Social Learning Theory Research (OCR GCSE Psychology): Revision Note
Exam code: J203
Social learning core study: Cooper & Mackie (1986)
Background
Previous research suggested that children may imitate aggressive behaviour seen in media, supporting Social Learning Theory (SLT)
Most earlier studies focused on television violence, which is passively observed
Cooper and Mackie wanted to explore whether interactive media, such as video games, would have a stronger influence on aggression
They also examined gender differences, as previous research showed that:
males tend to be more aggressive
males are more exposed to violent media than females
Hypothesis
Playing an aggressive video game would lead to increased aggression in children compared to playing a non-aggressive or paper-and-pen game
Method
Type of study: Laboratory experiment
Design: Independent measures design
Independent variables (IVs):
Type of game played (aggressive, non-aggressive, or control)
Gender of the participant (male or female)
Dependent variable (DV):
Levels of aggression shown after playing or observing the game, measured through:
behavioural observation
questionnaires
Sample:
84 children aged 9–11 years, from schools in New Jersey, USA
Equal number of boys and girls
Parental consent was obtained
The children completed a pre-study questionnaireabout their video game experience
Random allocation:
Children were randomly assigned to pairs (same sex and age)
One child was selected to play the game and the other was told to observe for a total of eight minutes
Procedure:
Random allocation:
Children were paired by age and gender and randomly assigned to one of three conditions:
Aggressive game – Missile Command
Non-aggressive game – Pac-Man
Control game – paper-and-pen maze (Star Wars or Tron)
Familiarisation:
Each pair had 2 minutes to learn their assigned game
One child played while the other observed for 8 minutes
Roles were counterbalanced so each child both played and observed
Aggression testing:
After playing, one child went to a playroom and the other to a test room
The playroom contained aggressive, active, skill, and quiet toys
Researchers timed how long each child played with aggressive toys (e.g. dart-firing warrior, spring-release fist toy)
In the test room, the child was asked how they would reward or punish another child’s behaviour
They pressed a buzzer to show the level of punishment or reward — measuring interpersonal aggression
Questionnaire:
Children rated how much they enjoyed each game and how aggressive they thought it was
Results
Aggressive play:
Children who played or observed Missile Command (aggressive game) spent more time playing with aggressive toys than those in other conditions
Gender differences:
Girls showed a greater increase in aggressive play after Missile Command than girls in other conditions
Boys spent more time overall with aggressive toys, but their behaviour was less affected by the game type
Girls unfamiliar with video games showed higher arousal and disinhibition, making them more likely to imitate aggression
Interpersonal aggression:
The type of game did not affect interpersonal aggression scores
Children who played (rather than just observed) had higher aggression scores overall
Conclusions
Playing or observing an aggressive video game can increase short-term aggressive behaviour, especially in children less familiar with violent video games (notably girls)
Girls felt it was socially acceptable to play with aggressive toys because they had already been encouraged to play an aggressive video game
Findings support social learning theory, showing that children may imitate aggressive behaviour seen in media
The type of game and previous experience affect aggression — not all children respond the same way
Criticisms
Sample bias and generalisability
The study used a small, culturally specific sample (American children aged 9–11)
Results may not generalise to other ages, cultures, or modern gaming experiences
Artificial setting
Conducted in a lab, not a natural gaming environment so the study lacks ecological validity
Children knew they were being observed, which could influence how they behaved
Limited measure of aggression
Aggression was measured narrowly (e.g. time spent with aggressive toys or pressing a buzzer), leading to low levels of construct validity
These measures may not represent real aggression toward people
Extraneous variables and control issues
Researchers couldn’t control all factors, e.g. previous gaming experience, engagement level
Some children might have been more excited or nervous, affecting results
Only short-term effects tested
The study did not measure long-term behavioural change — aggression may fade once the game ends
Real-world imitation might take time to develop as behaviours become reinforced and internalised
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