Media - effects of computers and video games on behaviour Flashcards
1
Q
Anderson and Dill - negative effects
A
- lab experiment
- compared effects of violent and non-violent game
- 210 psychology undergraduates
- played games twice in first session and once a week later
- played a game where they could blast opponents with white noise
- those who played violent game gave longer blast of white noise
- also scored higher on aggression accessibility index
- suggests playing violent video games increases aggressive behaviour in the short term
- lab experiment; controlled extraneous variables, lacks ecological validity
- well controlled; suggests causal link
- matched pairs
2
Q
Second Anderson and Dill - negative effects
A
- 227 psychology undergrads completed questionnaires measuring trait aggression and delinquency
- also completed questionnaires about 5 favourite video games and how often they played them and how violent they were
- multiplied 2 scores to create exposure to video violence score
- scores for exposure to video violence correlated positively with trait aggression and delinquency scores
- suggests long last effects happen because violent video games teach aggressive attitudes
3
Q
Weber - negative effects
A
- males placed in fMRI scan
- part of brain used to generate empathy was less active during violent game play
- shows that playing violent video games leads to desensitiation
4
Q
Walker - negative effects
A
- survey of 813 university students
- found that as time playing video games went up the quality of relationships went down
- only an association
- outdated due to recent internet usage growth
5
Q
Whitaker and Bushman - positive effects
A
- 116 college students
- played either a violent, neutral or relaxing video game
- completed mood questionnaire
- said it was over, needed help sharpening pencils
- number of pencils they chose to sharpen measured their pro-social behaviour
- those who played relaxing video game chose to sharpen more pencils
- those who reported more positive emotions also sharpened more pencils
- relaxing video games put people in a better mood, leads them to helping people
- lab experiment
- mood before experiment may have had an effect
6
Q
Gentile - positive effects
A
- 2000 japanese children
- completed 2 questionnaires; rated how often they played video games in last month with pro-social scenes and how often they had done helpful behaviours - each questionnaired done with 3-4 month time span inbetween
- correlation between 2 variables
- natural experiment
- population validity
- based on memory
- demand characteristics
7
Q
Mellecker - positive effects
A
- compared heart rate and calorie expenditure whilst playing various games
- 39% calories burnt during seated bowling game, 98% in active bowling game, 451% during active running game
- practical application
- lab experiment; empirical method
only children