Media influences: effects of computer games Flashcards

1
Q

What is media?

A
  • communication channels like TV, film & books which make news, entertainment etc available
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2
Q

What are computer games?

A
  • games that are generally played on screen using a key board, mouse or controller
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3
Q

What may aggressive behaviour be linked to based on whose findings?

A
  • 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)
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4
Q

What is excessive amounts of TV linked to?

A
  • reduced social interaction and poorer educational achievement
    > the link between aggression and excessive viewing may be indirect
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5
Q

What is said to be the most significant media influence on aggressive behaviour and what was found to support this?

A
  • 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
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6
Q

What was found about TV/film effects?

A
  • 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
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7
Q

Why does computer games have more powerful effects than traditional screen based media?

A
  • player takes a more active role compared to a relatively passive viewer
  • game playing is more directly rewarding for the player (positive reinforcement)
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8
Q

What two measures for aggression are used?

A
  • Taylor competitive reaction time task (TCRTT) > delivering blasts of white noise at chosen volumes
  • correlational studies
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9
Q

What was found in lab studies of aggression using TCRTT?

A
  • 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
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10
Q

What was found in correlational studies of aggression?

A
  • 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
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11
Q

What is a limitation of research into media influences of aggression?

A
  • 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
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12
Q

What is a counterpoint of the limitation that aggression is defined in different ways?

A
  • 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
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13
Q

What is another limitation of research into the effects of computer games?

A
  • 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
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14
Q

What is strength of research into the effects of computer games?

A
  • 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
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