media influences - DESENS, DISINH, COG PRIM Flashcards

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1
Q

what are the 3 theories of media influencing aggression?

A
  • desensitisation
  • disinhibition
  • cognitive priming
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2
Q

define desensitisation

A
  • proposes that with continual exposure to stimulus, our responses to that stimulus are decreased
  • therefore, if aggression is presented to us on a daily basis, there is reduction in our response to aggression
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3
Q

what does desensitisation cause?

A
  • this causes individuals to be less empathic towards victims and
    increasingly accept aggression as the ‘social norm’
  • and reduced physiological responses from the sympathetic nervous system e.g. heart rate, adrenaline, fight or flight
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4
Q

what do psychologists propose about desensitisation, due to violent video games?

A
  • can have a negative impact, as individuals may not respond to real aggression with any physiological arousal.
  • this means that individuals may be more likely to accept violence and aggression, and respond violently and aggressively
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5
Q

who researched into desensitisation and violent video games?

A

Carnagey

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6
Q

outline Carnagey’s research + findings

A
  • desensitisation can be monitored by physical indicators of stress, such as heartbeat
  • Carnagey found that experienced computer gamers show less of a reaction to a film of real-life violence
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7
Q

how does Carnagey’s research support desensitisation?

A
  • there is a correlation between exposure to violence and aggression in the media, and real-life violence seen
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8
Q

how do Carnagey’s findings show implications of desensitisation in real-life

A
  • evidence suggests that our survival instinct will be impacted negatively and fight or flight will be reduced, due to normalisation of aggression
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9
Q

define disinhibition

A
  • proposes that our normal restraints are loosened after exposure to media violence
  • aggressive behaviour becomes normalised and the norms governing our behaviour become altered, leading to aggression seen as a ‘normal’ response in certain circumstances
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10
Q

what does disinhibition cause?

A
  • the media presents aggressive role models e.g. superheroes, and exposure to violent video games without punishment
  • it can lead to norms that aggression is socially acceptable as a response, and therefore, this response becomes more likely
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11
Q

who researched factors of disinhibition?

A

Collins

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12
Q

what are the 6 individual factors that Collin proposed that make aggression more likely?

A
  1. violent home background
  2. physical punishment of children
  3. younger viewers
  4. children with low intelligence
  5. children who believe super-heroes are realistic
  6. children who believe the media reflects real-life
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13
Q

define cognitive priming

A
  • proposes that the influence of aggression in the media and in computer games provides individuals with aggressive schemas
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14
Q

what can cognitive priming lead to

A

cognitive priming can activate memories of aggressive behaviour seen in the media and make aggression more likely in real-life

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15
Q

who researched cognitive priming?

A

Murray

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16
Q

outline Murray’s research + findings

A
  • used fMRI scans to study children’s brains when watching violent, and non-violent films
  • violent films led to increased activity in areas which deal with emotion, arousal and attention
  • also found increased activity in the areas used to store episodic memory
17
Q

how do Murray’s findings support cognitive priming?

A

supports the suggestion that children store ‘scripts’ of aggression when consuming aggressive media

18
Q

evaluation: low ecological validity

A

ID: low ecological validity
Q: most research has been carried out in lab settings and has measured aggression levels on a questionnaire or in response to artificial stimulus
EV: Norms governing particularly aggressive behaviour in public may be far more likely to inhibit an aggressive response, where the repercussions could be fines or a prison sentence
AN: therefore, this raises issues of external validity, as to whether the measured violence would occur in a real-life setting

19
Q

evaluation: practical applications

A

ID: research has practical applications
Q: the American Army uses games as a recruiting tool
EV: for example, from the perspective of the Armed Forces, recruiting individuals with an interest in violence and a disinhibited response to aggression is beneficial for future soldiers. this is because, if soldiers didn’t automatically and quickly respond aggressively in a threat situation, this could have potential issues for their own survival and those people they are trying to protect
AN: this is a strength of media influences of aggression as it has provided useful explanations of aggression, which have been applied in real-life settings, increasing external valdity