Positive and Negative Effects of Computer and Video Games on Behaviour

HideShow resource information
  • Created by: Esme
  • Created on: 02-03-15 13:58
Who carried out research involving calorie expenditure and video games?
Mellecker (2008)
1 of 26
What were the conditions in Mellecker's research?
Active running game, active bowling game, seated bowling game, at rest
2 of 26
What were the results of Mellecker's research?
451%, 98%, 39% more calories expended compared to at rest
3 of 26
Who carried out research involving "Tetris"?
Sims & Mayer (2002)
4 of 26
What were the results of Sims & Mayer's research?
Experienced "Tetris" players out-performed other players at mental rotation tasks but not at a series of other spatial ability tests
5 of 26
Who carried out research involving 161 American college students?
Gentile (2009)
6 of 26
What were the results of Gentile's research?
Students who played pro-social video games of characters helping each other behaved more helpfully towards other students, compared to those who played more violent games
7 of 26
Who carried out research involving 127 self-reported computer game addicts?
Shotton
8 of 26
What were the results of Shotton's research?
Compared to a control group, these addicts were highly intelligent, motivated and high-achieving
9 of 26
What did a further 5-year longitudinal study of the younger participants of Shotton's research find?
A propotionately high number had done well educationally, gone on to university and secured high-ranking jobs
10 of 26
Who carried out research involving 600 adolescents and violent video games?
Gentile & Anderson (2003)
11 of 26
What were the results of Gentile & Anderson's research?
Time spent playing violent video games was associated with aggressive feelings, arguments with teachers and a greater incidence of physical fights
12 of 26
Who carried out research involving 430 7-9 year olds surveyed at 2 points during one whole school year?
Anderson (2007)
13 of 26
What were the results of Anderson's research?
Children who has high exposure to violent video games became more verbally and physically aggressive and less pro-social
14 of 26
Who were the results of Anderson's researched reported by?
The children themselves, teachers and peers
15 of 26
Who carried out research involving "Wolfenstein 3D" and "Myst"?
Anderson & Dill (2000)
16 of 26
What were the results of Anderson & Dill's research?
After playing "Wolfenstein 3D" participants rated themselves higher on the State Hostility Scale than those playing "Myst" and were more likely to blast opponents with white noise for longer
17 of 26
What type of games were "Wolfenstein 3D" and "Myst"?
"Wolfenstein 3D": violent first-person shooter game, "Myst": slow-paced puzzle game
18 of 26
Who carried out research involving 7,000 gamers and video game addiction?
Grusser (2007)
19 of 26
What were the results of Grusser's research?
Pathological gamers spent more time playing daily, had higher "expected relief of withdrawal symptoms when gaming" and higher "craving due to the expectation of a positive outcome of gaming"
20 of 26
What approximate percentage of pathological gamers in Grusser's research could be classified as addicted using the WHO criteria?
12%
21 of 26
Why is there a need for more longitudinal research into effects of computer and video games?
There is substantial research that suggests there are some potential short-term negative effects but there is limited research into the effects of long-term exposure, which could be potentially dangerous
22 of 26
Why could widespread concern about computer and video game use be misplaced?
Media coverage is skewed towards the negative effects even though there is substantial research which shows potential benefits
23 of 26
Why is it an issue that there is limited research on computer and video games?
Due to the active and repetitive nature of violent video games, children are more personally involved and behaviour is more likely to be learned and reproduced
24 of 26
What are the 3 potential explanations for the correlation between computer and video game use and aggression?
1: The use of violent games causes aggressiveness, 2: Aggressive people prefer playing violent games, 3: Both game use and aggressiveness are affected by an unknown 3rd factor
25 of 26
What is the issue with gaming data often being collected using self report methods?
Risk of social desirability bias, making results potentially invalid
26 of 26

Other cards in this set

Card 2

Front

What were the conditions in Mellecker's research?

Back

Active running game, active bowling game, seated bowling game, at rest

Card 3

Front

What were the results of Mellecker's research?

Back

Preview of the front of card 3

Card 4

Front

Who carried out research involving "Tetris"?

Back

Preview of the front of card 4

Card 5

Front

What were the results of Sims & Mayer's research?

Back

Preview of the front of card 5
View more cards

Comments

No comments have yet been made

Similar Psychology resources:

See all Psychology resources »See all Media psychology resources »