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Mind map

Media Influences on Aggression

Becca McColl Psychology A level English

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Media Influences on Aggression

  1. 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
  2. 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
      • 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
  3. 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
  4. 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
    • 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

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Description
A level Psychology Mind Map on Media Influences on Aggression, created by Becca McColl on 07/01/2019.
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Becca McColl
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  • Created by fatima farhan · Dec 4, 2017
  • Copied by Becca McColl · Jan 7, 2019
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