Research into Effects of Computer Games on Aggression Flashcards
(9 cards)
Outline research into effects of computer games on aggression
- Intro
In recent years, research into media influences on aggression has focused on computer games.
• experimental research
• correlational research
• meta-analysis research
who did experimental research
Bartholow and Anderson (2002)
Experimental Research into computer games/aggression
Bartholow and Anderson (2002): lab experiment.
students played a violent computer game (Mortal Kombat) OR nonviolent game (PGA Tournament Golf).
asked to deliver blasts of white noise at chosen volumes to punish a (non-existent) opponent.
found that those who played the violent game selected significantly higher noise levels.
concluded that violent computer games can cause an immediate increase in aggressive behaviour
who did correlational research
Delisi et al (2013)
Correlational research into computer games/aggression
Delisi et al (2013): correlational analysis of data from interviews with 227 juvenile offenders with histories of serious aggression (eg. hitting a teacher/parent, gang fighting).
found that the offenders’ aggressive behaviour was significantly positively correlated with how often they played violent computer games in the past.
concluded that computer game violence is a serious risk factor for aggression.
who did meta analysis
Greitemeyer and Mugge (2014)
Metanalysis into computer games/aggression
Greitemeyer and Mugge (2014): meta-analysis of 98 studies
found that violent video game use was linked to an increase in aggression, whereas exposure to prosocial games was linked to an increase in prosocial behaviour. I
Concluded that a range of evidence supports the link between violent computer games aggression
Evaluate research into effects of computer games on aggression
STRENGTHS
P) laboratory experiment - high degree of control over variables
E) conducted in the controlled setting -> control EVs
E) eg Bartholow and Anderson (2002): random allocation, standardised time allowed to play the video games
L) high internal validity
P) practical applications
E) shows negative effects violent media can have, but also the positive influence prosocial media can have -> used to ensure the media has a positive influence on society.
E) Eg Greitemeyer and Mugge (2014): encourage ppl to play pro social games eg animal crossing
L) used media as a force for good in sociely and reduce aggression
Evaluate research into effects of computer games on aggression
LIMITATIONS
P) laboratory experiments do not measure ‘real-life’ aggression, lack mundane realism
E) ethical issues have restricted researchers to alternative measures of aggression
E) eg. Bartholow and Anderson (2002) administering ‘noise blasts’ in place of real aggression, eg. doesn’t involve fear of retaliation
L) low ecological validity: can’t generalise to real life aggression
P) research overstated the effects of media/computer games
E) although results have been significant, they typically report only low/medium effect sizes
E) whereas, small of number of studies that measure aggression towards another person (as opposed to alternative measures), the influence of the media on aggression is close to zero.
L) influence of the media on aggression is much smaller than often thought.
P) correlational studies do not establish cause & effect
E) only establish a relationship between co-variables- cannot say that one co-variable ‘caused’ the change in the other.
E) eg. Delisi et al (2013) seems to show that violent computer games cause people to become more aggressive, BUT may be that people who are already aggressive select aggressive media.
L) limits extent to draw firm conclusions from the research.