Media influences: the effects of computer games. Flashcards
Give an example of an experimental study into media influences on aggression: the effects of computer games.
In a lab-based study by Bartholow and Anderson, students played either a violent computer game or a non violence computer game for ten minutes. They then carried out the Taylor Competitive Reaction Time Task (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 game selected significantly higher noise levels compared with non violent players.
Give an example of a correlational study into media influences on aggression: the effects of computer games.
Delisi et al studied 227 juvenile offenders all with histories of serious aggressive behaviours such as hitting a teacher or parent or gang fighting. Using structured interviews, they gathered data on several measures of aggression and violent computer-game playing. They found that offenders aggressive behaviour was significantly correlated with how often they played violent computer games and how much they enjoyed them.
Give an example of a longitudinal study into media influences on aggression: the effects of computer games.
Robertson et al wanted to see if there was a link between what they called ‘excessive’ television viewing in childhood and aggressie behaviour in adulthood. They studied 1037 people born in New Zealand in 1972 and 1973 and measured TV viewing hours at regular intervals up until age 26. They found that time spent watching TV was a reliable predictor of aggressive behaviour in adulthood (measured in terms of convictions for aggressive crimes). Those who watched the most Tv were also more likely to be diagnosed with anti-social personality disorder and have aggressive personality traits.
What are the three types of studies used to identify media influences on aggression: the effects of computer games?
-Experimental
-Correlational
-Longitudinal
Give a strength of experimental studies into media influences on aggression: the effects of computer games.
A strength of experimental studies is that they allow us to establish a casual link between media aggression and aggressive behaviour as laboratory studies have high levels of control making it possible for them to establish clear casual relationships leading to a high level of reliability.
Give a limitation of experimental studies into media influences on aggression: the effects of computer games.
A weakness is that they are often accused of being articifical and unrealistic such as Taylors Competitive Reaction Time Task which measures how loud noise is selected. It would be unethical to allow realistic aggression so researchers have no choice but to be creative in devising ways of measuring aggression but these methods are often very artificial.
Give a strength of correlational studies into media influences on aggression: the effects of computer games.
Correlational studies allow us to investigate realistic forms of aggression, including violent crime as the actual aggressive acts are not conducted in a lab so do not have to be artificial.
Give a limitation of correlational studies into media influences on aggression: the effects of computer games.
We cannot draw cause-and-effect conclusions as we have no other context to explain the cause of aggressive behaviour so we have to presume that it is to do with media. Also, no variables are manipulated or controlled.
Give a strength of longitudinal studies into media influences on aggression: the effects of computer games.
Researchers use longitudinal studies to investigate changes in aggressive behaviour over time making it a realistic measure with much more mundane realism than other methods.
limitation
Give a limitation of longitudinal studies into media influences on aggression: the effects of computer games.
Researching change over time leaves longitudinal studies vulnerable to the effects of confounding variables. Many other sources of aggression interact with media influences over a period of time, such as role models in the form of friends or family members. It becomes difficult to separate them all and asses their contributions to aggressive behaviour.