15.2.13

Influence of Computer Games

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Violent Computer Games and Aggression

The rise of (often violent) computer games has prompted psychologists to examine their effects on aggressive behaviours using meta-analysis, correlation, and longitudinal studies.

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Investigation

  • With the now ubiquitous use of computer games (many of them violent in nature) by individuals of varying ages, it’s only natural that psychologists would want to investigate the link between these forms of entertainment and real-world violence.
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Bartholow and Anderson (2002)

  • Bartholow and Anderson (2002) conducted a laboratory study where students played for 10 minutes on either:
    • A violent computer game (Mortal Kombat).
    • A non-violent game (PGA tournament golf).
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Bartholow and Anderson (2002) findings

  • They were then asked to carry out the Taylor Competitive Reaction Time Task (TCRTT).
    • This is a standard laboratory measure of aggression in which the students are told to deliver blasts of white noise at chosen volumes to punish a non-existent opponent.
  • Those who played the violent game selected significantly higher noise levels compared with non-violent players.
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Delisi et al. (2013)

  • In a correlational study Delisi et al. (2013) studied 227 juvenile offenders.
  • They all had histories of serious and aggressive behaviours such as hitting a teacher or parent, or gang fighting.
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Delisi et al. (2013) findings

  • Using structured interviews, they gathered data on several measures of aggression and violent computer game playing.
  • They discovered that the offenders’ aggressive behaviour was significantly correlated with how often they played violent computer games and how much they enjoyed them.
  • The researchers argued that the link is so well established that aggression should be considered a public health risk.

Violent Computer Games and Aggression 2

The rise of (often violent) computer games has prompted psychologists to examine their effects on aggressive behaviours using meta-analysis, correlation, and longitudinal studies.

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Anderson et al. (2010)

  • Anderson et al. (2010) performed a meta analysis of 136 studies which included all three types of methodology.
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Findings

  • They found that exposure to violent computer games was associated with increases in aggressive behaviours, thoughts, and feelings.
  • This was true for both males and females and across collectivist and individualist cultures.
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Conclusions

  • Furthermore, the higher quality studies in the analysis showed an even greater significant effect.
  • Anderson therefore concluded that the effect of violent game playing on aggressive behaviour is greater than the effect of second hand smoke on cancer.
  • Importantly, the analysis also showed no indication that publication bias influenced the results.

Jump to other topics

1Social Influence

2Memory

3Attachment

4Psychopathology

5Approaches in Psychology

6Biopsychology

7Research Methods

8Issues & Debates in Psychology (A2 only)

9Option 1: Relationships (A2 only)

10Option 1: Gender (A2 only)

11Option 1: Cognition & Development (A2 only)

12Option 2: Schizophrenia (A2 only)

13Option 2: Eating Behaviour (A2 only)

14Option 2: Stress (A2 only)

15Option 3: Aggression (A2 only)

16Option 3: Forensic Psychology (A2 only)

17Option 3: Addiction (A2 only)

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