T2: Lecture 9 Flashcards

1
Q

An experiment with sons being asking to spend time with fathers or watch TV was done, what were the results?

A

Most 4-6 year olds would rather watch TV than be with fathers

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2
Q

At what age can children imitate the actions seen on TV?

A

6-18 months

-Performance increases if the demonstration is live, DVD’s never as good as direct parental interaction

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3
Q

Who was Sesame Street targeted at?

A
  • Targeted at 3-5year olds

- Designed for kids from disadvantaged backgrounds

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4
Q

What was the AIM of Sesame Street?

A

-Foster intellectual and cultural curiosity in preschoolers

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5
Q

Following the experiment with a 26 week season of Seseme Street what were the effects?

A
  • Increased viewing showed improvement in writing/alphabet skills
  • Low SES showed largest increase in skills
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6
Q

TV violence effect involving watching Power Rangers found

A

In the two minutes of being watched by researchers, those who watched PR committed more aggressive acts

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7
Q

Whats the correlation between preference for violent TV and and seriousness of criminal activity?

A

Correlates to SERIOUSNESS of criminal activity for HIGH preference
-Less correlation for Medium preference, no correlation for low preference

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8
Q

Extensive TV exposure shows

A

Negative effects on behaviour

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9
Q

For children to imitate violence it needs to be

A
  • Realistic
  • Repeated
  • Unpunished
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10
Q

What type of kids are more easily influenced to act more violently?

A

Children with

  • emotional
  • behavioural
  • impulse control
  • learning problems
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11
Q

Trends for time spent video-gaming vs TV watching

A
  • Video-games is increasing

- TV is stable

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12
Q

Potential Benefits of Videogames

A
  • Therapeutic/educational tool for chronic illness kids
  • Increases fine motor skills/coordination
  • Distraction from physical/emotional pain
  • Improve decision making skills and brain plasticity
  • Foster persistence, resilience, prosocial behaviour
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13
Q

In their first study how did Anderson & Dill measure the effect of video-game violence?

A

They measured

  • aggressive personality quest (APQ)
  • delinquency (violent/non-violent)
  • Video-game use
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14
Q

What were the findings in Anderson & Dill’s first study?

A

Correlation between aggressive personality and aggressive/non-aggressive personality
-Not sure of causation however

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15
Q

In their second study how did Anderson & Dill measure the effect of video-game violence?

A

Looked at a competitive reaction task between a group playing violent/non-violent video-game
-Measure of violence was blasting looser with white noise

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16
Q

What were the findings in Anderson & Dill’s second study?

A

Longer blasts delivered by:

  • women
  • higher APQ scores
  • people who played the violent vidoe-games
17
Q

What are the overall findings for video-game usage?

A
  • Video-games that are non-violent have benefits
  • Violent video games more concerning than violent TV
  • > rewarded for aggression
  • > player is the aggressor
  • Pro-social/team work components in the game are less problematic