⭐️ media influences - effects of computer games✅ Flashcards
what are 4 methods of studying media in psychology?
1️⃣ longitudinal
2️⃣ experimental
3️⃣ correlational
4️⃣ meta-analysis
1️⃣longitudinal studies:
what is it?
what did Robertson want to find out?
who did he study?
what did they find? what do researchers argue?
- investigating behav. over a long period of time
- if theres a link between excessive tv watching in child hood and agg. in AH
- around 1000 new zealenders measuring their tv hours at intervals up to the age of 26
- those who watched themes were more likely to be diagnosed with anti social personality disorder, showing it is the amount you watch, not the content.
2️⃣experimental studies:
what are they?
who looked into this and what did they do?
- what task did they carry out?
- what did they find?
- lab based experiments, looking at short term effects
- BARTHOLOW + ANDERSON made ppts play a violent or non violent game for 10 min.
- the Taylor Competitive Reaction Time Task (TCRTT) Where students delivered white noise at chosen volunteers to punish the opponent
- those who played the violet game selected higher noise levels
3️⃣correlational studies:
what is it?
who looked into this and what did they study?
findings?
what did researchers say?
- looking at associations bet. 2 variables & short term effects
- DeLisi studied 227 juvinelle with history of agg. behav.
they used structured interviews and gathered data on violent computer game playing. - correlation between agg and how often they played violent games and enjoyed them
- they argue the link is so well established that agg should be conserved a public computer game violence playing a key role
4️⃣ meta analysis:
what is it?
who looked into it? what did they do?
what did they find?
what do researchers claim the effect is greater then?
what has this analysis shown?
- combining other findings of research to conclude something
- ANDERSON done a MA on these 3 studies (C,E,L)
- found exposure to violent computer games increased agg., among men and women from both ind. and collectivist cultures
- effect of violent games is more then the effect of second hand smoke on cancer
- no indication of publication bias to influence results (realising only statistically significant findings)
ao3:
✅ strength?
❌ list 2 weaknesses
✅ supported by the SLT (bobo doll) makes sense that TV and video games is used as a form of social learning, when children see violence as rewarded on screen Thye will do it too (vicarious reinforcement)
❌ lack of mundane realism - use of artificial tasks, real world agg has not increased along with the popularity of violent video games
❌ in the longitiunal studies, theres a lack of control over other extrenuous variables such as people pulling out
how is aggression reinforced through commuter games?
player is rewarded and praised for protesting aggressive behav. … may be reduced by catharsis
VICARIOUS REINFORCMEN T