Media - effects of computers and video games on behaviour Flashcards

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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
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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
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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
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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  • outdated due to recent internet usage growth
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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
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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
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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
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