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1. 46291503146425<br />2686050142938519050635 <br />In computer games the player takes an ACTIVE role rather than simply watching. As the games’ graphics…
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  • 1. 46291503146425<br />2686050142938519050635 <br />In computer games the player takes an ACTIVE role rather than simply watching. As the games’ graphics have improved the gore has become greater and more realistic. Haninger and Thomson (2004) looked at 80 games aimed at teenagers and found that 94% contained some sort of violence.<br />Summary of Byron Report6105525473075In 2007 the first game to be banned in the UK by the BBFC was Manhunt 2. It was described as ‘sadistic, brutal and bleak.’ It was cleared for adult use later in the year. As a result the Government commissioned a report on the risks to children. <br />Research<br />Carnagey et al (2007)Looked at effect of playing violent computer games on later responses to real-life violence. P’s were asked about normal playing habits and randomly allocated to two conditions.1. Violent games for 20 mins2. Non-violent games for 20minsAll P’s then watched a film depicting real-life violence whilst their physiological response was measured (HR = heart rate and GSR = galvanic skin response). The P’s from condition 1 had lower HR and GSR therefore having a lower physiological response to real violence.Why are they randomly allocated?Laboratory Experiments<br />What other physiological measurements could have been taken?<br />Methodological DisadvantagesMethodological AdvantagesWhat theory does this support and why?<br />6000750248285Anderson and Dill (2000) <br />-41910078105<br />Gentile and Anderson (2003) Correlation Studies<br />Evaluation of Correlational Research<br />Anderson et al (2007)Longitudinal Studies – these are rare<br />Why do these studies allow researchers to deal with issues surrounding experimental and correlational research?<br />The Nature of the Game<br />When carrying out research there may be some variation in how non-violent and violent are defined. It would be unfair to compare studies that use different definitions. <br />Comment further on this in relation to the Anderson and Dill study.<br />6086475274955Further to this point is the fact that as games become more interactive we can chose to play them in different ways, i.e. more or less aggressively.<br />Wei and Lo (2008) carried out research on this. <br />Other Methodological Issues<br />What is publication bias?<br />Why is it an issue in this area of research? Refer to Ferguson (2007) in your answer.<br />Positive Effects of Computer Games<br />Gee (2003) believes we can benefit from specific games. They can empower learners, develop problem solving and help understanding. They can make us creative and allow us to express individualism. Many games encourage independent thinking, perseverance and commitment.<br />Durkin and Barber (2002) found evidence of positive outcomes in 16 yr olds. Measures of family closeness, school engagement, mental health, lack of substance misuse and friendship networks were superior in game players than their non-playing peers.<br />Explanations for a link between violent video games and aggression<br />Explain the following two explanations:<br /><ul><li>Bi-directional model
  • 2. Desensitisation</li></ul>Essay Question<br />Discuss research into the effects of video games/computers on young people. (25 marks)<br />AO2/3AO1<br />
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