Media influences on aggression Flashcards

1
Q

What are the two media influences on aggression?

A

Violent films/TV
Violent computer games

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2
Q

Describe consistent procedures and findings of lab and field studies into film/TV influences on aggression.

A

Randomly assign Ps to experimental condition: view violent film scenes, or control condition: non-violent scenes. Observed how they interact with people after. Found (lab and field) that experimental condition display more aggressive behaviour, thoughts and emotions.

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3
Q

Give an example of a lab or field experiment into film/TV influence on aggression.

A

Finish 5-6 year olds exposed to violent or non-violent films. Violent film category rated much higher on measures of physical aggression.

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4
Q

Describe a longitudinal study into film/TV influence on aggression.

A

Studied 557 children ages 6-10 in Chicago, and 329 of these 15 years later. Early exposure to TV violence was predictive of adult aggression later in life. Persisted with gender, socioeconomic status, IQ, different parent styles.

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5
Q

Describe a meta-analysis into film/TV influence on aggression.

A

431 studies including 68,000 Ps: TV, video games, comic books. Moderate but significant correlation between media violence and aggression levels. Short-term effects greater for adults than children. Long-term effects greater for children.

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6
Q

Describe, with a name, experimental research into computer games’ influence on aggression.

A

Anderson and Dill. Participants blasted opponents with white noise for longer and self-rated more aggressive after playing violent FPS games compared to puzzle games. Shows short-term psychological arousal and hostile feelings.

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7
Q

Describe with a name, longitudinal research into computer games’ impact oj aggression.

A

Anderson et al. 43 children (7-9) surveyed at 2 points in year. Children with high exposure to violent video games became more verbally and physically aggressive.

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8
Q

(AO3) What is a weakness of the media’s influence on aggression as a whole?

A

Research fails to account for other variables: trait aggression (dispositional), family violence, mental health. One meta-analysis showed the effect of violent media on aggression disappears when these factors are considered. Shows other factors may be primary causes of aggression.

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9
Q

(AO3) What is a confounding variable in research into violent video-games’ influence on aggression?

A

Aggression seen may be a result of frustration rather than violent content. Both violent and non-violent produces aggression due to content that is difficult to master. FA hypothesis. Therefore research is oversimplified and impacted by confounding variables.

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10
Q

(AO3) Describe issues with the experimental method in both lab and longitudinal studies into computer games and aggression.

A

Lab: uses unrealistic measures of aggression such as white noise blasting. Low in mundane realism and ecological validity - causal relationship difficult to establish.
Longitudinal: many extraneous variables such as exposure to other forms of media, reducing internal validity.

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11
Q

(AO3) Describe advantages and disadvantages of using meta-analyses to measure the effect size of violent TV/film on aggression.

A

Advantages: very reliable due to big sample. Increases population validity.
Disadvantages: no control over variable conditions and impacts of different extraneous variable, reducing internal validity.

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12
Q

(AO3) Describe a positive real world application of research into the media’s influence.

A

Development of media literacy programs to counter effects. Teaches children how to interpret media forms - stereotypes, unrealistic content, violent content. Causes individuals to be mindful of the effect of the media and to seek a range of media content. Creates healthy media environment and counters aggressive effects of media.

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