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Summary Discuss media influences on aggression essay plan

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  • April 18, 2024
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Discuss media influences on aggression
Depth: Violent films and TV
 Media influences: are changes in behaviour that are attributed to exposure to
media such as TV or computer games.
 In a typical experimental study researchers randomly assign pps to either an
experimental condition, where they view violent film scenes, or a control
condition where they watch non-violent scenes.
 They are then observed to see how they interact with other people after viewing
the film.
 A consistent finding from both laboratory and field experiments is that those
who watch violent scenes subsequently display more aggressive behaviour and
have more aggressive thoughts than those who do not.
 RESEARCH - For example, Bjorkqvist exposed 5-6 year old Finnish children
to either violent or non-violent films. Compared with the children who had
viewed the non-violent film, those who had watched the violent film were rated
much higher on measures of physical aggression.
 Longitudinal studies allow researchers to track individuals over time in order
to assess the impact of early experiences on behaviour in later life.
 RESEARCH – Huesmann studied children between the ages of 6-10 and then
15 years later.
 They found that habitual early exposure to TV violence was predictive of adult
aggression later in life, applying to both boys and girls.
 Meta-analyses allow researchers to aggregate findings of many different
individual studies of the effects of media violence.
 RESEARCH – Bushman carried out a meta-analysis of 431 studies – of these
264 involved children and 167 involved adults. Most of the studies had looked at
the effects of violent TV and overall they found significant effect sizes for
exposure to media violence on aggressive behaviours.
Bredth – Violent computer games
 Lab experiments have found short-term increases in levels of physiological
arousal, hostile feelings and aggressive behaviour following violent game
play compared to non-violent game play.
 RESEARCH – Anderson found that pps blasted their opponents with white
noise for longer and rated themselves higher on the state hostility scale after
playing a violent game compared to those who played a slow-paced puzzle.
 Longitudinal study – Anderson surveyed 430 children aged between 7-9 at
two points during the school year. Children who had high exposure to violent
video games became more verbally and physically aggressive and less
prosocial.
 However, it was suggested that the longitudinal link found between violent
video games and aggression may be due to the competitive nature of the
games, rather than the violence, as violent video games tend to be more
competitive than non-violent games (however, not necessarily).




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