Effects of Computer Games on Aggression (AQA A-Level Psychology): Revision Notes
Effects of Computer Games on Aggression
Introduction to media influences
The media has come under considerable scrutiny as a potential source that promotes aggressive behaviour. Media influences refer to public forms of communication that might affect aggressive behaviour, including films, television, and computer games. Within this broad category, computer games have attracted particular attention from researchers investigating links to aggression.
Effects of computer games specifically examines the influence of playing computer games upon aggressive behaviour. This area of research has grown substantially as gaming has become increasingly popular and sophisticated.
The timing of research into gaming psychology is particularly interesting - while the first computer game appeared in 1958, systematic psychological research didn't begin until games became commercially available in the 1970s, coinciding with broader societal concerns about interactive entertainment.
Historical development of computer games
The first computer game was developed in 1958 as an electronic tennis game designed for two players. However, research into the psychological impact of gaming did not begin until games became commercially available to the general public in the 1970s. This timing coincided with growing concerns about the potential negative effects of interactive entertainment.
Primary concerns about computer games and aggression
Desensitisation and reinforcement effects
Research has identified several key concerns regarding how computer games might influence aggressive behaviour:
Desensitisation effect: Repeated exposure to violence in games may reduce people's emotional responses to real violence, making them more accepting of aggressive behaviour in everyday life.
Positive reinforcement: Players may receive rewards within games for using violence, potentially reinforcing violent behaviours that could transfer to real-world situations. This creates worry that gaming may strengthen aggressive tendencies through repeated practice and reward.
Moral judgement concerns: Extended exposure to game violence might affect players' moral reasoning, leading them to view violence as more acceptable or appropriate than they previously did.
The catharsis argument
However, there is also an opposing argument suggesting that computer games might actually be beneficial for managing aggression. Catharsis is a psychodynamic term describing the purging of strong emotions. According to this view, video games may provide a healthy outlet for anger and help people relieve stress in a controlled environment, potentially reducing rather than increasing real-world aggression.
The catharsis theory presents an interesting counterpoint to concerns about gaming violence. This psychodynamic concept suggests that rather than promoting aggression, games might actually serve as a safe outlet for aggressive impulses, similar to how physical exercise can help manage stress and tension.
Key research findings
Brain imaging studies
Research Example: Neurological Evidence
Matthews et al. (2006) conducted brain scan research with adolescents who played violent computer games. Their findings revealed decreased activity in the prefrontal lobe, which is associated with behavioural control, alongside increased activation in emotion-control areas such as the amygdala. This neurological evidence suggests that violent computer games may increase emotional responses while simultaneously decreasing self-control, potentially creating conditions that favour aggressive behaviour.
Meta-analysis evidence
Anderson and Bushman (2001) performed a comprehensive meta-analysis examining multiple studies on the relationship between exposure to violent computer games and aggression. Their analysis revealed that short-term exposure to video game violence was associated with temporary increases in aggressive behaviour. However, the research did not establish clear evidence for long-term effects on aggression levels.
Individual research studies
Supporting Research: Technology and Realism
Ballard (1999) reported that advances in technology creating more realistic and immersive gaming experiences, such as virtual world simulations, may intensify the emotional impact games have on players. This increased realism could potentially strengthen any links between gaming and aggressive behaviour.
Kestenbaum and Weinstein (1985) found evidence supporting the catharsis hypothesis, discovering that playing computer games helped adolescent males release aggressive feelings and achieve greater calmness. This research suggests that gaming might serve as a socially acceptable outlet for managing aggressive impulses, particularly among young male players.
Contemporary research example
Television and aggression study
Detailed Research Study: Media Violence and Children
Pinto da Mota Matos, Alves Ferreira and Haase (2011) examined factors contributing to media violence and aggression in children, providing insight into how media exposure affects young people's behaviour.
Participants: 722 students (353 boys and 369 girls) aged 9-16 years from Portuguese schools
Aim: To examine the roles of identification with violent TV heroes, enjoyment of TV violence, and perceived reality in TV violence in subsequent aggression in children
Procedure: Researchers collected data on demographics and measured three key variables:
- Exposure to TV violence using a 23-genre programme checklist
- Aggression using a 20-item questionnaire measuring hypothetical scenarios
- Enjoyment of TV violence and perceived reality through additional questionnaires
Key Findings:
- Children's relationship to physical aggression was influenced by enjoyment of TV violence, perception of reality, and identification with violent TV heroes
- Verbal aggression was mediated by enjoyment of TV violence but not by perception of reality or identification with heroes
- Children who watched more TV violence showed greater identification with violent characters and increased physical aggression
- A direct relationship existed between TV violence exposure and both physical and verbal aggression
Evaluation: The study provides valuable correlational evidence linking media violence to aggressive behaviour, though it cannot establish causation due to its design limitations.
Evaluation of research
Research bias concerns
Critical Research Limitation: Funding Bias
The source of research funding and conducting organisation appears to influence findings, raising questions about objectivity in this field. Harris (2001) highlighted that research conducted by the gaming industry typically finds no relationship between video game violence and aggression, while independent research more often identifies concerning links. This suggests researchers should approach findings with appropriate caution and consider potential conflicts of interest.
Causation difficulties
Establishing cause and effect relationships remains problematic in gaming research. Any positive correlation between aggression and exposure to violent computer games might reflect aggressive individuals choosing to play violent games rather than games causing aggression. This reverse causality issue makes it difficult to determine whether gaming genuinely increases aggressive behaviour or whether naturally aggressive people are simply drawn to violent content.
The correlation versus causation problem is particularly challenging in this field. Researchers must consider whether violent games create aggressive behaviour, aggressive people seek out violent games, or both effects occur simultaneously through complex interactions.
Duration of effects
Most research focuses on short-term effects of playing violent computer games, leaving uncertainty about how long any aggressive influences might persist. This limitation has important implications for policy decisions and parental guidance, as short-term laboratory effects may not translate into meaningful long-term behavioural changes.
Individual differences
Research suggests that gaming effects do not impact all people equally. Young children, who are still developing their moral reasoning and are more impressionable, may be more susceptible to influence from game content than adults. This highlights the importance of considering age-appropriate gaming guidelines and individual vulnerability factors.
Measurement challenges
Methodological Challenge: Measuring Aggression
Aggression, hostility, and desensitisation represent complex psychological constructs that are inherently difficult to measure accurately. Ethical constraints mean researchers must rely on self-report measures and hypothetical scenarios rather than observing actual aggressive behaviour. This methodological limitation raises questions about the predictive validity and reliability of research findings, potentially casting doubt on the practical significance of reported effects.
Key Points to Remember:
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Computer games and aggression research shows mixed findings - some studies suggest links to increased aggression while others support the catharsis theory that games provide healthy outlets for aggressive feelings
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Methodological limitations are substantial - research bias based on funding source, inability to establish causation, focus on short-term rather than long-term effects, and difficulties measuring aggression accurately all limit confidence in findings
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Brain imaging evidence suggests neurological changes - Matthews et al. found that violent gaming decreased prefrontal lobe activity (linked to control) while increasing amygdala activity (linked to emotion), providing biological support for potential aggression links
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Individual differences matter - young children may be more susceptible to gaming influences than adults due to their ongoing moral development and greater impressionability
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The debate continues - while some meta-analyses find short-term increases in aggression following violent game exposure, the long-term significance and real-world applications of these findings remain unclear