TOPIC C - case studies Flashcards
what was the design of Ramirez et al (2001)?
Quantitive
Between groups
400 volunteer psychology students
From universities in Japan and Spain
What was the procedure for Ramirez et al (2001)?
Each participant answered each question on the questionnaire which measured verbal aggression, physical aggression, anger and hostility
What were the findings of Ramirez et al (2001)?
Japanese students showed more physical aggression
Spanish students showed for verbal aggression
In both cultures, men displayed more verbal and physical aggression
Males and females in both cultures showed the same level of anger
What was the conclusion of Ramirez et al (2001) ?
Stereotype of Japanese is shy but males and females showed more physical aggression
supported the stereotype for Spanish being expressive of their emotions
supports that males are more aggressive than females (hormonal differences / males are raised to be more masculine)
What are the strengths of Ramirez et al (2001) ?
- Quantitative data was used that couldn’t be interpretation differently by researchers
- All participants were volunteers and were fully aware that the results would be published - ethical
What were the weaknesses of Ramirez et al (2001) ?
- Participants were psychology students so they could’ve guessed the aim of the study (response bias)
- students may have answered the questions according to how they think they would act but in real life situation may behave differently - not realistic
Describe the questionnaires that Ramirez et al (2001) used
- Likert-style questions
- Responded by saying to what extent they agree with each statement on a five point scale
What was the aim of Anderson and Fill (2000)?
they wanted to see whether people who played violent video games became more aggressive
What was the design of Anderson and Dill (2000)?
- 2 groups (violent video game and non-violent video game)
- participants weren’t told the aim - they were told the study was about the development of motor skills
- laboratory experiment
What is the independent variable of Anderson and Dill?
type of video game they played (violent or non-violent)
What is the dependent variable of Anderson and Dill?
level of aggression shown after playing the game
What is the procedure of Anderson and Dill?
- placed in a cubicle and were told they would be playing a game against an opponent
- no opponent
- after 15 mins, they were asked to play a competitive game
- person who pressed button fastest gave the opponent a blast of loud noise
- they controlled length and volume
- once over, debrief by an experimenter who entered the cubicle and answered any questions
What were the findings of Anderson and Dill?
- The longest and loudest blast of noise were given by participants who played the violent video games
- Women face a greater punishment than men
What was the conclusion of Anderson and Dill?
- Playing violent video games increases the level of aggression in participants, especially women
- Playing violent video games mar participants think in an aggressive way which in long-term use could result in permanent aggressive thought patterns
what were the strengths of Anderson and Dill?
- the study was a laboratory experiment so the researcher had a lot of control
- All participants had the same instructions and procedure so it was reliable because the study can be repeated using the exact method
- findings have useful applications in the real world (we’re right to have age restrictions on video games)
what are the weaknesses of Anderson and Dill?
- Even though they were told the aim was about motor skills they might’ve guessed the aim because they knew it was a psychology experiment
- Video games are normally played at home but participants were watched in a cubicle so it wasn’t realistic (normal)
- participants may have experienced stress when receiving loud blasts of noise or believing that they were harming someone
what was King (1961) experiment?
he described a case of a women whose amygdala was electrically stimulates during an operation. She became threatening and verbally aggressive until the electrical current was turned off