L14 - Aggression Pt 2 Flashcards

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1
Q

How do Cues affect aggression?

A
  • Aggressive stimulus: object whose mere presence can increase the probability of aggression
  • Can be presented in different ways: pictures, words, media and supra/subliminal
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2
Q

Study on cues:

A

1) Ppts primed with aggressive/neutral stimuli
- See word on screen and read asap
- Aggressive prime facilitated processing of aggressive words
2) Saliva sample taken from male ppts to measure testosterone
- Ppts interact with gun/kids toy
- Remeasure testosterone levels
- Asked to add hot sauce to water that will be consumed by the next participant
- Those who touched gun = larger testosterone increase & added more hot sauce

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3
Q

What is learning theory?

A

Social Learning Theory: learn to be aggressive by observing others and imitating them

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4
Q

What was the Bobo doll study?

A
  • Kids see adults play with toys, either aggressively or not and either with rewards/not
  • When kids play = imitate model for both physical and verbal aggression
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5
Q

What is the link between media violence and violence?

A
  • More violence watched on TV as kids = violence exhibited as teens/adults
  • Correlational study
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6
Q

What were the studies showing media violence?

A

1) Longitudinal study: measured violent TV viewing AND aggression at ages 8, 19 and 30
- Looked at TV before and after and if it predicted Violent behaviour over time. Predicted if violent behaviour led to more TV violence
- Found that high frequency of violent viewing at age 8, crime at 30 is higher
2) Looked at how much TV someone watched, controlled for other/alternative related variables
- TV watching at age 11 predicted how many fights resulted in injury later in life
3) 6-10 yo were followed up 15 years later
- Childhood exposure to violent media leads to increased aggression in adulthood for both females and males
4) Experimental data where ppts viewed either violent/non-violent film
- Then shown letter strings and asked if they were words
- Ppts who watched violent movie were faster on aggression words and also give more violent free associations

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7
Q

What did Bushman and Anderson do?

A
  • Ppts play violent or control video games for 20 mins before reading a story showing anger and then asked to list 20 things the main character would do
  • Those who played the violent video game had a lot more aggressive responses when asked to say what they would do/say, think and feel compared to non-violent video game
  • Another study found that the effects of video games were strongest among individuals higher in dispositional anger
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8
Q

What is the role of desensitisation in facilitating aggression? (What did Carnagey do?)

A
  • Ppts play aggressive/control video game
  • Then watch 10 min TV show with violence with physiological measures taken
  • At baseline, there is no difference between 2 groups, but heartrate is higher in the non-violent game but a much smaller increase in the violent game condition. Same with skin response - violent game condition had lower levels of arousal
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9
Q

What was a study looking at violence and densensitisation?

A
  • Ppts play violent/control video games for 20 mins before hearing a staged fight
  • Looking at if they helped, how long they took, if they heard the fight and the severity of the flight
  • If they helped = no diff between conditions
  • Speed of helping - sig effect that longer for aggressive condition, violent condition found fight less severe
  • Minor emergency staged outside movies, before/after a film and if the film was violent/non-violent and did ppts help?
  • Before film = both conditions matched, after film = violent condition took a longer delay to help them
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10
Q

What did Fischer do?

A
  • Ppts play aggressive or non-aggressive game with personalised or general character
  • DV = amount of hot sauce
  • When personalised = aggressive game had higher chilli sauce but non-personalised was a lot less. (no sig diff between non-aggressive regardless of personalisation)
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11
Q

What did Hollingdale do?

A
  • Call of Duty vs Little Big Planet, unrelated task requiring chilli sauce assignment
  • Found no effect, same thing if you play online/irl, just more hot sauce in violent condition
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12
Q

What is the link between catharsis and aggression?

A
  • Catharsis = blowing off steam
  • Suggests that trying to reduce anger by acting violently increases subsequent aggression
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13
Q

What is the study showing relationship between catharsis and aggression?

A
  • Make ppts angry then there was EITHER punching bag with target in mind (catharsis) OR punching bag with distraction in mind (get fit) OR no punching bag
  • DV = administering loud, unpleasant noise to target
  • Catharsis group were the most aggressive and doing nothing was more effective at reducing aggression
  • Ppts who were told Catharsis works = more aggressive than those who weren’t told
  • Ppts who believed catharsis is effected were more attracted to violent video games esp among individuals who want to get rid of their anger
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14
Q

at effect do green spaces have on reducing aggression?

A
  • STUDY: Examined police reports of violence taking place near housing project in Chicago
  • Residents assigned to building, all residents had similar backgrounds
  • Likelihood of violent crime was lower near buildings surrounded by green spaces
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15
Q

What are positive media effects on aggression?

A
  • Children were more helpful after 4 episodes of Mr Rogers
  • Beneficial effects of Sesame Street for children initially in low pro-social behaviour
  • Mr Rogers was beneficial for all children
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16
Q

Study on positive media effects on aggression?

A
  • Ppts randomly assigned to listen to pro-integration music vs control
  • Read lyrics as they listened to music
  • Ppts could allocate aversive white noise to what they believed to be an ingroup/outgroup member
  • RESULTS: Saw difference in white noise in the neutral condition BUT in the music one = eliminated effect SO music reduced prejudice & discrimination
17
Q

What did they do to look at pro-social video games?

A

1) Children’s gaming habits and pro-social behaviour were assessed at 2 time, months apart
- More prosocial games at time 1, more prosocial behaviour at time 2
2) IV = randomly assigned to pro-social/anti-social or neutral video games
- DV = assigned partner easy/hard puzzles
- RESULTS:
3) Meta-analysis of 98 studies all showing some significance of how strong effects on aggression