Influences of Media on Aggression Flashcards
What is media?
The collective communication outlets or tools that are used to store and deliver information or data to a large number of people.
What are examples media influences on aggression?
Violent news stories.
Aggressive video games.
What antisocial / aggressive links could there be between media and aggression?
Influence and normalisation of video games.
Children play video games, and are also more impressionable.
What is a prosocial benefit of aggressive media?
A way of ‘letting out’ anger, form of cathartic release.
How could SLT explain aggression following media?
People see aggressive behaviour, and imitate what they see.
This is seen largely in children who copy the perceived positive actions of their parents.
What are the 3 methods in which video games (and their aggressive effects) can be examined by psychologists?
Experimental studies.
Correlational.
Longitudinal studies.
Outline ‘experimental studies’ as a method in which video games (and their aggressive effects) can be examined by psychologists.
Lab-based and examine short term effects.
Outline ‘correlational studies’ as a method in which video games (and their aggressive effects) can be examined by psychologists.
Real-life variables.
Outline ‘longitudinal studies’ as a method in which video games (and their aggressive effects) can be examined by psychologists.
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.
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?
Concerns over desensitisation effects.
Concerns over exposure to violence affecting moral judgements.
Conversely the cathartic release could be argued to be beneficial.
Outline Bartholow and Anderson’s 2002 study.
(Experimental Studies)
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).
What does Bartholow and Anderson’s 2002 study demonstrate?
(Experimental Studies)
The more aggressive a video game is, the more likely someone is to disrupt/taunt/anger someone else.
Outline a strength and a weakness of Bartholow and Anderson’s 2002 study.
(Experimental Studies)
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).
Outline DeLisi et al’s research from 2013.
(Correlational Studies)
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.
Outline a limitation of DeLisi et al’s research from 2013.
(Correlational Studies)
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.
Outline Robertson et al’s 2013 study.
(Longitudinal Studies)
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.
What else could have been a predictor in Robertson et al’s 2013 study?
(Longitudinal Studies)
Volume of the tv.
The content of the tv.
Outline two confounding variables within Robertson et al’s 2013 study.
(Longitudinal Studies)
Demand characteristics.
Social desirability bias.
Many may drop out due to long time frame.
Outline Anderson et al’s study from 2010.
(Meta-analyses)
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.
What is publication bias?
(Meta-analyses)
The well-known tendency to publish only findings that are statistically significant.
What are issues with meta-analyses?
(Meta-analyses)
The studies may be operationalised differently.
This means procedures and design will also differ.
The demographic of the participants may also differ.
Why is it significant that Anderson et al’s 2016 study showed no publication bias influencing results?
(Meta-analyses)
The findings were raw and not edited by publication to make them seem more severe.
What are the 3 key explanations for the effect of media on anti-social behaviour, of which aggression is the most disturbing.
Desensitisation.
Disinhibition.
Cognitive Priming.
What is desensitisation?
(Desensitisation)
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.
Can desensitisation be psychological as well as physical?
(Desensitisation)
Yes, repeated exposure to violent media promotes the idea that using aggression as a method of resolving conflict is socially acceptable.