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AQA A-Level Psychology Notes

18.5.1 Effects of Computer Games on Aggressive Behaviour

Introduction to Computer Games and Aggression

In the digital age, computer games have evolved into a highly engaging form of entertainment, often characterised by immersive narratives and interactive gameplay. This evolution has prompted an ongoing debate about their potential impact on players, particularly regarding the influence of violent content on aggressive behaviour. Understanding this relationship is critical, given the increasing realism and intensity of violence depicted in many games.

Theoretical Perspectives

Social Learning Theory

  • Principles: According to Albert Bandura, behaviour is learned from the environment through the process of observational learning. This theory suggests that people can learn new behaviours by watching others, without needing to experience reinforcement or punishment directly.

  • Application to Computer Games: When players are exposed to violent characters who are rewarded for their aggression (e.g., gaining points, advancing to the next level), players might learn to associate aggression with positive outcomes, potentially mirroring these behaviours in real life.

General Aggression Model (GAM)

  • Framework: The GAM offers a comprehensive explanation for how exposure to violence can affect individuals over the short and long term. It integrates various psychological processes, including cognitive, affective, and arousal pathways.

  • Mechanism: Through repeated exposure to violent games, individuals may develop aggressive scripts stored in memory, which can be triggered by specific cues in the environment, leading to aggressive behaviour.

Key Research Findings

Impact on Aggressive Thoughts and Emotions

  • Evidence: A significant body of research supports the notion that exposure to violent video games correlates with an increase in aggressive thoughts and emotions. This is critical because such cognitive and emotional shifts are key predictors of aggressive behaviour in real-world settings.

  • Example Study: Anderson & Bushman's (2001) experimental research highlighted that participants who engaged with violent video games reported higher levels of aggressive feelings and thoughts than those who did not.

Longitudinal Effects

  • Observations: Longitudinal studies provide insight into the long-term consequences of repeated exposure to game violence. These studies are particularly valuable for understanding how sustained engagement with violent games can influence behaviour over time, beyond immediate or short-term effects.

  • Significant Findings: The meta-analysis by Anderson et al. (2010) is often cited, showcasing that regular exposure to violent video games is associated with increased aggression in players, suggesting a durable effect that persists beyond immediate gameplay.

Desensitisation to Violence

  • Concept: Desensitisation refers to the reduced emotional responsiveness to a stimulus after repeated exposure. In the context of violent games, this can mean diminished physiological and emotional reactions to violence, which may lower the threshold for aggressive behaviour.

  • Research Support: Carnagey, Anderson, & Bushman (2007) found that participants who regularly played violent video games exhibited less physiological arousal in response to real-life violence, suggesting a process of desensitisation.

Psychological Mechanisms

Cognitive Priming

  • Explanation: Cognitive priming involves the process by which exposure to a stimulus influences the response to a subsequent stimulus, without conscious guidance or intention. In the realm of violent gaming, this can mean that exposure to violent content makes aggressive thoughts and solutions more readily available.

  • Implications: This readiness can translate into a greater likelihood of choosing aggressive responses in real-life conflict situations, as the aggressive scripts become more accessible.

Disinhibition

  • Understanding: Disinhibition is a psychological concept where the normal social constraints against certain behaviours are weakened. In the context of video games, engaging in virtual violence may erode the psychological barriers that normally prevent aggressive actions.

  • Concerns: The virtual consequences and the anonymity provided by video games can encourage behaviours that individuals would not normally display, potentially leading to an increase in real-world aggression due to lowered inhibitions.

Desensitisation

  • Further Insights: Beyond reducing physiological responses to violence, desensitisation can also impair moral judgments about aggression and violence. This impairment can lead to a normalization of violence, making aggressive responses seem more acceptable or less harmful.

  • Educational Implications: Understanding the desensitisation process is crucial for developing strategies to counteract these effects, including media literacy programs and critical thinking about violence in media.

Counterarguments and Moderating Factors

Individual Differences

  • Considerations: The impact of violent video games is not uniform across all players. Factors such as personality traits, previous experiences with violence, and even genetic predispositions can influence how an individual is affected by game violence.

  • Study Example: Ferguson & Dyck (2012) argue that for the vast majority of individuals, the effects of violent video games on aggression are negligible, highlighting the importance of considering individual differences in psychological research.

Contextual Factors

  • Role of Environment: The social and familial context in which games are played can significantly moderate their effects. Positive family interactions and discussions about game content can mitigate potential negative impacts, emphasising the role of parental involvement and social norms in mediating media influences.

Methodological Considerations

  • Critiques: The debate over the causal relationship between violent video games and aggression is partly fuelled by methodological concerns. Critics point out that many studies rely on laboratory settings that may not accurately reflect real-world conditions or the complex nature of human behaviour.

  • Future Directions: Calls for more nuanced research methodologies suggest a need for studies that better replicate real-life contexts and consider the multifaceted nature of aggression.

Implications

The relationship between computer games and aggression underscores the need for a multi-pronged approach to understanding and addressing media influences. This includes critical media literacy education, parental guidance, and continued research into the nuanced ways in which media content affects behaviour. For psychology students, this topic offers a rich field of study that intersects with various psychological theories and methodologies, highlighting the complexity of human behaviour and the importance of evidence-based approaches to social issues.

FAQ

Moral disengagement refers to the cognitive process by which individuals justify their harmful actions, disconnecting their actions from their personal standards and thus avoiding self-condemnation. In the context of violent computer games, players may engage in moral disengagement by minimising the perceived consequences of violence, dehumanising victims, or displacing responsibility onto the game's context ("I'm just following the game's rules"). This process makes it easier for players to partake in aggressive behaviours within the game without experiencing guilt or disapproval towards themselves. Over time, if these patterns of thought extend beyond the game into real-life situations, they can lead to an increase in aggressive behaviours. The concept is critical because it explains how individuals can repeatedly engage with violent content without experiencing conflict with their moral values, potentially leading to a greater susceptibility to exhibiting aggression. Research into moral disengagement and media violence suggests that players who frequently justify violence in games are more likely to show aggressive tendencies in reality, as the moral barriers that normally inhibit aggression are weakened.

Player agency in violent computer games, which refers to the players' ability to make choices that influence the game's outcome, is a significant factor in the discussion on aggression. Games that offer high levels of agency, particularly those that allow players to commit violent acts at their discretion, may have a more pronounced impact on aggressive thoughts and behaviours. This increased impact is due to the active role players take in committing violence, as opposed to passively observing it, making the experience more engaging and emotionally impactful. The act of choosing to engage in violence within the game can reinforce aggressive scripts and norms, making such behaviour seem more acceptable or desirable. Furthermore, the sense of control and power obtained from being able to manipulate the game environment and outcomes can translate into a greater affinity for aggressive solutions to conflicts outside of the gaming context. This aspect of gaming highlights the importance of understanding how interactivity influences the psychological effects of media consumption, suggesting that games with high levels of player agency might necessitate careful consideration regarding their content and the potential for fostering aggression.

The variability of contexts in violent computer games, including the settings, narratives, and purposes for violence, plays a crucial role in affecting aggression. Games that contextualise violence within morally ambiguous or justifiable frameworks (e.g., warfare, self-defense) may lead to different psychological effects than those that present violence as gratuitous or unjustified. The context in which violence is portrayed can influence how players interpret and internalise the violent content. For instance, violence used for heroic or protective purposes might be rationalised as necessary or good, potentially mitigating the immediate aggressive responses but possibly normalising violence as a means to resolve conflicts. Conversely, games that feature violence in a context devoid of moral or social justification may prompt stronger desensitisation effects, as players become accustomed to viewing violence as an end in itself. Understanding the impact of context is essential for dissecting the nuanced ways in which violent games can influence behaviour, suggesting that not all violent content has the same potential for fostering aggression.

Educational content in computer games has the potential to counteract the effects of violence on aggression, particularly if it is designed to promote empathy, critical thinking, and conflict resolution skills. Games that incorporate educational elements, such as consequences for violent actions, moral dilemmas, or opportunities to practice non-violent problem-solving, can provide a counterbalance to aggressive scripts. By engaging players in scenarios where empathy and understanding are required to progress, games can foster pro-social behaviours and attitudes. This educational approach can also help players develop a more nuanced understanding of conflict, encouraging them to consider the impacts of their actions and explore alternative strategies for achieving goals. However, the effectiveness of educational content in mitigating aggression depends on its integration into the gameplay. It must be engaging and relevant to the player's experience, avoiding didactic or overt moralising, which could detract from the game's engagement. The potential for educational content to influence behaviour positively underscores the need for game developers to consider the broader implications of their content and for educators to explore the use of games as a tool for social and emotional learning.

Peer influence plays a significant role in moderating the effects of violent computer games on aggression, acting as either a mitigating or exacerbating factor. When peers endorse aggressive behaviours, either within the game environment or in discussions about gaming, this can reinforce aggressive norms and validate the use of violence as a means to achieve goals or resolve conflicts. In such contexts, the social support for aggression can amplify the effects of violent game content, making players more likely to exhibit aggressive behaviours in real life. Conversely, peers who promote critical engagement with game content, express disapproval of unjustified violence, or value cooperative and pro-social game strategies can mitigate the impact of violent games. This positive peer influence can encourage players to reflect on their in-game choices, consider the consequences of violence, and explore non-aggressive alternatives. The presence of supportive and empathetic peer networks can also provide a buffer against the potential isolating effects of excessive gaming, offering a social context in which pro-social behaviours are reinforced. Understanding the dynamics of peer influence is crucial for developing interventions and strategies to reduce the potential negative impacts of violent games, highlighting the importance of fostering positive social environments both online and offline.

Practice Questions

Discuss how the General Aggression Model (GAM) explains the impact of violent computer games on aggression.

The General Aggression Model (GAM) posits that exposure to violent computer games can increase aggressive thoughts, feelings, and physiological arousal, which in turn, can influence an individual's behaviour towards aggression. The GAM suggests that this process involves both immediate and long-term mechanisms, where the immediate effects of game play include increased arousal and aggressive cognitions, while repeated exposure integrates aggressive scripts and beliefs into the individual’s personality. The model underscores the role of cognitive processes, such as priming and reinforcement, in mediating the relationship between violent game exposure and aggressive behaviour. It provides a comprehensive framework for understanding how and why exposure to violent content in computer games can lead to an increase in aggressive actions in real-life situations.

Evaluate the significance of research findings on the long-term effects of violent computer games on aggression.

Research on the long-term effects of violent computer games on aggression is crucial for understanding the enduring impact of media violence. Studies have consistently shown a correlation between prolonged exposure to violent games and increased aggression over time. This body of research is significant because it highlights not just immediate, but lasting changes in behaviour that can arise from regular interaction with violent media content. Moreover, longitudinal studies provide empirical evidence supporting the theory that repeated exposure to violence in games can lead to the internalisation of aggressive scripts and norms. This evidence is instrumental in informing parents, educators, and policymakers about the potential risks associated with violent computer games, underlining the importance of monitoring and moderating game content to mitigate its impact on youth aggression. These findings also contribute to the broader psychological understanding of how environmental factors, like media exposure, interact with individual traits to influence behaviour over the long term.

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