do violent video games/media caused increased aggression? - Coggle Diagram
do violent video games/media caused increased aggression?
cost to society: victims of aggression and violence caused by media
stats/ facts- more than half of violent attackers demonstrate that they are somewhat influenced by media and video games
why study? prevent aggression, age certification, reduce victims. media becoming more influential- more impactful
describe/ define- video games= interactive games played on electronics. media= social media, magazines, news- pieces of information that are presented to the mass. in modern media, it is electronically, social media most influential
ARRM- attention is required when playing video games, retention (memory tasks for certain games), reproduction, motivation (monetary rewards, moving up a level
vicarious reinforcement- watching the model get lots of girls, have fancy cars, have money etc
identification with certain characters/ people. those in the media are usually conventionally attractive, high social status, same age and gender.
harris and klebold
recreated doom in columbine high school. killed 13 people. inspired by favourite game to play, doom
basketball diaries, violence in the film, shoot school, aggression aestheticized. recreated exact scenes, suggesting imitation as they identify with the characters
sexually violent media found on their laptops- media influence
self and other humanness ratings lower after playing both violent video games
dehumanised attitudes when playing violent video games. in study 2, dehumanised views of avatars not co players
positive reinforcement- violent is rewarded in lots of games, earn more points, money, reveal new avatars, new level. encourages aggressive behaviour