Social Learning Theory Research (OCR GCSE Psychology): Revision Note

Exam code: J203

Raj Bonsor

Written by: Raj Bonsor

Reviewed by: Cara Head

Updated on

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:

        1. Aggressive gameMissile Command

        2. Non-aggressive gamePac-Man

        3. 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

Unlock more, it's free!

Join the 100,000+ Students that ❤️ Save My Exams

the (exam) results speak for themselves:

Raj Bonsor

Author: Raj Bonsor

Expertise: Psychology & Sociology Content Creator

Raj joined Save My Exams in 2024 as a Senior Content Creator for Psychology & Sociology. Prior to this, she spent fifteen years in the classroom, teaching hundreds of GCSE and A Level students. She has experience as Subject Leader for Psychology and Sociology, and her favourite topics to teach are research methods (especially inferential statistics!) and attachment. She has also successfully taught a number of Level 3 subjects, including criminology, health & social care, and citizenship.

Cara Head

Reviewer: Cara Head

Expertise: Biology & Psychology Content Creator

Cara graduated from the University of Exeter in 2005 with a degree in Biological Sciences. She has fifteen years of experience teaching the Sciences at KS3 to KS5, and Psychology at A-Level. Cara has taught in a range of secondary schools across the South West of England before joining the team at SME. Cara is passionate about Biology and creating resources that bring the subject alive and deepen students' understanding