media influences on aggression Flashcards
Excessive TV viewing
Aggressive behaviour may be linked to viewing ‘excessive’ amounts of TV, regardless of whether the content is violent or not. For example, Lindsay Robertson et al. (2013) measured the TV viewing hours of over 1000 New Zealanders at regular intervals up to the age of 26 years. The researchers found that time spent watching TV in childhood and adolescence was a reliable predictor of aggressive behaviour in early adulthood (defined as convictions for aggressive and violent crimes).
According to the researchers, excessive time spent watching TV is associated with reduced social* interaction and poorer educational achievement. This means the link between excessive viewing and aggression may be indirect (due for example to reduced social interaction).
Violent film content
Viewing violent content is perhaps the most significant media influence on aggressive behaviour.
Albert Bandura et al. (1963) followed up their earlier research (see page 302) by looking at the effects of aggression viewed on a screen. They replicated their earlier study, except that the children watched a film of the Bobo doll being beaten by an adult model.
The outcome was similar, with children imitating the aggressive behaviour of the model (and also of a cartoon version). The social learning processes identified by Bandura operate through media as well as face-to-face.
TV/film effects not strong
Other research has found that the negative effects of TV/film violence are not as strong as often assumed. Haejung Paik and George Comstock (1994) carried out a meta-analysis of about 200 studies. They found a significant positive correlation between viewing TV/film violence and antisocial behaviour.
However they estimated that TV/film violence probably only accounted for between 1% and 10% of the variance in children’s aggressive behaviour. This implies a relatively minor role for TV and film compared with other sources of aggression.
Computer games
There is growing evidence that computer games (and video games) may have more powerful effects than traditional screen-based media. This is probably because:
The player takes a more active role compared to a relatively passive viewer.
Game-playing is more directly rewarding for the player (operant conditioning).
Lab experiments
These have the advantage of demonstrating cause and effect, but an ethical disadvantage of deliberately exposing participants to violence to encourage aggressive behaviour.
For this reason alternative measures of aggression are used.
For example, a standard lab measure is the Taylor competitive reaction time task (TCRTT).
Participants deliver blasts of white noise at chosen volumes to punish a (non-existent) opponent.
Bruce Bartholow and Craig Anderson (2002) found that students who played a violent computer game for ten minutes (Mortal Kombat) selected significantly higher volumes of white noise than students who played a non-violent golfing game (PGA Tour).
Correlational studies
Other research methods have also been used, for instance correlational studies. A common finding is that several measures of aggression are positively correlated with time spent playing violent games (e.g. in juvenile offenders, DeLisi et al. 2013).
Matt Delisi et al. argue that the link is so well-established that aggression should be considered a public health issue (like HIV/AIDS) and computer game violence a significant risk factor (like condoms )