson et al’s study from 2010.

(Meta-analyses)

A

Performed meta-analysis of 136 studies which comprised of correlational analysis, experimental studies and longitudinal studies.

They found that exposure to violent computer games was associated with increases in aggressive behaviours, thoughts and feelings.

This finding was true for both males and females and across collectivist and individualistic cultures.

The researchers claim that the effect of violent game-playing on aggressive behaviour is greater than the effect of second-hand smoke on cancer.

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20
Q

What is publication bias?

(Meta-analyses)

A

The well-known tendency to publish only findings that are statistically significant.

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21
Q

What are issues with meta-analyses?

(Meta-analyses)

A

The studies may be operationalised differently.

This means procedures and design will also differ.

The demographic of the participants may also differ.

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22
Q

Why is it significant that Anderson et al’s 2016 study showed no publication bias influencing results?

(Meta-analyses)

A

The findings were raw and not edited by publication to make them seem more severe.

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23
Q

What are the 3 key explanations for the effect of media on anti-social behaviour, of which aggression is the most disturbing.

A

Desensitisation.

Disinhibition.

Cognitive Priming.

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24
Q

What is desensitisation?

(Desensitisation)

A

If we witness a violent action, usually we would experience physiological arousal associated with activation of the sympathetic nervous system.

For example increased heart rate, pupils dilate.

However, when children (in particular) repeatedly view aggression on TV or in video games, they become habituated to its effects.

So a stimulus (viewing violence) has a diminishing impact, resulting in a reduction in anxiety and physiological arousal upon viewing/ playing.

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25
Q

Can desensitisation be psychological as well as physical?

(Desensitisation)

A

Yes, repeated exposure to violent media promotes the idea that using aggression as a method of resolving conflict is socially acceptable.

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26
Q

Outline Funk et al’s research from 2004.

(Desensitisation)

A

Stated that exposure to violent media creates negative attitudes towards violence weaken, less empathy is felt for victims, and their injuries are minimised and dismissed.

27
Q

Outline Weisz and Earls’ study from 1995.

(Desensitisation)

A

Showed participants Straw Dogs (a film that contained a violent and prolonged rape scene).

Participants then watched a re-enactment of a rape trial.

Compared with those who had watched a non-sexually violent film, male viewers of Straw Dogs showed:

Greater acceptance of rape myths and sexual aggression.
Less sympathy towards the rape victim in the trial.
Were less likely to find the defendant guilty.

These findings were not found with female participants.

28
Q

What could be concluded from Weisz and Earls’ study from 1995?

(Straw Dogs study)
(Desensitisation)

A

Males may have identified with characters in the film (so not the victim).

Males are less likely to be sexual assault/ raped than women.

1 in 4 women experience sexual assault/ rape.

29
Q

Outline Belson’s study from 1978.

(Challenge for desensitisation)
(Desensitisation)

A

Challenges the role of desensitisation.

Found no link between exposure to violence and ASB.

This study involved 1,500 teenage boys and explored hours watching television violence and anti-social attitude.

The lack of link demonstrates that desensitisation may not occur at all.

As it is self-report, it is subject to social desirability bias, making it easy for PPs to lie.

Completed in the 70s, in modern day violent media is much more common and ‘real’, so lacks temporal validity as results will most likely differ.

30
Q

Outline Bushman’s study from 2009.

(Helping the injured)
(Desensitisation)

A

Supports desensitisation.

When individuals who played violent games for only 20 minutes saw someone injured in a fight they actually took longer to help than individuals than those who played a non-violent video game.

This suggests that aggression online may influence potentially crucial decision-making in real life.

However, it could be argued that the findings are just correlational as the individuals may have taken longer as a result of increased decision making.

Being exposed to violence and gore may have created a positive desensitisation, allowing the individuals to calmly resolved the injury.

31
Q

How is their mixed research findings for desensitisation?

(Desensitisation)

A

The link between exposure to media violence and sensitisation may be more complex than originally thought.

Context and media type matters, for example - violent film e.g. war films, are very violent but may evoke sadder emotional responses.

32
Q

Could it work the other way round? If exposure to violent media provokes a diminished emotional response could it mean that violent and aggressive behaviour is less likely to occur?

(Desensitisation)

A

Perhaps being prone to violence makes the individual more passive, instead of seeking violence.

Bushman (2009), individuals that are exposed to violence may have taken longer, as they were taking time to consider the impacts.

33
Q

Outline individual differences as an evaluation of desensitisation.

(Desensitisation)

A

People may be more impressionable, and others more resistant to violent media.

Some may take violent video games literally, whereas some may be able to detach and perceive fiction.

Neurodivergence e.g. autism, may rapidly increase or decrease aggression without a violent source.

34
Q

Is aggression just cathartic and not due to desensitisation?

(Desensitisation)

A

Aggression in media and aggression in real life may have a weaker link, due to it acting as a cathartic release.

If people are more aggressive in video games, the release they get from it reduces aggression in real life.

35
Q

What is disinhibition?

(Disinhibition)

A

Most people believe that violence and aggression are antisocial and harmful.

Due to this, there are powerful social and psychological inhibitions against using aggression to solve conflict.

Disinhibition states that the usual restraints we feel surrounding violence and aggression are loosened after exposure to violent media.

36
Q

How can disinhibition be explained by SLT?

(Disinhibition)

A

Vicarious punishment and reinforcement.

All underpinned by learning.

37
Q

How does aggressive behaviour differ between real life and video games?

(Disinhibition)

A

Aggressive behaviour is often made to appear normative in such media, especially if portrayals minimize the effects of violence on its victims and suggest that it is justified.

It is not unusual for videogames to show violence being rewarded at the same time as consequences are minimized or ignored.

This creates new social norms for the viewer.

38
Q

Give 2 examples of social inhibitions. What concept does this link to?

(Disinhibition)

A

Reputation.
Avoiding criminalisation.
Fear of judgement.
Past experiences (of aggression)

This links to public self-awareness.

39
Q

Give 2 examples of psychological inhibitions. What concept does this link to?

(Disinhibition)

A

Feeling guilty.
Remorse.
Moral compass.

This links to private self-awareness.

40
Q

What 3 ways did Suler believe that disinhibition in video games could be explained by?

(Disinhibition in video games)

A

Anonymity and invisibility.

Solipsistic introjection.

Minimisation of authority.

41
Q

Outline ‘anonymity and invisibility’ as a factor Suler believe caused disinhibition in video games.

(Disinhibition in video games)

A

Increases disinhibition as consequences of online actions are reduced.

Links to deindividuation.

42
Q

Outline ‘solipsistic introjection’ as a factor Suler believe caused disinhibition in video games.

(Disinhibition in video games)

A

Internalisation of character roles may lead the individual to take on a different set of morals, in this case more aggressive.

43
Q

Outline ‘minimisation of authority’ as a factor Suler believe caused disinhibition in video games.

(Disinhibition in video games)

A

The individual may not see the consequence of their aggression, so actions are more likely to occur in the future.

This also blurs the line between social norms and criminal acts, as injustice is not corrected.

44
Q

What is solipsistic introjection?

(Disinhibition in video games)

A

Becoming cognitively merged with a player/actor in a game.

45
Q

Outline Berkowitz and Alioto’s research from 1973.

(AO3 disinhibition)

A

Supports the idea of disinhibition when aggression is justified.

This is because they found that PPs who saw a film depicting aggression as vengeance gave more (fake) electric shocks of longer duration to a confederate.

This suggests that media violence may disinhibit aggressive behaviour when it is presented as justified.

This might be because it reinforces the idea that ‘fighting fire with fire’ is a positive, when in reality it only makes situations worse

46
Q

Vengeance is a powerful justification for violence, and justified violence is more likely to be seen as socially acceptable.

What does this add to the disinhibition concept? Why?

(AO3 disinhibition)

A

This adds validity to the disinhibition concept.

This is because it demonstrates the link between the removal of social constraints and subsequent aggressive behaviour, at least in the case of justified aggression.

47
Q

Vengeance is a powerful justification for violence, and justified violence is more likely to be seen as socially acceptable in video games.

What doesn’t this explain?

(AO3 disinhibition)

A

This does not span all types of aggression are explained through this.

E.g. hostile aggression, or non-premeditated aggression (hot-blooded reactive).

48
Q

Works well to explain disinhibition in vengeful film situations and also for violent video games, but doesn’t explain all forms of media. Such as?

(AO3 disinhibition)

A

News.

49
Q

Research suggests that the effect of disinhibition is only relevant while engaging with the media and that the effect is negligible while away from the media.

What does this say about media influences on aggression?

(AO3 disinhibition)

A

This renders media influences on aggression as a short-term effect.

How long does disinhibition last? Some individuals may pay greater attention to media than others.

50
Q

Outline ‘disinhibition, individual differences, and engagement’ in relation to media influences on aggression.

(AO3 disinhibition)

A

Children, more easily influenced by media roles.

Psychopaths, may take specific fictional aggressive actions literally, applying them into the real world.

51
Q

What is cognitive priming?

A

The idea that cues presented in media provide us with a “script” and may trigger behaviour in the recipient.

This can be both prosocial and aggressive.

52
Q

Outline the process of cognitive priming.

A

We spend a lot of time using media (television, social media, video games) so we are exposed to cues regularly.

The effects of these cues are to some extent, moderated as we do not blindly act out what we see and the cues will act as triggers only if the context is similar, which is rarely is.

53
Q

Is cognitive priming general or specific?

A

Could be specific or general.

(re-enactment of specific violent scenes or more general e.g more exposure = more aggression).

54
Q

Outline Berkowitz’s research from 1984.

A

Stated that aggressive ideas shown in media (film) can “spark off” other aggressive thoughts.

After viewing a violent film, the viewer is ‘primed’’ to respond aggressively.

55
Q

Outline Huesmann’s research from 1982.

A

Supports the idea that children may be influenced by cognitive priming.

They argued that children learn problem-solving through observation and that aggressive scripts may be learnt through violent scenes.

If children find themselves in the same situation in real life they may recall the violent script as a solution.

This suggests that they have been cognitively primed with a schema or script.

56
Q

Outline Bushman and Anderson’s research from 2002.

A

Supports the idea that aggressive media can influence long-term decisions and mindsets.

This is because they found that someone who habitually watches violent media accesses stored aggressive scripts more readily.

This suggests that they are more likely to interpret cues as aggressive, resort to a violent solution ignoring alternative courses of action.

57
Q

What are the AO2 applications of Bushman and Anderson’s research from 2002?

(Support for the idea that aggressive media can influence long-term decisions and mindsets)

A

Cognitive Behavioural Therapy could challenge hostile cognitive biases and help encourage alternative interpretations such as humour or negotiation.

58
Q

Outline Murray et al’s study from 2007.

A

Neuro – scientific support

Brain activity measured via fMRI scans of children watching violent and non-violent films.

Found those watching violence had increased activity in brain areas linked to emotions and those linked to episodic memory.

Shows that memories had been formed that could later react to cues and prompt aggressive or violent behaviour.

However, it is difficult to measure cognitive processes, e.g. attention, retention: so having a biological measure lends support to the explanation.

59
Q

Outline Holloway et al’s study from 1977.

A

Supports the idea that disinhibition can be used for pro-social means.

This is because they found that PPs who overheard a pro social message on the radio in the waiting area before participating in a study were more co-operative in a bargaining task than those who did not hear the bulletin.

This shows a pro-social effect of the cognitive priming of good news.

60
Q

Is cognitive priming specific or general?

(A03 Cognitive Priming)

A

For some, specific elements from media may be extracted, whereas generally it is more likely for increased exposure to just increase aggression.

61
Q

Evaluate individual differences and predispositions within cognitive priming.

(A03 Cognitive Priming)

A

Some more predisposed e.g. biology, hormones, genetics, personality.

Some more easily primed than others.

62
Q

Would it work to change an aggressive individual to a prosocial individual through cognitive priming?

(A03 Cognitive Priming)

A

In theory it would work, but not practically.

It depends on the source of the aggression may not be able to be fixed through cognitive priming.

E.g. some people may behave aggressively due to biological pre-dispositions.

63
Q

Mediating processes need to be conducive to imitating behaviour. Is cognitive priming too simplistic?

(A03 Cognitive Priming)

A

You need to have the right set of circumstances (vicarious punishment/ reinforcement).

How much is an individual paying attention? Did they interpret the media in the same way as others?

64
Q

Evaluate ‘cause and effect correlations’ within cognitive priming.

(A03 Cognitive Priming)

A

Do aggressive/violent people chose to watch more violent films/play more violent video games or do violent programmes cause violent behaviour?