Videogame Violence and Aggression.docx - Videogame Violence and Aggression Videogame Violence and Aggression Vasiliki Kartalis 102186407 PSY10003

Videogame Violence and Aggression.docx - Videogame Violence...

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Videogame Violence and Aggression Videogame Violence and Aggression Vasiliki Kartalis 102186407 PSY10003 Psychology 100 Tutor: Alex Poll Due: 14 th January 2019 Words: 1,438 I declare that in submitting all work for this assessment I have read, understood and agree to the content and expectations of the assessment declaration. Vasiliki Kartalis 1
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Videogame Violence and Aggression With the rise of gaming in contemporary society, particularly those of which contain violence or violent acts, have raised concern regarding the effects of video game exposure and whether it contributes to aggression and violent behaviours among those who are exposed to and participate in the gaming world. Videogame violence and aggression refers to the influence video games and other violent media have on youth violence and real world outcomes, such as violent crimes, physically aggressive behaviours towards others, bullying and domestic violence (Ferguson et. al., 2010). In one of the studies, videogame violence and aggression as well as its associated constructs are evaluated through the use of tests such as questionnaires, behavioural measures of aggression, sexist attitudes, empathy, interpersonal competencies, constructs associated with impulsivity, mental health and executive control functions, which have previously been used in other research that investigated the effects of violent videogames (Khun, et. al., 2018). Behavioural measures of aggression were also used in order to evaluate variables that have been related to impulsivity, risk taking and delay discounting behaviourally (Khun, et. al., 2018). Pro-social behaviour, depressivity and anxiety as well as executive control functions were also used to assess the effects of video gameplay (Khun, et. al., 2018). In another study, meta-analytic procedures were used in order to test effects of violent video games on outcome variables such as physically aggressive behaviour, aggressive cognition, aggressive affect, physiological arousal, pro-social behaviour as well as a combined empathy/desensitization variable (Anderson, et. al., 2010). Furthermore, features included in the meta-analytic review include more restrictive methodological quality inclusion criteria than previous meta-analyses, cross- cultural comparisons, longitudinal studies for all outcomes excluding physiological arousal, conservative statistical controls, multiple moderator analyses and sensitivity analyses (Anderson, et. al., 2010). Vasiliki Kartalis 2
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Videogame Violence and Aggression Over the last 20 years, some research has found the existence of a positive correlation between violent videogame play aggression among adolescents and young adults (Willoughby, et. al., 2012). Experimental research has demonstrated that playing videogames of a violent nature temporarily increases aggressive behaviour, aggressive
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