Media Influences on Aggression (AQA A Level Psychology): Flashcards

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  • Define cultivation theory.

    Cultivation theory (Gerbner, 1969) argues that repeated exposure to media content gradually shapes the consumer's perception of social reality.

  • Give three distorted perceptions that regular violent gaming may cultivate.

    Believing the world is violent and hostile, overestimating the likelihood of being in a violent interaction, and stereotyped views of women, minorities or the police.

  • Define mean world syndrome.

    Mean world syndrome is Gerbner's term for a cognitive bias in which heavy media consumers see the world as more dangerous than it really is.

  • True or False?

    Cultivation theory only applies to television.

    False.

    Gerbner focused on TV, but the theory applies equally to computer games, particularly MMORPGs.

  • What may modify a cultivated distortion of reality?

    Real-life contact with people from social groups who appear as stereotypes in computer games.

  • What did Williams (2006) find?

    After a month playing an online role-playing game, players gave higher estimates of being a victim of the specific violence depicted, but not of real-world violence in general.

  • What did Fox and Potocki (2015) find?

    A survey of 351 adults found a relationship between computer games, interpersonal aggression and hostile sexism, normalising violence against women.

  • Define desensitisation.

    Desensitisation is when repeated exposure to a stimulus that once caused alarm, fear or aversion reduces the emotional and physiological response to it.

  • Why is desensitisation described as physiological?

    The sympathetic nervous system normally responds to violence with raised heart rate and adrenaline, but repeated gaming dampens this response.

  • What attitudes result from desensitisation?

    Violence is seen as normal rather than bad or harmful, and the person feels little sympathy for victims.

  • True or False?

    A causal link between gaming desensitisation and real-life violence has been established.

    False.

    Links have been suggested but remain highly contested, and no causal relationship has been established.

  • What did Brockmyer's (2021) review conclude?

    Exposure to violent computer games increases the risk of desensitisation, which may increase aggression and decrease prosocial behaviour.

  • What did Carnagey et al. (2007) find?

    After 20 minutes of a violent game, participants watching real violence showed lower heart rate and skin response, suggesting physiological desensitisation.

  • What did Anderson et al.'s (2010) meta-analysis find?

    Across 136 studies, violent game exposure was associated with more aggressive behaviour, thoughts and feelings for both sexes and across collectivist and individualist cultures.

  • How does Gao et al. (2017) challenge desensitisation?

    fMRI showed regular violent gamers had no difference in empathy-related brain activity from non-players when viewing people in pain.

  • Why can correlational studies not settle the gaming-aggression link?

    Two hypotheses fit: the socialisation hypothesis (games cause aggression) and the selection hypothesis (aggressive people choose violent games).

  • Understanding these processes could inform    strategies by challenging attitudes normalised through media.

    Understanding these processes could inform intervention strategies by challenging attitudes normalised through media.

  • Why is the gaming-aggression link socially sensitive?

    Blaming games for violent incidents may stereotype gamers, especially young males, and ignore wider causes of aggression.

  • Not everyone exposed to violent games becomes aggressive, suggesting an element of    in behaviour.

    Not everyone exposed to violent games becomes aggressive, suggesting an element of free will in behaviour.

  • How is desensitisation psychological as well as physiological?

    Repeated exposure promotes the belief that aggression is a socially acceptable way to resolve conflict. Negative attitudes weaken and empathy for victims falls (Funk et al., 2004).

  • Frequent exposure to violent media can cause a    effect, where aggression no longer seems shocking or morally wrong.

    Frequent exposure to violent media can cause a numbing effect, where aggression no longer seems shocking or morally wrong.

  • What did Weisz and Earls (1995) find?

    Male viewers of Straw Dogs showed more acceptance of rape myths, less sympathy for the victim in a mock trial and were less likely to convict. There was no effect for females.

  • What did Carnagey et al. (2007) find?

    After a violent game, participants had lower heart rate and galvanic skin response while watching real violence, suggesting physiological desensitisation.

  • Define disinhibition.

    Disinhibition is the loosening of the usual restraints against aggression after exposure to violent media, breaking social norms learned through social learning.

  • Why do most people normally inhibit aggression?

    They view violence as antisocial and harmful, so powerful social and psychological inhibitions are learned directly and indirectly.

  • How does violent media make aggression appear normative?

    It portrays violence as justified and rewarded with minimal consequences for victims, creating new social norms for the viewer.

  • Give an example of media-driven disinhibition.

    A teenage boy thinks violence is an acceptable way to deal with problems because his favourite film character behaves that way.

  • What did Berkowitz and Alioto (1973) find?

    Participants who saw aggression depicted as vengeance gave more and longer shocks, so media violence presented as justified disinhibits aggression.

  • What did Josephson (1987) find?

    Naturally high-aggressive boys played floor hockey more aggressively after a violent TV programme than low-aggressive boys who watched the same programme.

  • Define cognitive priming.

    Cognitive priming is how environmental cues trigger aggression. Huesmann (1998) argues repeated violent media provides a script stored in memory so we are 'ready' to be aggressive.

  • True or False?

    Cognitive priming is a deliberate, conscious process.

    False.

    It is mostly automatic. Scripts direct behaviour without awareness when cues in a situation are perceived as aggressive.

  • What did Fischer and Greitemeyer (2006) find?

    Men who heard derogatory lyrics about women recalled more negative qualities about women and behaved more aggressively to a female confederate. Replicated with women.

  • What did Leyens and Dunand (1991) find?

    Participants primed to expect a violent film gave higher shocks to a confederate than those expecting a neutral film.

  • Bushman (1998) found participants who watched a violent video had faster    to aggressive words.

    Bushman (1998) found participants who watched a violent video had faster reaction times to aggressive words.

  • How do Bushman and Anderson (2002) explain habitual violent media viewing?

    Viewers access stored aggressive scripts more readily, interpret cues as aggressive and fail to consider alternatives, so interventions could challenge hostile biases.

  • How could cognitive priming be used prosocially?

    Through weaponless combat games that emphasise resolution rather than conflict.

  • What did Krahé et al. (2011) find?

    Habitual violent media viewers showed lower arousal to violent clips, but this correlated only with proactive aggression, so desensitisation may not explain all aggression.

  • What alternative explanation does catharsis offer for Krahé's findings?

    Viewing violent media may act as a safety valve releasing aggressive impulses, which would also produce lower arousal in habitual viewers.

  • True or False?

    These media explanations support free will.

    False.

    They suggest exposure determines aggression automatically through priming or disinhibition, challenging free will.

  • Why are these theories socially sensitive?

    They may cause public concern and demonise gamers or viewers without sufficient evidence, leading to moral panic or unjustified censorship.

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