Week Seven - Gaming Flashcards

1
Q

Convincing someone that violent games are bad for people?

A

We need:

  • Theory
  • Data
  • Real-world data
  • Short vs long-term effects
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2
Q

Classic reasons why people do bad things?

A

MEDIA

  • Heavy rock and metal
  • Violent films
  • Gansta rap
  • Reading
  • Dancing
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3
Q

Link between teen killers and video games?

A

88% of adolescents play video games but only 15-20% of shooters played VVG

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4
Q

Aggression vs Violence?

A

Aggression: Variety of hostile behaviours and cognitions (physical, verbal, relational)

Violence: Subtype of aggression, more intense and destructive, typically physical

These are related concepts

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5
Q

Cognitive Aggression?

A

The way we think
- stem completion
- cognitive bias task (hostile attribution bias)
eg blank letters task

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6
Q

Behavioural Aggression?

A

The way we behaviour

  • cold-pressor task
  • hot sauce task
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7
Q

Theories as to why VVG might be bad for people?

A

Skinner: Reward and behaviour

Bandura: Social learning theory

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8
Q

Social Learning Theory?

A

No real evidence for it for VVG as:

Modelling is not merely mimicry. Its the appropriateness of a given behaviour in a given context

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9
Q

2 implications of context?

A
Videogames vs real life
- children know they're in a VG
Effects of in-game context/motivation
- violent acts in a VG are usually for a reason/reward
- this doesn't translate to real life
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10
Q

The General Aggression Model (GAM)

A

Central Mechanism:
- Activation and rehearsal of scripts

Playing VVG activates scripts which suggest violence is the appropriate response.
Through playing, we get repeated activation of the scripts and repeated rehearsal of the behaviour/idea

Increases the accessibility of aggressive schemata

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11
Q

Criticisms of GAM?

A
Too broad
VERY difficult to falsify
- predicts interaction b/w any person variable and any situation variable
Fictional vs. real violence
- learning theory and context
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12
Q

Take home message of Anderson et al 2010?

A

VVG are bad - they stimulate aggression.

However original analyses r2 = .06 - not high

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13
Q

Hilgard et al (2017 re-analysis of VVG meta?

A

r2= .02 - still 98% of aggression unaccounted for in the world

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14
Q

Effect size and VVG?

A

Humans are complicated so noticing small effects is important. However, areas with small effects are prone to false positives.
Prescott: If it is .01 = is this noteworthy??
Need to look at study quality

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15
Q

Self-Determination Theory

A

People are motivated to grow and change by three innate and universal psychological needs.

Needs:

  • competence
  • autonomy
  • relatedness

helps explain eg rate quitting

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16
Q

If VVGs were a problem, what might we expect?

A
• game sales increasing
• ~50% of games sold include violence
However:
- violent crime rates are dropping
- youth violence is dropping
17
Q

Are VVG bad for some people?

A

Non-violent = VVG won’t have much effect

Violent people = increases but not by much