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The Effects of Computer Games on Aggression Simplified Revision Notes

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15.5.1 The Effects of Computer Games on Aggression

Cultivation Theory and Aggression

Cultivation Theory (Gerbner, 1969):

  • Suggests that extensive exposure to mass media (including computer games) distorts reality perception.
  • Regular gaming can lead to beliefs such as:
  • The world is more violent and hostile.
  • Overestimating the likelihood of personal involvement in violence.
  • Developing stereotyped views of women, minorities, and law enforcement.

Mean World Syndrome:

  • A cognitive bias where the world is perceived as more dangerous than it is.
  • Gerbner's theory originally focused on TV but applied to computer games, especially MMORPGs.

Reversing Distorted Perceptions:

  • Real-life interactions with diverse social groups can help correct these distorted perceptions (White, 2012). Research Findings:

  • Williams (2006): Found that one month of playing violent games altered perceptions of real-world dangers.

  • Fox & Potocki (2015): Surveyed 351 adults and found a link between gaming, aggression, and hostile sexism.

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Desensitisation and Aggression

Desensitisation:

  • The process where repeated exposure to violent games reduces sensitivity to violence.

  • Physiological desensitisation involves a reduced sympathetic nervous response (e.g., lower heart rate, less adrenaline). Impact of Desensitisation:

  • Decreased emotional response to violence.

  • Reduced empathy and sympathy for victims of violence.

  • Potential link to real-life violence, such as mass shootings (Cantor, 2003). Research Findings:

  • Brockmyer (2021): Concluded that violent games increase desensitisation, potentially leading to increased aggression.

  • Carnagey et al. (2007): Found that violent game players had lower physiological responses to real-life violence compared to non-violent game players.

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Evaluation of Computer Games' Impact on Aggression

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Strengths:

  • Theories can guide intervention strategies to reduce aggressive behaviour, such as CBT.
  • Research, like Williams (2006), provides reliable and valid evidence.
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Weaknesses:

  • Not all research supports desensitisation; e.g., Gao et al. (2017) found no difference in empathy-related brain activity between violent game players and non-players.
  • Cultivation theory does not account for individual differences in susceptibility to violent media.
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