media influences Flashcards
robertson et al’s findings on TV watch time and aggression
robertson et al (2013)
= measured TV watch time in 1000+ new zealanders, at regular intervals up to age 26
- time spend watching TV in childhood/adolescence = reliable predictor of aggressive behaviour in early adulthood
how has aggressive behaviour been linked to viewing ‘excessive’ amount of TV
indirect link
= excessive TV watching associated with reduced social interaction/poorer educational achievement
what is deemed to be the most significant media influence on aggressive behaviour
viewing violent content
bandura et al = variation of bobo doll study where children watched film of bobo doll being beaten by adult
= similar outcome, SLT operates through media aswell as in person
what contradictory evidence has there been against the influence of media on aggression
paik and comstock (1994) = meta-analysis of approx. 200 studies
= argue/estimate that despite finding sig. positive correl. between viewing TV/film violence & antisocial behaviour
= this only accounts for 1-10% of variance in children’s aggressive behaviour
(imply relatively minor role)
why may computer/video games be argued to have more powerful influence than traditional screen-based media, on aggression?
- player take more active role compared to relatively passive TV viewer
- game-playing = directly rewarding for player (operant conditioning)
strength and weakness of using lab experiment when studying aggression
strength
= demonstrate cause/effect
weakness
= unethical = directly expose pps to violence to encourage aggression
what alternative measures of aggression are used in labs
taylor competitive reaction time task (TCRTT)
= pps deliver blasts of white noise at chosen volume to punish (non-existent) opponent
what did studies using the TCRTT find
students who played violent computer game for 10 mins
= selected sig. higher vol of white noise
- in comparison to students who played non-violent golfing game
what did DeLisi et al argue about video games
link between aggression and computer games so well-established that;
- aggression should be considered public health issue (like HIV/AIDS)
- computer games should be considered as sig. risk factor (like not using condoms)
limitation of using media influences to explain aggression
aggression defined in diff. ways
e.g. studies looking at media influence on aggression measure through violence
not all aggression is violence, and neither are necessarily criminal
= effects found depend on how aggression is defined
= this means variations in definitions makes findings hard to compare
further limitation of using media influence to explain aggression
research plagued by unsupported conclusions
e.g.
- many studies methodologically weak
- if poor quality studies incl. in meta-analysis = poor quality analysis
- many studies only correlational
- experimental studies lack external validity = not generalisable to real world
= means some research guilty of drawing premature concl. based on findings that lack validity
strength of using media influence to explain aggression
findings can be explained through SLT
= acts as ‘convincing theoretical framework’ (anderson et al)
- children more likely to imitate aggression when they see it being rewarded (vicarious reinforcement), even more so if able to identify on-screen characters
= having unifying explanation to account for findings = key feature of science = enhance research validity