⭐️ media influences - effects of computer games✅ Flashcards

1
Q

what are 4 methods of studying media in psychology?

A

1️⃣ longitudinal
2️⃣ experimental
3️⃣ correlational
4️⃣ meta-analysis

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2
Q

1️⃣longitudinal studies:

what is it?

what did Robertson want to find out?

who did he study?

what did they find? what do researchers argue?

A
  • 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.
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3
Q

2️⃣experimental studies:

what are they?

who looked into this and what did they do?

  • what task did they carry out?
  • what did they find?
A
  • 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
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4
Q

3️⃣correlational studies:

what is it?

who looked into this and what did they study?

findings?

what did researchers say?

A
  • 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
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5
Q

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?

A
  • 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)
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6
Q

ao3:

✅ strength?

❌ list 2 weaknesses

A

✅ 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

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7
Q

how is aggression reinforced through commuter games?

A

player is rewarded and praised for protesting aggressive behav. … may be reduced by catharsis

VICARIOUS REINFORCMEN T

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