Studies Flashcards
Subra et al (2010) - alcohol, aggression, and neutral prime, provocation, rate experimenter performance
Main finding -> Alcohol acts as strongly as a prime as aggression on aggressive responses
Zadro et al (2004) - cyberball paradigm, computer versus people
Main finding -> it does not matter if the players are real or computer versions, participant’s self-esteem diminishes equally if they are excluded from the game
Baumesiter et al (2005) - introversion-extroversion scale, life-alone paradigm (feedback: belong, alone, control), gross health drink
Main finding -> Those in the alone condition drank significantly less of the drink than those in the belonging or control condition suggesting that social rejection impairs self-control (that is, ability to drink more of a drink because you know it is healthy for you)
Warburton et al (2006) - IRL cybermall paradigm, aversive noise, hot sauce paradigm.
Participants who were excluded from the game AND who had no control over the aversive noise gave more hot sauce.
If participants were included, there was no significant effect of the noise on amount of hot sauce given.
This suggests that social rejection leads to helplessness which leads to aggression as a way of regaining control.
Frodi (1975) - weapons effect, learning/shock paradigm, and TAT (in Sweden)
Presence of weapons = more aggression but no frustration necessary
**individuals in Sweden may be more sensitive to guns because they are not around them a lot
Bartholow et al (2005) - hunters versus non-hunters (2 studies)
Study 1 main finding -> Assault guns primed more aggressive words for hunters compared to hunting guns (opposite for non-hunters)
Study 2 main finding -> Assault guns lead to more aggression for hunters but stronger response to hunting guns than assault guns for non-hunters
Explanation: relationship and exposure to weapons is important. Non-hunters may be more exposed to assault guns in the media whereas hunters are more exposed to hunting guns making their responses weaker
Kenrick & MacFarlane (1986) - field experiment, stopped car paradigm, windows open or closed
Main finding -> when windows were open and it was hot, the faster and longer people honked
Vrij et al (1994) manipulated heat in lab with police men who were threatened by someone
Main finding -> the more hot it was the more aggressive and threatening the officers perceived others = higher propensity to shoot
Paquette (2004) - sampled 1 wk of TV (1993-2004) and examined some private and public networks
Main findings
- Increased violence over time
- Physical > Psychological
- Nearly 90% before 9pm
- Private > Public
Anderson et al 2017 - correlational, sample drawn from many countries
Across all countries, extent of aggressive media use is + associated with measures of aggression
Lin (2013) - game play versus observation versus movie. Assessed affect, cognition, arousal (BP and HR)
Main finding -> aggressive affect, cognition, and arousal (BP not HR) increased from game play
*violent media has stronger effects when interactive
Bluemke et al (2010) game (aggressive, peaceful, abstract) versus no game
Main finding -> violent games increased aggressive self concept and peaceful game reduced it the most
No differences in physiological arousal (contradicts Lin 2013)
Matthews et al., 2014
Longitudinal study of 10 year old boys
Being a bully predicts unhealthy behaviours (smoking) and increased aggression, hostility, etc.
Being a victim predicts lower SES, less perceived social support, less optimism
Both being a victim and bully predicts experience of stressful life events
Klomek et al (2009)
Longitudinal study looking at experience of being a victim predicting attempted/completed suicide
Greater percentage of males that completed suicide
Greater percentage of females that attempt suicide
Qu et al (2016)
VR driving
Higher trait driving aggression = more aggression (DAX)
Expressed anger more harmful than experienced anger