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contemporary study: BASTIAN et al - Coggle Diagram
contemporary study: BASTIAN et al
aim
investigated link between violent video games and dehumanised attitudes towards self and others. study 2 intended to eliminate confounding variables that affected study 1
procedure
38 pp
violent group: played against computer avatars in call of duty
independent groups design
unlike mortal combat, call of duty involved all human characters, eliminating possibility of dehumanisation of characters based on their non human status
lab experiment
humanness was measured and self esteem and mood.
IV- violent/ non violent nature of the game
DV- humanness (the extent to which we see ourselves and others having human qualities) assessed by an 8 item scale
findings
no consistent differences between violent and non violent games
mortal kombat rated more enjoyable than top spin tennis
in study 2 avatars in the violent video game were rated as low in humanness but co players were not
self and other humanness ratings lower after playing violent games than TST
evaluation
+application to parenting, may regulate time on 'violent' video games
-poor external validity, measure of humanness may not predict real life dehumanisation
+lab experiments, good internal validity, control of extraneous variables
-small sample, anomalies may effect entire result
-lab experiment, demand characteristics, social desirability
+good mundane realism, ordinary task therefore will not effect internal validity
conclusion
playing violent video games leads to a tendency to see both the self and opponents as less human. however, co aggressors are not dehumanised in this way
individual diffs such as self esteem and mood seem to have no effect/ made no difference towards dehumanisation