The Effect of Computer Games on Aggression
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- Created on: 13-06-22 12:38
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- The Effect of Computer Games on Aggression
- Media influences are changes in behaviour that are attributed to exposure to media such as TV or computer games
- Porter and Starcevic
(2007) suggest, interactive violence in video games has the potential to exert even more influence than TV
violence, where the viewer plays a more passive role
- In the addition, during violent game play, aggression is rewarded and is portrayed as being both appropriate and effective
- Greitemeyher and Mügge (2014) carried out a meta-analysis of 98 studies carried out since 2009 which
involved a total of nearly 37,000 participants.
- They found violent video game use was linked to an increase
in aggressive outcomes and a decrease in prosocial outcomes
- These effects were evident regardless of the type of study
- They found violent video game use was linked to an increase
in aggressive outcomes and a decrease in prosocial outcomes
- STRENGTH
- P - One strength of the longitudinal studies is that they are able to observe real-life patterns
of behaviour and document both short-term and long-term effects.
- E - For example, Anderson et al. (2007) surveyed 430 children aged between 7 and 9 at two
points during the school year.
- E - Children who had high exposure to violent video games became more verbally and
physically aggressive and less prosocial
- L - This increases the ecological validity of research into media influences and aggression.
- E - Children who had high exposure to violent video games became more verbally and
physically aggressive and less prosocial
- E - For example, Anderson et al. (2007) surveyed 430 children aged between 7 and 9 at two
points during the school year.
- P - A real world application of research in this field is the introduction of age restrictions on
computer games.
- E - All games are age-rated by the Video Standards Council (VSC) and retailers that sell titles
with ratings of 12, 16 or 18 years to children below the age limits will be subject to
prosecution.
- E - Games are rated 18-years and over if there is a "gross" level of violence likely to make
the viewer feel a sense of revulsion.
- L - This means that the influence of media should be contained and not affect children's levels of aggression.
- E - Games are rated 18-years and over if there is a "gross" level of violence likely to make
the viewer feel a sense of revulsion.
- E - All games are age-rated by the Video Standards Council (VSC) and retailers that sell titles
with ratings of 12, 16 or 18 years to children below the age limits will be subject to
prosecution.
- P - One strength of the longitudinal studies is that they are able to observe real-life patterns
of behaviour and document both short-term and long-term effects.
- WEAKNESS
- P - The underpinning research into media influences on aggression is flawed.
- E - For example, a limitation of longitudinal studies into media influences on aggression are
confounding variables as participants may be exposed to other forms of media violence
(e.g. on television) during the course of the study, meaning that the effect from violent
video game exposure alone is uncertain.
- L - Therefore research into media influences on aggression has issues with validity.
- E - For example, a limitation of longitudinal studies into media influences on aggression are
confounding variables as participants may be exposed to other forms of media violence
(e.g. on television) during the course of the study, meaning that the effect from violent
video game exposure alone is uncertain.
- P - The relationship between media influences and aggression is deterministic as it suggests
playing violent video games leads to an increase in aggression.
- E - However, many studies in this area are correlational, particularly longitudinal studies
- E - If a positive correlation between playing violent computer games and aggressive
behaviour is found we cannot conclude that playing violent computer games causes
people to become more aggressive. It may be that people who are already aggressive are
drawn to violent computer games.
- L - This means that a major limitation of this method is the inability to draw cause and effect conclusions about media influences and aggression.
- E - If a positive correlation between playing violent computer games and aggressive
behaviour is found we cannot conclude that playing violent computer games causes
people to become more aggressive. It may be that people who are already aggressive are
drawn to violent computer games.
- E - However, many studies in this area are correlational, particularly longitudinal studies
- P - The underpinning research into media influences on aggression is flawed.
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