Psychology - Anderson and Dill (2000): video games and aggression

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What happened in March 1999 and Columbine High in Colorado?
Eric Harris and Dylan Klebold went to that school, they gunned down 13 fellow students, then committed suicide. This massacre was linked to 'Doom', a violent video game that both boys enjoyed playing. On that day the boys seemed to re-enact the game.
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What is the Aim of Anderson and Dill's study?
Craig Anderson and Karen Dill wanted to see whether people who played violent video games became aggressive.
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What was the procedure in Anderson and Dill's study?
They had 210 psychology students split into two groups and asked to play either a violent or non-violent video game for 30 minutes. The independent variable was the type of video game participants played. The dependent was aggression shown after
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What happened after 15 minutes of playing time in the Anderson and Dill study?
They were asked to begin a competitive game with the opponent(there was actually no opponent). The person who pressed the button faster would be able to give the opponent the punishment of a blast of loud noise. Winner could set the volume & duration
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What were the results of Anderson and Dill's study?
They found that the loudest and longest blasts of noise were given from participants who played 'Wolfenstein 3D' - the violent game. Interestingly, women gave greater punishment to their opponents than men.
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What was the conclusion of Anderson and Dill's study?
Playing violent video games such as Wolfenstein increased the level of aggression in participants, particularly women.The researchers believed it made them think in an aggressive way & that long-term use could result in permanent aggressive thoughts
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Strengths of Anderson and Dill's study?
1) It was a laboratory experiment so researchers had a lot of control over the participant and their experiences. They made sure all participants received the same instructions 2) The findings of this study have useful applications in the real world.
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Weaknesses of Anderson and Dill's study?
1)Even though participants were told this was a study about motor skills, they may have guessed the aim of the study anyway.2)We normally play video games at home or in arcades, where behaviour is not monitored or recorded.3)Violated ethical rules
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What is an independent variable?
The factor which is changed by the researcher in an experiment to make two or more conditions
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What is a dependent variable?
The factor which is measured in an experiment
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What was the independent variable in Anderson and Dill's study? How did the researchers manipulate this variable?
It was the type of video games participants played. The researchers had the participants play a non-violent video game and a violent video game to see the effects each one created.
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What was the dependent variable in Anderson and Dill's study? How did the researchers measure this variable?
The level of aggression shown after playing the game. They measured it by seeing how loud and long the blasts of noise the participants punished they opponent with. The louder and longer the blast of noise, the more aggressive they were behaving.
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The video games used in Anderson and Dill's study were from 1997. How might video games have changed in this last decade and what might the effect of this be today?
Video games will have developed and there may be more graphics and more opportunities to put more violent graphics in. Therefore they might have become more violent, which could lead to higher levels of aggression in people playing these new games.
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How were the participants of Anderson and Dill's study deceived?
They were not fully informed about the true aim of the study;the researchers deceived the participants and did not tell them the whole truth.
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What might of happened if the participants had been told the truth about the aim in Anderson and Dill's study?
The participants may have changed their behaviour and it would not have been natural.
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Outline one weakness of the Anderson and Dill study other than an ethical consideration?
Even though participants were told this was a study about motor skills, they may have guessed the aim of the study anyway. After all, participants knew it was a psychology experiment.
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Other cards in this set

Card 2

Front

What is the Aim of Anderson and Dill's study?

Back

Craig Anderson and Karen Dill wanted to see whether people who played violent video games became aggressive.

Card 3

Front

What was the procedure in Anderson and Dill's study?

Back

Preview of the front of card 3

Card 4

Front

What happened after 15 minutes of playing time in the Anderson and Dill study?

Back

Preview of the front of card 4

Card 5

Front

What were the results of Anderson and Dill's study?

Back

Preview of the front of card 5
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