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Outline the effects of computer games on aggression.

AQA

A Level

Social Psychology

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The Effects of Computer Games on Aggression

The potential impact of violent video games on aggression has been a subject of intense debate and research within the field of psychology. While some argue that such games provide a harmless outlet for aggression, others contend that they contribute to real-world violence. This essay will outline key psychological theories and research findings regarding the effects of computer games on aggression, exploring the roles of cognitive priming, desensitization, anonymity, social learning theory, and the possibility of catharsis.

Cognitive Priming and Desensitization

One prominent theory suggests that repeated exposure to violent video games can lead to cognitive priming. This concept posits that exposure to aggressive cues, such as those frequently encountered in these games, can activate aggressive thoughts and schemas, making individuals more likely to interpret ambiguous situations as hostile and react aggressively. Essentially, the games provide a "script" for aggressive behavior that becomes more readily accessible in real-life situations.

Furthermore, desensitization is another concerning effect. Regularly playing violent games may diminish physiological and emotional responses to violence. This desensitization can reduce empathy for victims and lower the threshold for engaging in aggressive acts, as individuals become accustomed to violence and its consequences.

Anonymity and Social Learning Theory

The anonymity often afforded by online gaming environments can also contribute to increased aggression. When individuals feel less accountable for their actions, they may be more likely to engage in aggressive behaviors that they would otherwise inhibit. This disinhibition can lead to a disconnect between online and offline behavior, fostering a sense of impunity.

Social learning theory (SLT), pioneered by Albert Bandura, provides a framework for understanding how exposure to violence in video games might translate into real-world aggression. SLT suggests that individuals learn by observing and imitating the behavior of others, particularly those they perceive as models. In the context of video games, players may observe characters being rewarded for aggressive behaviors (e.g., gaining points, progressing through levels), which can reinforce the idea that aggression is an effective means of achieving goals.

Moreover, the often-attractive and idealized models presented in video games can make imitation more likely, particularly among younger or more impressionable individuals. The combination of observation, imitation, and reinforcement can create a potent recipe for increasing aggression in some players.

Research Findings: Specific Studies

Numerous studies have investigated the link between violent video games and aggression, yielding a complex and sometimes contradictory body of evidence. Bartholomew and Anderson (2002) found that playing the violent video game "Mortal Kombat" led to an increase in aggressive thoughts and behaviors in participants compared to those who played a non-violent game. Similarly, Matthews (2006) observed that playing violent games was associated with increased emotional arousal and decreased cognitive control, factors that could contribute to impulsive aggression.

Carnagey et al. (2007) provided evidence for the desensitization effect, demonstrating that individuals who frequently played violent video games exhibited reduced physiological responses to real-life violence. These findings suggest that playing violent video games can have a tangible impact on both psychological and physiological processes related to aggression.

Catharsis: A Counterargument?

Some proponents of video games argue that they offer a cathartic release for pent-up aggression. They suggest that by acting out aggressive impulses in a virtual environment, individuals can purge these feelings, thereby reducing the likelihood of real-world aggression. However, empirical support for the catharsis hypothesis is limited. In fact, some studies have found that engaging in virtual violence can actually increase aggressive thoughts and behaviors, perhaps by reinforcing aggressive scripts or priming individuals to interpret situations more aggressively.

Conclusion

In conclusion, the relationship between computer games and aggression is complex and multifaceted. While not all individuals who play violent video games will become aggressive, a substantial body of research suggests that exposure to such games can increase the risk of aggressive thoughts, feelings, and behaviors.

Cognitive priming, desensitization, the anonymity of gaming environments, and social learning processes all appear to play a role. Although the catharsis hypothesis offers an alternative perspective, it lacks strong empirical support. Further research is needed to fully unravel the intricate interplay of factors involved, but it is clear that caution is warranted when considering the potential impact of violent video games, particularly on children and adolescents.

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