L12- Desensitisation, Disinhibition And Cognitive Priming Flashcards

1
Q

3 main theories of influences on behaviour of computer games

A
  1. Role of desensitisation
  2. Role of disinhibition
  3. Role of cognitive priming
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2
Q

What does desensitisation theory propose?

A
  • with continual exposure to a stimulus , our responses to that stimulus are decreased
  • not physiologically aroused when we should be
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3
Q

What happens if aggression is presented to us on a daily basis?

A
  • reduction in our response to aggression
  • under normal circumstances : sympathetic ns switches on in réponses to witnessing violence or aggression (heart rate increases, adrenaline released, stress response causes desire to remove ourselves from the object)
  • viewing aggression= initiation of evolved ‘fight or flight’ response
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4
Q

Desensitisation- adaptive response

A
  • evolved fight or flight to viewing aggressionv adaptive for ancestors, helps survival
  • however, also adaptive for ancestors to become accustomed to environmental stimuli that are frequently encountered e.g. tree dweller tribes
  • desensitisation can therefore also provide an adaptive response to the environment
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5
Q

Desensitisation- video games

A
  • violence in many computer games
  • desensitisation = response to this , can have negative effect
  • may not respond to real aggression with any physiological arousal
  • may be more likely to accept violence and aggression + respond with aggression when have the opportunity
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6
Q

Evaluation of desensitisation

A

+ Weisz and Earls - 86 males, 106 females uni students - 1 of 4 films depicting types of agg 1. Sexual against male 2. Sexual against a female 3. Physical 4. Neutral - asked to complete questionnaire measuring acceptance of interpersonal violence, rape myths, attraction to agg + levels if empathy - viewed rape trial, questionnaire = males (esp those who watched sexual agg films) more accepting of violence, attracted, less sympathetic, less likely to judge défendent as guilty of rape

  • ecological validity- lab experiment- questionnaire (social desirability bias), questions validity- would it occur in real world? , less likely with real world percussions- fines, prison sentence
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7
Q

Disinhibition theory

A
  • Proposes normal restraints are loosened after exposure to media violence
  • agg behaviour becomes normalised, norms governing behaviour - non-acceptance to acceptance
  • agg seen as ‘normal’ response in certain circumstances e,g. Revenge response = therefore e justified
  • type of views agg (revenge) believed to have greater disinhibitory effect on consequential agg behaviour
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8
Q

Media in disinhibition

A
  • Bandura= proposed learn how to behave from observational learning of role models (parents)
  • as child grows, media more powerful role model- superheroes can provide agg role model, adult films (James Bond), role model to look up to and imitate
  • agg levels normalised in these role models- child grow ups up with norms agg is socially acceptable as a response + more likely
  • disinhibition process powerful if violence rewarded e.g. computer games = negative consequences from agg minimal
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9
Q

Evaluation of disinhibition

A

+ Berkowitz + Alioto - lab experiment - saw film depicting agg as revenge gave more electric shocks to confederate = agg more likely to occur if viewed agg is seen as an acceptable response = disinhibition more likely

+ practical application- American army use games as recruiting- dispaky interest in violence and agg + disihibited response to agg= beneficial for soldiers- more likely to respond aggressively- if didn’t, could threaten their survival + those they are protecting = not always a negative thing

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10
Q

Cognitive priming

A

-Proposes influence of agg in media provided individuals with ‘scripts’ For their responses and behaviour when they perceive environmental stimuli as agg
-priming effect of media images in previousky learnt behaviours or cognitive scheme
- activates memories and makes agg more likely

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11
Q

Computer games ans cognitive priming

A

-violent comp games may increase likelihood of agg in players with learned agg responses in past/ who hold aggressive schema
- play agg game, in potentially agg situation- rather than defusing situation, child has internal script that way to ‘win’ is through agg response = agg games prime individual to violence
-children from early on can have scripts to guide their behaviours - select script depending on situation - take part as actors - can occur automatically, no conscious thought

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12
Q

Evaluation of cognitive priming

A

+ Fischer + Greitemeyer - male participants who been exposed to aggressive song lyrics about women- more likely to give higher levels if hot chilli sauce to female confederates than male than those who heard neutral lyrics - found that misogynistic lyrics resulted in males recalling more negative things abord women + reporting higher levels of agg towards women - replicated with female participants ‘men hating lyrics’- similar results

  • confounding variables in research - violent games prime violent behaviour more than non violent -BUT also more complex- complexity is confounding variable - complexity causes priming effect not violent - Zendle et al- when complexity controlled, priming effects of violent video games gone - affects validity
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13
Q

Evaluation for all

A

Desensitisation:
+ research support- Weisz + Earls- aggression in films

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