Cooper and Mackie (1986)

Hypothesis

Playing an aggressive video game comared to otehr types of games would lead to increased aggression in children.

Aim

Whether violent games encourgaed aggressive behaviour and if there was a difference between male and female participants.

Method

Lab experiment

Independent measures design

IV- type of game played or observed

DV- aggression levels after playing/ observing the game

Sample

From New Jersey, USA

84 participants (44M 40F)

Aged 9-11

A week before the experiment, children completed a questionnaire to assess their experience of video games

Partcipants were paired by same age and sex

In each pair, one played the game while the other observed.

Materials

Video games- missile command, pac-man and star wars pen and paper tasks.

Buzzer

Toys- active, agressive, quiet and skill

Controls within the study

used random sampling

All participants had 8 minutes playing or observing.

If they didn't know the game, they were give 2 minutes to familiarise with the game.

One of each pair was taken to a playroom, while the other was taken to do a test. Counterbalanced groups.

Criticisms

Age bias, culturally biased- Lacks external validity.

The study supports SLT due to the evidence is presents that children imitate behaviour they had observed in the video games.

Passive,quiet children were underrepresented in the sample.- Lacks external validity

Set in an artificial setting- Lacks ecological validity. Doesn't mirroir game playing at home (avg 42.57 mins)

Aggressive behaviour is measured in a narrow way i.e how much an aggressive toy is played with- reductionist hence lacks construct validity.

Lack of control over extraneous variables

How much experience a child had with a game

All participants weren't engaged with it in the same way.

Participant differences

Only the immediate effects of aggressive video games were tested- in reality they might influence aggression over time hence, can't generalise results to real life.

Cross-sectional study