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Media Influences on Aggression
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Media Influences on Aggression
Effects of computer games
- exposure to violence in games may desensitise people to the games
- +ve reinforcement playing the game bc you're getting points n praise for using violence
- catharsis argues that computer games can act as an outlet for AG
- Research&Evaluation
- the relationship to physical AG was influenced by enjoyment of TV violence, perception of reality n identification to violent tv heros
- relationship to verbal AG was mediated by enjoyment of TV violence but not other factors
- children who identified w violent tv heroes n watched violent tv were more physically AG
- Exposure to tv violence linked to physical AG - behaviour can be imitated (SLT)
- shows the long term link for slt
- inhibition is when a person acts more AG due to being lost in the media
- disinhibition is when someone's perception of reality is low
- measurements use hypothetical scenarios - low predictive validity + lacks mundane realism, not how someone may act in everyday life
- research is correlational so cause n effect/relationship can't be established
- questionnaires are biased due to participants having social disireabilty bias
- brain scanning found adolescents playing video games had decreased activity in the prefrontal cortex w is linked to control
- also had increased activation in emotion regions like amygdala
- Leads to AG
- some adolescent males playing video games cause a relief of AG and helps them feel calmer - outlet
- research only shows short term effects of playing video games not long term so not valid
- affects people diff, young children are more impacted than adults - can't be generalised
Role of Desensitisation
- the more as someone is exposed to the media that provokes fear, the less they are affected by that media
- emotional response is reduced by exposure
- ppl become used to the level of violence n their emotional, behavioural, cognitive response reduce
- continual use of a computer game can weaken ppl's revulsion to violence
- more likely to act AG bc reduced emotional response to it
- Reseatch&Evaluation
- children became more tolerant to violence in films as violence increased - desense effect
- indivds playing video games took longer to help someone injured in a fight than those who didnt play
- they were desense bc fight didn't impact them as much as those who didnt play
- desense has a short term effect
- they were desense bc fight didn't impact them as much as those who didnt play
- link between desense n exposure to media violence is more complex as findings are v mixed
- if someone has a lower level to a violent stimuli then they may be less inclined to act in a violent manner
- violence n AG are underpinned by high emotion
- the more as someone is exposed to the media that provokes fear, the less they are affected by that media
Role of Disinhibition
- uncharateristic behaviour of an individ whilst playing a game
- disinhibition effect
- 1)Anonymity and Invisibility - responsiblities of behaviour is perceived as reduced so can act more AG
- 2) Solipsistic Introjection - when player becomes cognitively merged w actor in the game so they're not thinking as themseleves but as the actor
- 3) Minimisation of Authority - in games there's no law enforcments so any criminal acts would go unpunished in the virtual world
- Research&Evaluation
- Disinhibition of responsibility showed that the more dehumanised a person was, the more punitive their behaviour was
- AG can be due to dehuminsation rather than disinhibition
- not all forms of media may provoke disihibition however a lot of researcher bias towards computer games
- strongest effects in computer gaming
- effect may only be there when engaging with the media but not when away from the media
- applicability of research isn't widespread due to narrow no of people that are fully engaged in playing n don't get distracted by external stimuli
- Disinhibition of responsibility showed that the more dehumanised a person was, the more punitive their behaviour was
Role of Cognitive Priming
- the idea that we may become exposed to cues on TV or games and those cues can trigger behaviour in us
- pro social or antisocial behaviour
- we watch someone being awarded for their good work - we're inspired for a short time
- we watch an antisocial show, we may display AG behaviour due to negve effects
- pro social or antisocial behaviour
- Research&Evaluation
- fMRI brain scans of children watching violence increased activity in brain areas assiociated w emotion + personal memories
- the memories formed could react to cues which would prompt AG behaviour
- ppl who overheard a 'prosocial' message on the radio were more cooperative than those who didn't hear the bulletin
- a pro-social effect of coginitive priming of good news
- research is mixed to whether specific or general behaviours are effected by cog priming - effect is unclear
- hard to establish cause and effect - only two factors involved that make it correlational
- may depend on personality type if they are more likely to do one behaviour than another - hard to get an AG person to do pro social behaviours
- a reductionist theory bc doesn't take into account other factors like the mediating factors
- fMRI brain scans of children watching violence increased activity in brain areas assiociated w emotion + personal memories
- the idea that we may become exposed to cues on TV or games and those cues can trigger behaviour in us
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- A level Psychology (Aggression P3) Mind Map on Media Influences on Aggression, created by fatima farhan on 04/12/2017.
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- fatima farhan
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