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Media Influences on Aggression

Today, there is a wide range of consumable media, and because of this wide choice available to consumers, psychologists have turned their eyes to media influences on aggression. Is there a link between media violence and aggression? Do violent video games cause children and adults to be more aggressive? We are going to explore media influences on aggression. First, we will define…

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Media Influences on Aggression

Media Influences on Aggression

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Today, there is a wide range of consumable media, and because of this wide choice available to consumers, psychologists have turned their eyes to media influences on aggression. Is there a link between media violence and aggression? Do violent video games cause children and adults to be more aggressive?

  • We are going to explore media influences on aggression. First, we will define what is meant by media violence and aggression.
  • Then we will discuss the relevance of media influence on aggression in psychology.
  • Following this, we will give various explanations of media influences on aggression.
  • After, we will the evidence relating to discussing media influences on aggression.
  • Finally, we will briefly outline and evaluate media influences on aggression.

Media influence and aggression, a young boy is watching an unfocused TV screen, Vaia.Fig. 1 - Violent media may influence children's behaviour.

Media Violence and Aggression

Violence, physical force or words intended to cause hurt or damage to someone or something - is shown in many forms of media, from movies, TV shows, video games, books and even music or podcasts that can contain violent descriptions.

There is a general belief that consuming violent media can cause people to feel angry, think and behave more aggressively, and even tolerate aggression from others more.

Aggression is any feeling of anger resulting in behaviour that can cause physical or psychological harm to others or yourself.

People worry that seeing violent behaviour in media gives children the opportunity to glamorise and mimic it, leading to increased feelings of aggression and hostile or violent behaviour in their everyday life.

Aggression can be categorised into one of three types:

  • Reactive-expressive (e.g., verbal/physical).
  • Reactive-inexpressive (e.g., hostility).
  • Proactive-relational aggression (aggression that damages human relationships).

Media Influence on Aggression: Psychology

Aggression can manifest itself in many ways. It is, therefore, fair to assume that numerous factors influence and even encourage it. Research needs to be carried out to determine what affects people's levels of aggression and how violent media may influence this.

There are three primary methodologies that psychologists examining media influences on aggression use for their research:

  1. Experimental studies are usually conducted in the laboratory and look at short-term effects.
  2. Correlational studies examine real-life variables and can be either short-term or longitudinal.
  3. Meta-analyses combine several types of studies to make an overall judgement about the magnitude of the effect of a particular phenomenon, usually to see if a finding is universally applicable or represents a singular result.

Explanations of Media Influences on Aggression

There are a few explanations psychologists have about how violent media influences aggression;

  • Desensitisation is the process of not having an emotional response due to continuous exposure to a certain activity or behaviour.
  • Disinhibition refers to being unable to control reactions and impulses, which is believed to occur after exposure to violent video games.
  • Cognitive priming involves having repeated exposure to violent media which causes a decrease in anxiety and an increase in aggressive behaviour when stimuli are perceived as aggressive in daily life. People react in real life the same way they would in or towards violence seen in media.

As already mentioned, it is suggested that people can learn behaviour through observation. This is known as social learning theory, which we will discuss more below.

Discuss: Media Influences on Aggression

There are critical theories explaining media influences on aggression. According to Social learning theory, those who see an attractive character are more likely to imitate this character’s actions through identification, including a violent hero.

Justification influences moral reasoning. If those who identify with a violent hero or feel that their actions are justified, they may alter their moral judgement to allow violent or aggressive actions.

When playing video games, aggression is sometimes encouraged through play, and you directly control the game character, which is a form of operant conditioning. The general model of affective aggression assumes that exposure to violent video games reinforces aggressive behaviour in the short and long term.

In examining the effects of video games on aggression-related variables, in study one, Anderson and Dill (2000) found that playing violent video games in real life was positively associated with aggressive behaviour and delinquency. This association was stronger among males and characteristically aggressive individuals.

Similarly, in study two, exposure to graphically violent video games in the laboratory increased aggressive thoughts and behaviours. Both studies showed that men had more hostile attitudes than women.

Other research has found that adolescents exposed to more video game violence are more hostile, often argumentative with teachers, likely to be involved in fighting physically and had worse performance in school than students who had less exposure (Gentille et al., 2004).

Outline and Evaluate: Media Influences on Aggression

Some studies have shown a correlative relationship between aggression and violent video games, but this is not causal. Consider the following studies and an evaluation of media influences on aggression.

Experimental Studies on Media and Aggression

Bartholow and Anderson (2002) conducted a laboratory study to determine the effects of violent video games on aggression.

For this study, students played either a violent video game (Mortal Kombat) or a nonviolent game (PGA Tournament Golf) for 10 minutes. They then performed the Taylor Competitive Reaction Time Task (TCRTT), a standard measure of aggression that required participants to shoot white noise at a (nonexistent) opponent as punishment.

They found that those who played the violent game chose significantly higher noise levels (5.97 decibels) than the nonviolent players (4.60 decibels). A game multiplied by sex interaction showed a more significant effect for men than for women.

Correlational Studies on Media and Aggression

DeLisi et al. (2013) studied 227 juvenile offenders with severe aggressive behaviour histories. They used structured interviews to collect data on aggression and video games.

They found a significant relationship between offenders’ aggressive behaviour, frequency of playing video games, and the extent to which they enjoyed them. Researchers also considered the effects of other constructs, such as psychopathy.

The researchers argued that this relationship was so well-established that aggression should be considered a public health problem and video game violence a significant risk factor for aggressive behaviour.

Media influences on aggression, a dark background with a video game console controller on  a wooden table top, Vaia.Fig. 2 - Video games are suggested to be a risk factor for aggressive behaviour.

Longitudinal Studies on Media and Aggression

Robertson et al. (2013) attempted to find an association between ‘excessive’ television viewing in childhood and aggressive behaviour in adulthood. They studied 1037 individuals born in New Zealand between 1972 and 1973 and measured their television viewing hours up to the age of 26.

They found that time spent watching TV was a reliable predictor of aggressive behaviour in adulthood (measured in terms of offending).

Young adults who had spent more time watching TV during childhood and adolescence were more likely to be delinquent.

The extremes (those who had watched the most TV) were more likely to be diagnosed with antisocial personality disorder and to exhibit aggressive traits. Simply put, this could mean that watching TV is a more significant factor in aggression than video games.

The study suggests that excessive TV watching is associated with increased antisocial behaviour.

Meta-analysis on Media and Aggression

Anderson and Bushman (2001) conducted a meta-analysis of research showing that exposure to TV and violence in movies increases aggressive behaviour. Their review found that violent video games increase aggressive behaviour in young adults and children.

Experimental/non-experimental studies with men and women in field and laboratory settings support this. It also increases physiological arousal and aggression-related thoughts and feelings.

Evaluation of Media Influences on Aggression

Let’s study the strengths and weaknesses of the theory of media influences on aggression.

  • Experimental studies allow us to establish a causal relationship between media aggression and aggressive behaviour. Longitudinal studies investigate changes in aggressive behaviour over time. This factor is a strength because people are viewed as active consumers rather than passive recipients, which is more realistic.
  • However, these studies are prone to confounding variables (when there are so many other variables at play that we cannot identify the effects of each variable on aggressive behaviour). Measures of aggression in laboratory contexts are often artificial and unrealistic, affecting the reliability and validity of the results.
  • However, allowing realistic forms of aggression in an experiment would be unethical, leaving researchers with no other choice. In these laboratory situations, there is no fear of retaliation. The participant is ‘safely’ aggressive, whereas, in the real world, one might act differently if one is afraid that another person will retaliate.
  • Some studies on the influence of media on aggression are correlational. We cannot draw causal conclusions from correlational studies. There are no manipulated or controlled variables and no random assignment of participants.

    Imagine a positive correlation between violent video games and aggressive behaviour. We could not determine if this was due to the socialisation hypothesis (aggressive media causes people to become more aggressive) or the selection hypothesis (aggressive people choose to consume aggressive media). So we do not know what the cause is.

  • Many studies compare the effects of playing a nonviolent game with a violent game to examine aggression. However, because the games may not be similar in content, this could affect the outcome of the studies and result in an invalid study. There is a tendency in scientific research only to publish statistically significant results, which is a problem because we do not have access to all the non-statistically vital research that could tell us just as much.

Real-world aggression has decreased over the years. Since the 1980s, violent behaviours such as assault have decreased significantly, while computer games and graphics have increased quantitatively and qualitatively. There is a lack of face validity. What is the reason for this? Some believe it is because more people spend time indoors and use video games as catharsis for their aggression.

Media Influences on Aggression - Key takeaways

  • Studies have found violent media influences aggression levels to some extent.
  • Aggression is any feeling of anger resulting in behaviour that can cause physical or psychological harm to others or yourself.
  • Suggested causes of the influence of violent media on aggression include desensitisation (continuous exposure to violence reducing emotional response), disinhibition (inability to control reactions) and cognitive priming (involves people reacting in real life the same way they would in or towards violence seen in media, like an automatic script on how to behave).
  • Meta-analysis research suggests exposure to violent media increases aggressive behaviour in children and young adults (Anderson and Bushman, 2001).
  • Associations with playing video games, aggressive behaviour and delinquency are stronger among males and characteristically aggressive individuals (Anderson and Dill, 2000).

Frequently Asked Questions about Media Influences on Aggression

Many different factors influence aggression: for instance, someone’s biology, environment, and psychological history.

Research still needs to be conducted to thoroughly understand the impact of media violence as a factor in aggression. Bartholow and Anderson (2002) demonstrated that media violence could cause increased levels of aggression. DeLisi et al. (2013) showed a significant correlation between violent media and aggression, to the extent that they thought aggression should be considered a public health issue, and video game violence a considerable risk factor. Issues with confounding variables still exist, however.

Many factors cause aggression and violence. Berkowitz argues negative feelings (e.g., fear, jealousy, anxiety, frustration) cause aggression. Many different things could trigger these negative feelings, for example, bullying and media violence.

  1. Reactive-expressive (e.g., verbal/physical).
  2. Reactive-inexpressive (e.g., hostility).
  3. Proactive-relational aggression (aggression that damages human relationships).

Feeling angry and acting aggressively can result in violent behaviour that hurts people or damages things. Media and violent video games are suggested to be a risk factor for aggressive behaviour.

Final Media Influences on Aggression Quiz

Media Influences on Aggression Quiz - Teste dein Wissen

Question

What type of correlation did Fulker et al. (1986) find between twins and aggressiveness?

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Answer

Strong positive correlation.

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Question

What is a criticism of Fulker et al. (1986)?

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Answer

The researchers used questionnaires to measure aggression. As this is a sensitive topic, individuals may lie to appear socially desirable, which would reduce the study's findings. 

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Question

What did Dabbs et al. (1987) find?

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Answer

Dabbs et al. (1987) found 9 out of 11 inmates incarcerated for non-violent crimes had lower levels of testosterone. However, 10 out of 11 incarcerated for violent crimes had higher levels of testosterone. 

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How did Dabbs et al. (1987) measure testosterone?

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Answer

The researchers measured testosterone in the saliva.

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Question

How does the diathesis-stress model explain aggression?

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Answer

The diathesis-stress model assumes that people have a biological predisposition that makes them more prone to aggression. When environmental triggers, such as the media (cognitive priming), influence them, they may exhibit aggressive tendencies.

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Question

What is the issue of blaming the media for individuals aggression levels? 

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Answer

This blames the media for aggressive behaviour and takes away the responsibility from individuals.

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Question

Which side does the media role in aggression take in the free will versus determinism debate?

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Answer

This account of aggression assumes others dictate our behaviour and that we have no self-control or influence over our own actions. This approach suggests humans have no free will. 

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Question

Would positive psychologists agree that the media is to blame for human aggression?

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Answer

Positive psychologists would disagree with this, as they believe that humans have free will and that reaching a high level of satisfaction and self-actualisation dictates their behaviour. They disagree with the notion that external forces dictate human behaviour.

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What are experimental studies?

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Answer

Experimental studies are lab-based studies, which usually look at short-term effects.

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Question

In 2002, Bruce Bartholow and Craig Anderson carried out a study where participants played either a violent or non-violent video game. After the experience, researchers carried out a test on them. What was it called?

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Answer

Researchers carried out the ‘Taylor Competitive Reaction Time Task’ (TCRTT) on participants, a standard measure of aggression.

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Question

How does the TCRTT measure aggression?

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Answer

By subjecting participants to different stimuli (in this case, violent or nonviolent video games) and then having them blast white noise at a (non-existent) opponent, at whatever level they feel necessary.

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Question

What method did Matt DeLisi et al. use on their juvenile offender participants in 2013?

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Answer

Structured interviewing.

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What did the Matt DeLisi et al. study find?

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Answer

They found a significant correlation between offenders who displayed aggressive behaviour, how often they played video games and how much they enjoyed them.

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Question

What special recommendation did the Matt DeLisi et al. study make?

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Answer

They believed the link between offenders’ aggressive behaviour and their video game playing habits was so well-established that aggression should be considered a public health problem and video game violence a significant risk factor.

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Question

What did the Linsey Robertson et al. study find in 2013?

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Answer

Linsey Robertson et al. found that time spent watching TV was a reliable predictor of aggressive behaviour in adulthood (measured in terms of offending).

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Question

What disorder are the people who watch the most TV in childhood more likely to develop?

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Answer

The people who watch the most TV in childhood are more likely to develop an antisocial personality disorder.

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What is the main strength of experimental studies?

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Answer

They can show cause and effect.

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Name two weaknesses of experimental studies.

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  1. They are often artificial and unrealistic because they are carried out in labs. 
  2. They involve no ‘fear of retaliation’. The participant is ‘safely’ aggressive, whereas, in the real world, one might act differently if one is afraid another person will retaliate.

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What is the main weakness of correlational studies?

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Answer

The main weakness of correlational studies is they can’t give us cause and effect solutions.

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Why is it less helpful to do studies that don’t give us cause and effect results?

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Answer

Because we can’t tell what causes what, for example, we have a positive correlation between aggression and video games. But, we don’t know whether this is due to the socialisation hypothesis or the selection hypothesis. 

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Question

What do we mean by ‘publication bias’?

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Answer

Publication bias is the tendency in scientific research only to publish statistically significant findings.

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What is a big risk in doing studies over long periods of time?

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Answer

Studies over long periods are prone to confounding variables (when there are so many other variables at play that we cannot identify the effects of each variable on aggressive behaviour).

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Question

What are some examples of violent computer games?

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Answer

  • Grand Theft Auto
  • Call of Duty
  • The Elder Scrolls: Skyrim
  • Dark Souls
  • Fortnite
  • League of Legends

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What is desensitisation?

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Answer

Desensitisation is where the usual anxious and worrying reaction people have to aggressive or violent acts is reduced due to repeated exposure (such as in video games). The first time you see blood may be frightening, but if you were a doctor, the thousandth time you saw blood would not have the same effect.  

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What did Carnagey et al. (2007) find in their study concerning desensitisation?

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Answer

Carnagey et al. (2007) examined the nature of desensitisation through the scope of the physiological changes (heart rate and galvanic skin response) upon exposure to video game violence. Participants played either a violent or non-violent (control group) video game for 20 minutes, after that they watched a 10 minute video of real-life violence.


They found that, when compared to controls, participants who played violent video games and then witnessed real-life violence had lower heart rate responses and lower galvanic skin responses, showing a desensitised response to violence 

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What is disinhibition?

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Answer

Disinhibition is where behaviours that are morally bad or aggressive are, through repeated exposure (such as in television shows or video games), seen as more acceptable. They become the norm, in a sense, and the inhibitions we usually have about aggressive behaviours are less apparent. We behave more aggressively as it seems to be more acceptable.  

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What is cognitive priming?

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Answer

Cognitive Priming is where, when witnessing aggressive acts in the media, it triggers aggression in a person when they come across something similar to it in real life. This is because the information is stored during the previous exposure to it in the media, and this becomes a memory and is available to be used as a reference to behave when exposed to a similar stimulus again. (Schemas) 

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What is the General Aggression Model (GAM)?

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Answer

GAM examines the nature of aggression by providing a framework of aggression theories. Attitudes, according to GAM, are pieces of learned knowledge that become innate and automatic after learning aggressive schemas, which become part of your aggressive personality, in turn predicting aggression.  

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Question

What did Harris and Williams (1985) find about the effect of computer games on English grades?

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Answer

They had better grades playing more computer games

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Question

What is a criticism of research investigating the link between violent video games and aggressive behaviours?

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Answer

They are only correlational links. 

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What did Anderson and Bushman (2001) find in their meta-analysis of violent video games and aggressive behaviours?

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Answer

  • Video/computer game violence was associated with higher levels of aggression. 
  • This was true for males, females, children and adults, in both experimental and nonexperimental environments. 
  • Exposure to violent computer games is negatively correlated with prosocial behaviour. 

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Question

What did Gentille et al. (2004) find in their study of violent video games and aggressive behaviours? 

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Answer

Overall, exposure to violent computer games and time played is positively associated with trait hostility, argumentative behaviours, and physical aggression. Computer games with violence are negatively associated with school grades. Adolescents who played more violent games were more hostile. Children who played more violent video games were more likely to be involved in physical fights, which showed stronger correlations between video games and arguments with teachers.  

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Question

What are some positive effects of video games?

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Answer

  • Whilst computer games have shown to increase levels of aggression, we can adapt the current standard of computer games to potentially employ non-aggressive solutions to situations, which could discourage aggressive behaviours
  • These games can also act as an outlet for aggressive behaviours, and more research needs to be done to identify the positive effects these games can have. 

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Question

What studies support the correlation between violent video games and aggressive behaviours?

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Answer

Anderson and Bushman (2001) 

Gentille et al. (2004) 

Silvern and Williamson (1987)  

Anderson and Dill (2000)  

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Question

Experimental studies into violent video games and their links to aggression lack ecological validity, true or false?

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Answer

True.

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Other confounding variables affect aggression, true or false?

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Answer

True. 

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Question

What did Lieberman et al. (1988) find in their study on grades and video game use?

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Answer

Lieberman et al. (1988) found that children who play more computer games perform worse in school, however, if they use the computers for school work they perform better in school. 


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Question

What is cognitive priming?

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Answer

Cognitive priming is where violent images provide us with ready-made scripts about aggression which are stored in memory and triggered when we perceive aggressive cues in a situation. People are primed to react aggressively using these stored, violent memories when they come across similar real-life situations. 

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What is disinhibition?

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Answer

Disinhibition is where normal social constraints against certain behaviours are weakened by environmental triggers. These behaviours then appear temporarily socially acceptable and are therefore more likely. It is also a psychological process where violence and aggression are internalised as acceptable.  

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What is desensitisation?

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Answer

Desensitisation is where repeated exposure to violence reduces normal levels of physiological and psychological arousal associated with anxiety, making aggressive behaviour more likely.  

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Question

People ______ their behaviours if they are inappropriate or morally abhorrent in normal, daily situations.

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Answer

Inhibit. 

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Question

In situations with disinhibition, empathy is often reduced for victims - true or false?

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Answer

True.

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Question

What did Fischer and Greitemeyer (2006) find in their study on media violence and song lyrics?

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Answer

They found that males who were exposed to misogynistic song lyrics behaved more aggressively (pouring more chilli) to female participants compared to those who listened to neutral lyrics. They found that male participants recalled more negative traits about women and had feelings of vengeance after listening to misogynistic lyrics. Similarly, female participants listening to misandristic lyrics had similar aggressive responses to men.  

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Question

What did Funk et al. (2004) find in their study on empathy and desensitisation?

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Answer

In fourth and fifth graders, they found that video game violence was associated with lower empathy. Similarly, video game and movie violence portrayals were associated with stronger proviolence attitudes.  

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Question

What did Weisz and Earls (1995) find in their study on filmed sexual violence and attitudes towards rape?

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Answer

They found that 

"males were more accepting of interpersonal violence and rape myths, more attracted to sexual aggression, less sympathetic toward the rape trial victim, and less likely to judge the defendant as guilty of rape." Weisz, M. G., & Earls, C. M. (1995). 

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Question

What did Leonard Berkowitz and Joseph Alioto (1973) find in their study on observing aggressive behaviour and disinhibition?

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Answer

They found that participants who saw a film that showed aggression as vengeance gave more shocks of a longer duration to a confederate.  

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What do the results of Leonard Berkowitz and Joseph Alioto (1973) suggest?

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Answer

This suggests violent media disinhibits aggression especially when it's justified because it's seen to be more socially acceptable. This adds to the validity of the disinhibition hypothesis as it shows that the removal of social constraints means aggressive behaviour is more likely. 


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Question

What did Krahe et al. (2011) find in their study on violent and non-violent film clips and psychological/physiological arousal?

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Answer

Habitual violent media viewers showed lower arousal at the violent clips than non-habitual viewers. They also showed higher pleasant arousal and lower anxious arousal. 

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Question

What did Bushman and Anderson (2002) find about the application of cognitive priming?

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Answer

Bushman and Anderson (2002) showed that someone who is used to consuming violent media accesses stored aggressive 'scripts' more easily. This means that in a real-life situation, they are more likely to resort immediately to aggression without considering the alternatives - We could stage effective interventions by challenging violent cognitive biases and encouraging the media to present alternatives to aggression (e.g., negotiation).  

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Question

What physiological arousal is involved when witnessing something violent?

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Answer

Normally when we witness violence, we experience physiological arousal associated with the sympathetic nervous system (e.g., sweating). 

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