media influences on aggression Flashcards

1
Q

forms of the media and their affect on aggression

A
  • TV, radio, films, newspapers
  • regularly seeing aggression in the media is thought to lead to increased aggression in the media
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2
Q

SLT in the media

A
  • identification with an attractive but violent hero, increases the likelihood aggression will be imitated
  • may learn vicariously that aggression solves problems and gets rewarded
  • viewers moral decision making can be socialized by media aggression
  • extreme violence is justified
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3
Q

the effects of computer games: increase aggression

A
  • watching TV and movies= passive
  • computers= you have control
  • in some cases aggression is only way to play the game
  • aggressive behaviour is reinforced directly
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4
Q

the effects of computer games: decrease aggression

A
  • reduce likelihood of real life aggression
  • video games provide catharsis
  • relief from releasing negative emotion
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5
Q

what is desensitisation?

A
  • repeated exposure to extreme aggression removes the strong emotional responses associated with it
  • makes it easier for people to be aggressive themselves
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6
Q

what is disinhibition?

A
  • people often have a strong desire to not be aggressive, impulses are inhibited due to socialisation
  • repeated exposure to justified aggression disinhibits avoidance of aggression in real life
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7
Q

what is cognitive priming?

A
  • mental scripts + schemas of how to respond in certain situations
  • can learn schemas from TV and video games
  • hero acting aggressively when threatened becomes cues/ priming stimuli
  • when exposed to these cues, in a similar context you’re more likely to act aggressively
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8
Q

evaluations research support: Williamson observed aggression in a playground

A
  • observed aggression before and ftr the introduction of TV in a rural Canadian town
  • increase in physical and verbal aggression
  • viewing aggressive symbolic models in the media leads to children imitating behaviour
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9
Q

evaluations research support: Carnagey and Anderson play video game and watch real world violence

A
  • asked pp to play either a violent or non violent video game for 20 minutes
  • then watch a 10 minute video of real world violence
  • results showed lower galvantic skins response and higher HR, in those who played aggressive games
    -exposure to violence in the games physiologically desensitises players to violent imagery
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10
Q

evaluations research support: Berkowitz and powers, justifying aggression in TV shows

A
  • males watched an aggressive sceme from a show and were asked to write summaries
  • those who gave summaries where the violence was justified, were most aggressive to a confederate in the follow up task
    -viewing aggression along with justification= disinhibited aggressive response
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11
Q

evaluation research support: Murray children brain scans

A
  • scanned the brain of 8 children while watching violent and non-violent sequences
  • range of areas only activated for violent videos
  • viewers see violence as real due to amygdala activation and are cognitively primed
  • aggressive scripts are stored in posterior cingulate= associated with long term memory storage
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12
Q

General evaluations: limitation, lacks face validity

A
  • real world examples of aggression have decreased since the 1980’s
  • advances in graphics makes computer games more popular
  • idea that computer game aggression causing real world violence lacks face validity
  • could be because young males spend less time on the streets being aggressive, instead they spend more time inside being virtually aggressive
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13
Q

General evaluations: strength, video games act as a form of catharsis

A
  • ketsenbaum (1985) the self report of young males that play lots of video games
  • games user found that playing games when they’re wound up made them feel more relaxed
  • being aggressive in video games reduces the aggression in real world by providing catharsis
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14
Q

General evaluations: limitation, correlation between childhood games and aggression in adolescents

A
  • correlation between childhood games and aggression in adolescents
  • my be that people that are more aggressive choose to watch more violent content
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15
Q

General evaluations: strength, help with game age restrictions

A
  • aggression between links and the media, can help inform policy around regulations to do with age restrictions and what should be banned
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