Unit 4 Flashcards

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1
Q

What is Excitation Transfer?

A

-arousal from one event can be added to the arousal w/ a subsequent event (that is temporally close) -result is intensified level of arousal for the latter event

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2
Q

What is the difference between violence and aggression?

A

violence is higher in intensity -aggression is more general (any action intended to cause harm)

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3
Q

Summarize Anderson et al. Findings? Limitations?

A
  • longer term study -cross-cultural -confirmed that (habitually) playing vid games is causal risk for later aggression
  • 3 samples = 181 japanese 12-15yr olds, 1050 japanese 12-18yr olds, 364 US 9-12yr olds -studied before & after 3-6 months
  • same effect btw US (aggressive, individualistic) and Japan (less aggressive, collective) -slightly less effects for older youth
  • limitations: -measures not identical across samples (but could show robustness) -need larger sample size & longer periods
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4
Q

Summarize Konijn. Findings? Limitations?

A
  • violent vid games might increase aggression more when players identify w/ the characters -SLT
  • 112 dutch boys aged 12-17 -played realistic or fantasy violent or non-violent game -then noise test
  • result: identifying w/ characters does make more aggressive -not all players who played violent were aggressive, but those who identified were (not necessarily those who were already aggressive)
  • limitations: -hard to measure all aspects of identification -limits ability to make causal inferences -only studied boys
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5
Q

What is violence?

A

any act or threat of physical force against self or others (except includes accidents) so acts that intentionally lead to physical or psychological harm

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6
Q

what is aggression?

A

any act intended to cause harm -broader category

  • can be direct or indirect
  • ex. verbal (direct), physical (direct), or relational (indirect)
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7
Q

Problems w/ defining violence and aggression?

A
  • hard to do

- what about news? a hockey game?

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8
Q

What are some factors that impact likelihood of acting aggressive?

A
  • aggressive emotions
  • aggressive traits
  • physiological factors
  • aggressive thoughts
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9
Q

Is catharsis supported? What is it?

A
  • no not enough evidence

- idea of purging -if violent thoughts can release through watching media

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10
Q

Who’s most likely to imitate on Bobo doll if rewarded? What factors might impact this?

A
  • boys
  • having a model similar to themselves (ie sex)
  • or a model they know
  • personal factors
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11
Q

How does scripts theory work w/ violence?

A
  • violent media can build up scripts in a certain way -ex. if there’s a disagreement, think it’s okay/acceptable to punch since you’ve seen it
  • shapes your thoughts which then shape your behaviour
  • thoughts!
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12
Q

How does excitation theory work w/ violence?

A
  • consuming violent media leads to arousal -can be interpreted as anger
  • arousal starts emotion -emotions leads to action
  • emotions!
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13
Q

What is desensitization?

A
  • repeated exposure to media violence leads to lessened emotional reaction
  • neuroimaging of brain - showed grownups varying violent clips -left orbital frontal cortex detects threat signal and regulates emotions -after a lots of violence, decrease in activation
  • emotions!
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14
Q

How does priming work w/ violence?

A
  • violent stimuli activate aggressive thoughts - prime related thoughts
  • the more you watch the more related thoughts are activated & prime for others
  • thoughts!
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15
Q

Which media effects theories deal w/ violence and emotions?

A
  • excitation transfer theory

- desensitization theory

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16
Q

Which media effects theories deal w/ violence and thoughts?

A
  • scripts

- priming

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17
Q

How can both theories exist when one says gets more aroused and one says we’re desensitized?

A

-different time scales - 1st time you are aroused but if repeated exposure become desensitized

18
Q

main points of GAM (general aggression model)

A
  • input variables (personal or situational)
  • affect internal state (affect, cognition, arousal - bidirectional)
  • then route is appraised for either thoughtful action or impulse action -decide to act aggressively -either reinforced or punished or neither (same as rewarded basically) -then will impact future decisions
19
Q

What is the difference between UMM and GAM?

A

-replace the word aggression w/ behaviour

20
Q

How does media affect GAM?

A
  • input variables -short-term impacts arousal, affect, & primes aggressive thoughts to affect internal state (affect, cognition, & arousal)
  • long term - more aggressive scripts, reinforced to lead to a more aggressive personality or desensitization to violence (action, cognition, person)
21
Q

How did Anderson et al contradict that only aggressive kids will become more aggressive?

A
  • SLT

- kids from low aggressive cultures/pretested as low aggression kids still acted aggressive after habitual playing

22
Q

What were Anderson’s & Konijn recommendations on how to lessen impact of violent vid games?

A
  • focus on pain of victims

- stop glamorizing violent actions

23
Q

what is similarity identification?

A

-observer identifies w/ characters b/c share salient characteristics

24
Q

What is wishful identification?

A

-observer desires to emulate character outside of viewing situation -vicarious learning -glimpse of ‘what if’

25
Q

Do realism and immersion affect aggressive behaviour?

A
  • no doesn’t seem like it

- but do affect wishful identification which does

26
Q

Do most aggressive kids automatically act aggressively after playing the game? (Konijn)

A

-no depended on wishful identification - but hard to measure that -also the kids who were more aggressive seemed to choose violent game & identified w/ character more

27
Q

Was correlation btw aggressiveness and wishful identification significant?

A
  • no

- depended on vid game played I think

28
Q

was correlation btw realism and immersion significant? (Konijn)

A

no

29
Q

What other factors that can lead to aggression (not media related)

A

-genetics, experience of abuse, parenting, owning a weapon, gender, aggressive personality

30
Q

What are some correlational designs/findings for TV violence?

A
  • positive correlation btw violent TV consumption and aggressive cognition/behaviour
  • 1970s -measured how much kids were exposed & willingness to use violence -more exposed were more willing
  • wrestling -those who watched & if have tried to fight before - positive
31
Q

What are some correlational designs/findings for vid games violence?

A
  • positive correlation

- 4&5yr olds -coded what they played -amount was correlated w/ lower empathy or positive attitudes towards violence

32
Q

Correlational problems w/ violent Tv & vid Games

A
  • third variable?
  • directionality
  • accuracy of responses
  • (also most seemed to study only boys b/c more consistent result w/in boys)
33
Q

Why use longitudinal designs?

A

-for direction of effect

34
Q

Longitudinal designs & violence

A
  • grade 3-4 -violent TV exposure (+ self-reports & others reports) -15yrs later correlated w/ aggression behaviour in 20s (weakish)
  • if aggressive as a kid didn’t predict how much violent TV you’d watch in 20s -proves direction is media –> aggression
  • higher likelihood of criminal convictions
  • still not causal -3rd variable?
35
Q

What is the downward spiral model?

A

watch more aggressive media leads to being more aggressive which makes you watch more media etc.

36
Q

Experimental designs and violence in TV shows?

A
  • those who watch TV violence do engage in more aggressive conditions/behaviours
  • also indirect aggression
  • 11-14yr olds were showed 1-3 TV shows of a friendship (direct or indirect or non) -then they evaluated the researcher -they rated her less positively & siad she should be paid less after watching aggression (direct or indirect)
  • is this modelling behaviour? mood? is the control group vid similar enough?
37
Q

Experimental designs and violence in Vid Games?

A
  • pattern is assigned to violent vid game leads to more aggression (majority)
  • 9-12 yr olds & 17-19 yr olds -either violent or non-violent game -(games diff depending on age) -played for 20min -then noise test - blasted louder after violent game
  • BUT not all studies
  • 8-12 yr olds -play vi or non and then after gave scenarios of kid getting a toy stolen -found no difference btw playing the game beforehand
38
Q

What is the term for the noise test? & what is it?

A

Taylor Competitive Reaction Time task

  • get to blast your losing opponent w/ a sound - a certain level could deafen them -those that are aggressive do -how loud level is level of aggression
  • real world applicable?
39
Q

In general is consuming media violence linked to increased aggression? Problems?

A

yes -but it depends

  • real-world effects?
  • are results meaningful?
  • ethics
40
Q

Are the findings similar in meta-analysis of more aggressive media linking to aggressive behaviour? Issues?

A
  • yes -but small to moderate effect
  • 5-10% of aggressive behaviour could be explained
  • most likely other factors
  • real world effect
  • methodological flaws/summary flaws in studies
  • individual factors
41
Q

What are some characteristics of the consumer that might factor into the impact of media violence?

A
  • gender (recent studies less likely to find differences & most are about boys -possible gender effect but not enough data)
  • culture (seems no difference )
  • personality & mental state (individual aggressiveness, likely to feel angry or frustrated after exposure to media violence)
  • age (hard to study -ethics)
42
Q

What are some characteristics of the media that might factor into the impact of media violence? (in connection w/ consumers)

A
  • identification w/ violent characters (similarity & wishful)
  • context (glamorization, rewarded or unpunished, justified, realistic)
  • the medium (hard to compare between, (ex. vid games impact user more than viewer, meta-analyses find larger effect size from Tv violence than vid games))