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Aggression is any action or behaviour that can cause physical or psychological harm to others or yourself. It can manifest itself in many ways, and therefore it is only fair to assume that numerous factors influence and even encourage it.
Today, there is a wide range of consumable media, and because of this wide choice available to consumers, psychologists have turned their eyes to the influences of media on aggression. Is there a link between media violence and aggression? Do violent video games cause children and adults to be more aggressive? Some believe that video games reward aggressive behaviour through a process known as vicarious reinforcement.
Or is it the television shows? Are we ignoring older types of media, like radio, and blaming new media sources? Let’s outline and evaluate existing theories about media influences on aggression and see for ourselves.
There are three primary methodologies that media psychologists use for their research:
Experimental studies are usually conducted in the laboratory and look at short-term effects.
Correlational studies examine real-life variables and can be either short term or longitudinal.
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.
Some critical theories explaining media influences on aggression to consider are:
Some studies have shown a correlative relationship between aggression and violent video games, but this is not a causal relationship. Consider the following studies.
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.
DeLisi et al. (2013) studied 227 juvenile offenders with severe aggressive behaviour history. 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.
Delisi et al. (2013) 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.
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 in 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.
Anderson and Bushman (2001) conducted a meta-analysis on 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, and 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.
There are a few more studies to consider for your exams:
Let’s study the strengths and weaknesses of the theory of media influences on aggression.
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 different factors influence aggression: for instance, someone’s biology, environment, and psychological history.
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.
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, violence in a video game.
Psychological studies have shown that video games make you more aggressive. For instance, Delisi et al. (2013) found a significant correlation between offenders who displayed aggressive behaviour, how often they played video games and how much they enjoyed them. However, other studies have shown that these games can also have a cathartic effect, so it is not simple.
Studies have shown that violent video games make humans more aggressive, such as ‘Mortal Kombat’. However, other studies have shown these video games can also have a cathartic effect. Despite the increase in both the quality and quantity of video games and their graphics over the last 40 years, real-world aggression has decreased.
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