Media influences of aggression Flashcards

You may prefer our related Brainscape-certified flashcards:
1
Q

Violent films and TV

Laboratory and field experiments

A

A consistent finding is that those who watch violent scenes display more aggressive behaviour and have more aggressive thoufhts or aggressive emotions than those who do not.

> Compared with children who viewed a non-violent film, 5-to 6 year olds who watched a violent film were subseqeuntly rated much higher on measures of physical aggression

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Longnitudinal studies

Huesmann et al. (2003)

A

Studied children between the ages of 6-1-0, and then again 15 years later. Habitual early exposure to TV violence was preditive of later adult aggression

> This relationship presisted even when the possible side effets of socioecomonic status, intelligence and any differences in parenting styles were controlled,

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Meta-analyses

Bushman and Huesmann (2006)

A

Found significant effect sizes for exposure to media violence on aggressive behaviours, aggressive thoughts, angry feelings and arousal levels.

> short-term effects of violent media media were greater for adults for adults than for children. Long-term effects were greater for children than for adults.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Violent computer games

A
  • Interactive violence in video games has the potential to exert even more influence than TV violence, where the viewer plays a more passive roe (Porter and Starcevic, 2007).
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Experiemental studies

A

Lab experiments have found short-term increases in hostile feelings and aggressive behaviour following violent game play compared to non-violent game play (Gentile and stone, 200%).

> Anderson and Dill (200) found that p’s blased their opponents with white noise for longer after playing a violent game, compared to those who played a slow-paced puzzle gaame.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Media violence research: Overstating the case

Fegurson and Kilburn, 2009

A

P: A ‘statistically ‘signiifiant relationship between media violence and violent behaviour may be an overstament

E: Studies that found a relatioship between the two typically report small effect sizes. Very few have measured aggressio agaisnt another person

E: When aggression towards another person or violent crime is the measure of aggression, the relationship is close to zero (Fegurson and Kilburn, 2009)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Failure to consider other casual variables

A

P; Many studies fall to account for other variables that might explain both aggressive behaviour and a prefrence for violent games.

E: Ferguson et al (2009) claim that much of the research on computer game violence has failed to control for variables known to influence aggressive behaviour e.g family violence

E: These other risk factors, as opposed to exposure to media violence, may be the primary cause of aggressive behaviour.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Problems with research on the effects of computer games

A

P: In experiments, research must use alternatives tha have no relation to real-life aggression or that only measure short-term effects.

E: These alternative ‘measures’ include adminstering noise blasts to another participant

E: However, participants may be exposed to other form sof media violence during a study, so the effect from violent video games alone is uncertain.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Game difficulity rather than content may lead aggression

A

P: Przybylski et al (2014) suggest aggressive behaviour may be linked to a player’s experiences of failure and frustration during a game

E: They found that was not the violent storyline or imagery, but the lack of mastery and difficulty players had in completing the game, that led to frustration and aggression

E: The researchers suggests that even non-violent games can leave players feeling aggressice if they are poorly designed to too difficult.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

What AO3 are you using?

A
  • Media violence research: Overstating the case
    (Fegurson and Kilburn, 2009)
  • Failure to consider other casual variables
  • Problems with research on the effects of computer games
  • difficulity rather than content may lead aggression
How well did you know this?
1
Not at all
2
3
4
5
Perfectly