Media Flashcards
What is anti-social behaviour?
Any behaviour that involves harming another
What is pro-social behaviour?
Any behaviour carried out selflessly for the benefit of another
Is it disputed that the media does affect our behaviour?
No
What are the two explanations of media influences on behaviour?
SLT
Sensitisation and desensitization
How can SLT explain the effects of the media on both pro and anti social behaviour?
Watches an aggressive or pro social act on tv
Retains the act
Imitates the aggressive or pro social act
Continues the act if motivated to do so or stops it if punished
What three factors will affect the likelihood of imitation of the aggressive or pro social act?
Vicarious reinforcement- more likely to imitate if the character is positively reinforced
Similarity- more lovely to imitate a characters we perceive to be similar to us
Self efficacy- we only imitate acts we feel capable of executing
Use examples
What evaluation points are there for SLT as an explanation of media on ANTI SOCIAL behaviour?
Bandura’s bobo doll study
Deterministic
Nurture side
Describe Bandura’s bobo doll study to evaluate SLT
Group 1&2- nursery school children, saw an unknown adult enter the room and started playing quietly but then attacked the bobo doll, punching kicking and saying “hit him down” and “pow”. Taken to another room and told they couldn’t play with those toys as they were for better children, 3rd room contained many toys and a bobo doll.
Group 3&4 watched the aggressive act on a film
Group 5 watched Herman the cat
Group 6 were the control group
What were the findings of Bandura’s bobo doll study to evaluate SLT as an explanation of media on antisocial behaviour?
Groups 3-5 are of most interest when considering the effect of media. Children of groups 1-5 were found to mimic the behaviour they had seen using the moves and phrases they’d seen. Groups 1-5 didn’t show different levels of aggression but significantly more than group 6. The children were influenced by the gender as imitation was more likely if the gender of the person was the same as themselves.
What were the conclusions of Bandura’s bobo doll study that supports SLT causing anti social behaviour?
Children are prone to imitate behaviours regardless of whether their role model is standing in front of them or on screen
Supports SLT as an explanation of how the media can influence anti social behaviour including when the character is a cartoon
How is SLT as an explanation for antisocial behaviour deterministic?
Implies that if a person watched a violent act on tv carried out my a similar, admired role model who is positively reinforced for the aggression, the viewer will imitate it
This is clearly not the case as many acts of violence are shown everyday and the vast majority don’t imitate it
How does SLT to explain antisocial behaviour take the nurture side of the nature nurture debate?
Completely ignores the role of biology- there’s some suggestion to say that naturally aggressive people are attracted to violent tv
What is media?
Magazines, newspapers, books, internet, film, tv and video games
What research study supports the role of SLT in pro social behaviour?
Sprafkin et al
Describe Sprafkin et al’s study
There were 3 experimental conditions and 6 year old children were participants.
Group 1- watched an episode of Lassie where a boy risks his life to rescue a puppy from a mine shaft.
Group 2- watched an episode of Lassie in which no help was involved.
Group 3- watched an episode of a sit-com called ‘The Brady Bunch.’
If SLT was correct, we would expect the children in group 1 to show pro social behaviour when given the chance.
After watching the videos, the children had the chance to help some distressed puppies (but to do so they had to stop playing a game where they had the chance to win a big prize.)
What were the findings of Sprafkin et al’s study?
Children in group 1 sent an average of over 90 seconds helping the puppies, compared with under 50 seconds by the children who had watched the other programmes. SLT explains this as the children observed another child helping puppies, retained this and reproduced it when given the chance.
Evaluate SLT further as an explanation of pro social behaviour
Nurture side of the nature nurture debate as the children in Sprafkin et al’s study would have other influences in their lives besides the video. It could be that the children from group 1 were brought up to be more pro social.
This evidence for SLT are based on controlled observations that lack ecological validity.
Define desensitisation
A reduction in the experience of distress when confronted with observations or thoughts of violence. We experience an unpleasant emotional response when we see people hurt. Our empathy stops us from acting aggressively. Desensitisation can occur if aggressive acts are repeatedly viewed. This stops them feeling empathy for the victim of aggression. Repeated exposure to aggression, makes us more likely to behave aggressively.
Define sensitisation
This involves the viewers feeling empathy for characters and wanting to help. Empathy can be fostered through showing others helping those in distressing situations as it shows the distressing situation to be something that shouldn’t be happening. Highly empathic children have been found to display more pro social acts and so watching pro social acts may help children’s empathy development.
What evaluation points are there as desensitisation of media influence on anti-social behaviour?
Cline et al
Drabman and Thomas
Mullin and Linz
Describe Cline et al’s study to evaluate desensitisation
Exposed children and adults to mild scenes of violence and measured their arousal level. Arousal declined over time and the more violence participants watched, the less arousal response they showed when presented with a new scene of violence.
Describe Drabman et al’s study to evaluate desensitisation
They showed children aged 8-10 a video and then placed them in a situation in which they saw younger children apparently fighting. Those who had seen the violent video took significantly longer to break up the fight.
Describe Mullin and Linz’s study
Questioned adult males about their response to sexual and domestic violence and then showed them violent pornography. Three days later their attitudes were assessed again and they showed significantly less empathy with female victims of violence. 2 days later, their attitudes returned to the same level as at the start of the study. Is questionable as to how long term violent media is on behaviour and the extent to which it should be censored.
What are the evaluation points for sensitisation on pro social behaviour?
Issue with Sprafkin et al
Lacks direct evidence
Shelton and Rogers
What is the issue with Sprafkin et al’s study?
The children may have been sensitised to the suffering of the puppies by watching it and felt more empathy when presented with suffering puppies themselves- it may not have been them imitating their behaviour.
Why is a limitation of media on pro social behaviour that it lacks direct evidence?
There are a lack of studies demonstrating that exposure to pro social behaviour in the media directly leads to higher levels of empathy in children.
Describe Shelton and Rogers’ study
Showed participants a video of industrial whaling and footage of pro social anti whaling environmental action. They found that this had the effect of enhancing empathy for whales. However, studies like this are quite far removed for the situation psychologists are more concerned with- whether the media can be used to develop long-term patterns of pro social behaviour in children and young people.
What is the rationale of the negative effects of video games on behaviour?
This argument is based on the finding that many computer games are overtly aggressive. Computer games have become increasingly realistic in their graphics. This differs from violent tv and films as requires active participation.
What is the evidence for the violent content in video games that gives the rationale for negative effects on behaviour?
Content analysis of computer games have shown that the majority of computer games are violent in nature. Hanninger and Thompson examined 80 computer games aimed at teenagers and found that 94% contained some form of violence.
What experimental research was carried out into the negative effects of video games on behaviour?
Konijn et al carried out a study on 112 Dutch boys aged 12-16 years who were randomly allocated to one of three conditions. In one condition they played a realistic violent video game; in a second they played a violent fantasy game and in the third they played a non violent game. After 20 minutes they were told they were playing against an unseen partner. There was no opponent and they were told that they had won. Aggression was measured by the noise level they chose to give- the extent to which they identified with the game character was also measured. It was found that the boys who had taken part in the realistic violent video games averaged the highest level of noise. Within this group, boys who had identified most strongly with the aggressor gave significantly higher noise levels.
Evaluate Konijn et al’s study
Low ecological validity as it was carried out in a laboratory which is very different to playing video games in the comfort of your own home and so the study may not be generalisable to the real world.
Unethical because the study essentially created violent tendencies in the boys from condition 1 which was predicted and so could be argued that it was immoral of researchers to put children in a situation which they suspect will make them aggressive.
What is the rationale for the positive effects of video games on behaviour?
Not all computer games are aggressive in nature and if computer games really do influence players to the extent indicated by Konijn et al then we would expect a pro social message to lead players to display pro social behaviour.
What research evidence has been done into the positive effects of video games on behaviour?
Gentile et al - Participants were 161 American college students with a mean age of 19.2 years. There were 3 conditions: group 1 played a pro social game (Super Mario or Chibi Robo), group 2 played a violent game (Ty 2 or Crash Twin Sanity) and group 3 played a neutral game (Pure Pinball or Super Monkey Ball Deluxe.) The participants played their game for 20 minutes. Pro social behaviour was assessed by pairing the participants with another student, the other student had the opportunity to win $10 if they were able to complete 11 puzzles in 10 minutes. The puzzles were chosen by the participant and were labelled as either easy, medium or hard. The pro social thing to do would be choosing the easiest puzzles. They found that those who played the pro social game chose easier puzzles than those who played the neutral game. And those who played the most violent game chose the hardest puzzles.
Evaluate Gentile’s study
Has low ecological validity as the gaming took place in an artificial environment and so were given an artificial task which may have little relevance to every day life and may not be generalisable to the real world.
It is unethical as the violent video game setting creating less desirable qualities in the participant.
What is the rationale for the negative effects of computers on behaviour?
If a person is spending time on a computer they are not spending time with their friends and family. For this reason computers have a negative effect on social relationships and lead to feelings of isolation, social withdrawal and isolation.
What is the research evidence for the negative effects of computers on behaviour?
Sanders et al used a sample of 89 American high school seniors (17-18 years old) and gave them two questionnaires. The first measures their internet usage; which allowed them to be divided into one of three categories- low users (less than one hour a day), moderate users (1-2 hours a day) and high users (more than 2 hours a day.) The second questionnaire measured their social relationships with both their parents and their peers. It was found that the low users reported better relationships with both their parents and their peers.