Media Influences On Aggression: The Effects Of Computer Games Flashcards
Whichever form of media psychologists study, including computer games, they do so using 3 basic methodologies:
1- experimental studies (usually lab-based and look at the ST effects of computer games on aggression- they can demonstrate cause and effect8
2- correlational studies (investigate real life variables and usually short term)
3- longitudinal studies (correlational studies conducted over a period of time looking at LT effects)
- a fourth methodology= meta-analyses = brings together above 3 types to give an overall judgement of the size of effect of violent media on aggressive media)
Several experimental studies of the effects of computer games have been carried out in labs for example
- Bartholow and Anderson got students to play either a violent game or a non-violent video game for 10 mins
- they then all carried out the Taylor Competitive Reaction Time Task (TCRTT)= a standard laboratory measure of aggression in which the students delivered blasts of white noise at chosen volumes to punish a non-existent opponent
- those who played the violent video game selected significantly higher noise levels compared with the non-violent players
Explain the identified positive correlation between aggression and violent video games
- correlational studies measure the extent of the relationship between exposure to violent video games and aggression
- e.g. DeLisi et al studied over 200 juvenile offenders who all had a history of serious aggressive behaviours e.g. hitting a teacher or parent, or gang fighting
- they used structured interviews to gather data on several measures of aggression and computer-game playing
- the offenders’ aggressive behaviour was significantly positively correlated with how often they played violent computer games and how much they enjoyed them
- the researchers argued that this link is so well-established it should be considered a public health issue like HIV/AIDS and computer game violence a significant risk factor like condom non-use
Explain how computer-game playing led to increased aggression across genders and cultures
- Anderson et at performed a meta-analysis of over 100 studies including experimental, correlational and longitudinal research
- exposure to violent video games was associated with increase in aggressive behaviours, thoughts and feelings which was true for both men and women across individualistic and collectivist cultures
- Anderson et al claimed that the effect of violent video-game playing on aggressive behaviours is greater than the effect is second-hand smoke on cancer
What are the evaluation points?
❌ measures of aggression I.e. TCRTT which measures aggression in terms of how much loud noise is selected
❌ correlations
❌ confounding variables in longitudinal studies
❌ publication bias- file drawer effect
❌ issue with experimental studies is the non-equivalence problem e.g. complexity of video game is confounding variable between violent and non violent video games