Media influences- effects of computer games Flashcards
Outline what is meant by media
Media is the main means of mass communication, where information can be communicated to lots of people at once
list the research you should use in an essay on effects of videogames on aggression
- Greitemeyer and Mugge
- James Bulger case study
- Longitudinal study- 550ppts ages 6-10 studied for a year- then studied 15 years later
- George Gerber- ‘mean world syndrome’
Name the key research support for media influences on aggression
Greitemeyer and Mugge
What is the procedure and findings of Greitemeyer and Mugge- key researcher for medias influence on aggression
Procedure: meta analysis of 37,000 ppts over 98 studies- did prosocial and antisocial behaviour
Findings: Found an effect across all research but it had a small average affect size- proscocial games reduced aggression and violent games increased it
Explain James Bulger’s case study has real life application
- what strengths and weakness does this case study has
P- James Bulger’s case study has real life application- showing effects of media- leading to 2 children being murdered- found to having correlating actions with a movie
Strengths: high validity- real life application but lacks reliability due to establishing cause and effect
name the 3 methods of research to find the effects of aggression
- experimental studies
- Longitudinal studies
- Meta analysis
AO3 Does media and computer games cause aggression
RS Greitemeyer and Mugge
P- RS - that games cause aggression
E- Greitemeyer and Mugge- -meta analysis 37,000 ppts - investigate effect of violent games in contrast to prosocial games - how it influences behaviour
E- Research shows link- nut smal average effect size
L- Therefore, eventhough there is RS- reduced validity due to effect size being small
AO3 Does media and computer games cause aggression
Other causal variables are not considered
P- However, other causal variables are not considered
E- eg. ferguson claims no EV were controlled- which have shown ro influence aggression
E- This means that the research lacks validity due to other factors not being considered such as MAOA gene
L- Therefore, research is reductionist due to other causal factors- that disturb the correlation between violent games and increased aggression
AO3 Does media and computer games cause aggression
Weakness- use of lab experiments as R evidence
P- Weakness- use of lab experiments as R evidence
E- research can’t measure real life aggression- only discover short term effects because the research lacks mundane realism
E- However, alternative is using longitudinal studies- increased validity as it is realistically measuring aggression
L- But, weakness is it lacks ecological validity because there’s uncertainty that aggression was due to the effect of videogames
AO3 Does media and computer games cause aggression
Another weakness - methodological flaws-game difficulty over content
P- Another weakness - methodological flaws-game difficulty is suggested to be what causes aggression, instead of violent action content
E- E.g. aggression- due to failing a game and getting frustrated about it
E- This suggests that the aggression occurs in prosocial and antisocial games- after being frustrated about experiencing failure
L- This demonstrates methodological flaws- recent research finding failure produces more phone agg than any violent content