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Anderson and dill

Matthew Owen psycology GCSE English 8 cards

Cards in this deck (8)

  1. 1What was the aimwanted to find out if people who played video games were more aggressive
  2. 2What was the procedureThey conducted a laboratory experiment which 210 psychology students were split in to 2 groups and asked to play a violent or non violent video game for 30 mins
  3. 3What was the in dependant variable What was the dependant variableiv-they type of video game the participant played
    dv-the level of aggression shown after playing the game. The participants were told that the study was about motor skills and not aggression so they wouldn't guess the aim of the study. Each participant was placed in a cubicle and told to play a video game against another person in a cubicle but there was not another person in a cubicle After 15 mins of playing the game they were asked to start a competative game which involved a reaction test. The person who pressed the button would be able to give the other person a punishment of a blast of loud noise. The winner would be able to set the volume and duration of the noise on the opponent
  4. 4What was the non violent game What was the violant gamemyst an non violant fantasy adventure game
    Wolfenstein a 3D violant graphic shotting game
  5. 5What was the resultsthe results were that they found that the loudest and longest blasts of noise were the people playing the violent game. But women gave a greater punishment than men
  6. 6What was the conclusionthat playing volant games increase the level of aggression in the participants particularly in women. The researchers thought that it made them think in an aggressive way and could result in permanent aggressive thoughts
  7. 7What were the strengthsThe findings from this study show this has real life applications. It tells us that we are right to have age restrictions for video games because they effect the behaviour of young people
  8. 8What were the weaknessesevan though the participants were told the study was about motor skills they might of guessed the aim because they were psychology students
    We normaly play video games at home or in arcade not in a cubicle where we know that we were being monitored. This is not a realistic study because the participants might of not acted naturally.

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GCSE psycology Flashcards on Anderson and dill, created by Matthew Owen on 08/06/2016.
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Matthew Owen
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