The effects of computer games on aggression Flashcards
Explain the experimental studies.
Lab study by Bartholow and Anderson (2002)
Students play either computer games (Mortal Kombat) or nonviolent game (PGA Tournament Golf).
They all then carried out the Taylor Competitive Reaction Time (TCRT), a standard laboratory measure of aggression in which the students delivered blasts of white noise to punish opponent.
Those who played the violent game selected significantly higher noise levels compared with nonviolent players.
What are the strengths of experimental studies on the effects of computer games on aggression?
Establish causal link between media aggression and aggressive behaviour.
What are the limitations of experimental studies on the effects of computer games on aggression?
Measures in lab situations are often accused of being artificial and unrealistic such as Taylor Competitive Reaction Time (TCRT) however it would be unethical to allow realistic forms of aggression in an experiment.
Another reason why aggression measures in lab settings are unrealistic - they don’t fear retaliation. Unlike in real life, the experimenter gives the participant implied permission to be ‘safely’ aggressive.
Highly controlled – lack ecological validity
The participants don’t think they are going to be held responsible for their acts – legitimate authority.
Explain the correlational studies.
DeLisi et al (2013) looked at 227 juvenile offenders with histories of aggressive behaviours. They used structured interviews to gather data about their aggression and their computer game-playing habits. Aggressive behaviour was found to be significantly correlated with playing violent video games. The researchers concluded there is a significant link between violent computer game-playing and violent behaviour.
What are the strengths of correlational studies on the effects of computer games on aggression?
Allow us to investigate realistic forms of aggression, including violent crime.
Explain the longitudinal studies.
Robertson et al (2013) concentrated on TV rather than video games, but found that those who watched TV for the longest periods of time were more likely to be diagnosed with antisocial personality disorder and have aggressive traits. This effect was seen over 26 years in the 1036 New Zealand-born participants. The amount of TV watched was the key factor, rather than if it had particularly violent content.
Explain the longitudinal studies.
Robertson et al (2013) concentrated on TV rather than video games, but found that those who watched TV for the longest periods of time were more likely to be diagnosed with antisocial personality disorder and have aggressive traits. This effect was seen over 26 years in the 1036 New Zealand-born participants. The amount of TV watched was the key factor, rather than if it had particularly violent content.
What are the strengths of longitudinal studies?
Dynamic nature of nature of media influences in the long term can be studied.
Views people as active consumers rather than as passive recipient, which is more realistic view of how people interact with media.
Explain the meta-analysis.
Anderson et al (2010) looked at 136 studies, with varying methods, and found that exposure to violent computer games was linked to increases in aggressive thoughts, feelings and behaviours. This was true across different types of culture, and was especially true in the better-controlled studies. This strongly suggests an association between the effects of computer games and aggressive actions.