Media influences: effects of computer games Flashcards
What is media?
- communication channels like TV, film & books which make news, entertainment etc available
What are computer games?
- games that are generally played on screen using a key board, mouse or controller
What may aggressive behaviour be linked to based on whose findings?
- viewing ‘excessive’ amounts of TV regardless of whether the content is violent or not
- Robertson et al > measured TV viewing hours of over 100 NZ up to the age of 26 years (longitudinal)
- researcher found that the time spent watching TV in childhood & adolescence was a reliable predictor of aggressive behaviour in early adulthood (convictions for aggressive crimes)
What is excessive amounts of TV linked to?
- reduced social interaction and poorer educational achievement
> the link between aggression and excessive viewing may be indirect
What is said to be the most significant media influence on aggressive behaviour and what was found to support this?
- violent content
- Bandura et al > replicated their earlier study, except children watched a film of the bobo doll being beaten by an adult model on a screen
- found that children imitated the aggressive behaviour of the model > SLT principle operate through media as well as face to face
What was found about TV/film effects?
- Paik & Comstock carried out a meta-analysis about 200 studies
- they found a significant positive correlation between viewing TV/film violence & antisocial behaviour
- but argued it accounted for between 1-10% of the variance in children’s aggressive behaviour > minor role for TV & film
Why does computer games have more powerful effects than traditional screen based media?
- player takes a more active role compared to a relatively passive viewer
- game playing is more directly rewarding for the player (positive reinforcement)
What two measures for aggression are used?
- Taylor competitive reaction time task (TCRTT) > delivering blasts of white noise at chosen volumes
- correlational studies
What was found in lab studies of aggression using TCRTT?
- Bartholow & Anderson found that students who played violent computer games for 10 minutes selected significantly higher volumes of white noise than students who played a non-violent golfing tour
What was found in correlational studies of aggression?
- DeLisi et al > several measures of aggression is positively correlated with time spent playing violent games e.g. in juvenile offenders
- argues that the link is well established that aggression should be considered a public health issue & computer game violence a significant risk factor
What is a limitation of research into media influences of aggression?
- aggression is defined in various ways
- e.g. the DV in studies is violent behaviour (DeLisi), volume of white noise blasted at an opponent (B & A) & criminal convictions
- Violence & aggression are not exactly the same behaviour > all violence is aggression but not all aggression is violent & not all aggression & violence’s are necessarily criminal
- effects found depend on how aggression is defined
- aggression hard to compare in studies
What is a counterpoint of the limitation that aggression is defined in different ways?
- Meta-analyses can help to overcome this problem
- Anderson et al conducted a comprehensive meta-analysis of 36 studies defining aggression in different ways (behaviours, thoughts, feelings)
- found that exposure to violent computer games was associated with increases in all outcome measures of aggression
- therefore meta analyses that include various definitions of aggression are a valid method for uncovering effects of aggression
What is another limitation of research into the effects of computer games?
- has many unsupported conclusions
- firstly many of the research studies are methodologically weak (e.g. CV’s, poor sampling methods)
- meta analyses are also not perfect on the basis of GIGO > if poor quality studies are included the analysis will be poor quality
- secondly, many studies are correlational so cause & effect conclusions are unjustified
- Thirdly, experimental studies lack external validity ( unrealistic measures of aggression)
- researchers guilty of drawing premature conclusions based on findings that lack validity
What is strength of research into the effects of computer games?
- findings can be explained using SLT
- Andrerson et al > present SLT as a convincing theoretical framework
- note that it is widely accepted that exposure to violence at home is harmful to children & TV & computer games are sources of social learning
- children are more likely to imitate aggressive behaviours when they see them being rewarded (VR) & identify with on screen characters
- unifying explanation to account for findings > enhancing validity