Previous research has found a link between exposure to violent videogames and aggression. The current study investigated whether the endorsement of traditional masculinity ideology moderates this relationship in college men. The sample, 168 men, filled out a demographic questionnaire, the Male Role Norms Inventory-Revised, an adaptation of the Exposure to Violent Videogames Measure, and the Aggression Questionnaire. Exposure to violent videogames was, as expected, correlated with aggression. Endorsement of traditional masculinity ideology was also correlated with aggression. The endorsement of traditional masculinity ideology was found to moderate the relationship between exposure to violent videogames and aggression. High endorsement increased …show more content…
Post-hoc probing using simple slopes analyses, following the procedures outlined by Aiken and West (1991, pp. 14-21), was conducted to assess the details of moderation. We plotted the regression of the predictor on the outcome at two different conditional values for the moderator to derive the simple slopes: a high value, one SD above the mean, and a low value, one SD below the mean. These are shown in Figure 1. Whereas the slope of the regression of Exposure on Aggression conditional on the high value for MRNI-R was significantly different from zero, the slope conditional on the low value of the MRNI-R was not significantly different from zero. Thus, when MRNIR scores are high, there is a positive relationship between exposure and aggression, but when MRNI-R scores are low, there is no relationship between exposure and aggression. Hence, this hypothesis was …show more content…
Aggression was significantly and positively correlated with exposure, as found in prior research. This may indicate that exposure to violent videogames is a risk factor for aggressive behavior. However, it is also possible, given the correlational nature of this and other studies, that highly aggressive individuals actively seek out more aggressive games, or that the relationship between exposure and aggression is due to some as yet unidentified third variable. It is also of note that exposure correlated most strongly with physical aggression, and showed a nonsignificant correlation for verbal aggression. This result (based on sample of men) can perhaps best be understood with reference to prior research, in which Moller and Krahe (2009) found that males were more physically aggressive than females, whereas females were more relationally aggressive than males. Further, while exposure was significantly correlated with anger, it was not correlated with hostility. The authors of the AQ defined anger as physiological arousal and preparing oneself to act in an aggressive way, whereas hostility was defined as ill will towards another individual that is not expressed violently. This suggests that playing violent games is more strongly associated with preparing to perform violent acts than with simply having ill
In the 7th Century AD, an important individual was buried inside a ship in East Anglia. The ship most likely hauled up from the nearby river, a burial chamber was built in the center of the massive vessel. Luckily grave robbers did not reach the ship burial as they did other nearby burial mounds, because the ship was rich in history and artifacts including gold, silver, bowls, spoons, weapons, drinking horns and much more. Originally discovered in 1939, the artifacts and ship burial have been closely examined another 2 times. The artifacts found within the magnificent burial site have created a lot of stir over the past 80 years. Theories have changed on the significance and origins of the artifacts due to changing hypothesis or the arrival of new and different evidence. Because there are dozens of artifacts within Sutton Hoo, this paper will be focusing on a select four of them including; the ‘baptismal’ spoons, the Merovingian coin hoard, the whetstone, and the scepter. According to scholars over the past 80 years, how have opinions, evidence, or assumptions changed relating to these exact artifacts? This paper will be taking a contemporary look at the perspectives of different scholars on different artifacts and, finally, analyze why these perspectives have shifted or changed over time. To my knowledge, scholars do give credit to previous perspectives, but no scholar has every brought all the perspectives together and analyzed their findings.
In recent decades, attention has been placed on the influence of violent videogames on the aggressive behaviour of individuals. While some scholars believe that videogames increase aggression amongst children in particular, others claim evidence on the catharsis hypothesis where videogames are argued to be a safe outlet to express aggression (Berger 2002). Although many theories have emerged regarding the influence of violent videogames, the debate continues to be divided between those who claim its destructive nature and others who claim that videogames cannot be solely blamed for the aggressive behaviour expressed by young people. This essay therefore aims to examine different arguments raised in the literature regarding
The author, Jean M Twenge Ph.D. who wrote “Yes, Violent Video Games Do Cause Aggression”( 2012) says, violent video games are definitely the main cause of the increase in violence. In the article by Twenge, she states, “ studies have shown that violent video games actually cause aggression...it could be that aggressive kids want to play aggressive games, or that an outside factor such as family background causes both” (Twenge 2012) Twenge goes on about how many people play video game so they are reluctant to give them up, including the designers. “It makes sense that the video game industry would not want to believe that their product leads to aggression and violence in real life”. If it was proven that video games were the cause of violence, would people stop purchasing games? Twenge continues on to assert that she wants violent video games off the shelf “taking away violent video games would not end mass shootings. But the best evidence available suggests that it would reduce real-life aggression”(2012). Twenge's evidence proves that less violent video games would improve the youth, and make them less aggressive.
This article is a very useful source. Is useful because it answers the question, “Do violent video games cause an increase in aggression.” The question is answered thoroughly by the author because they cited recent studies, examples, and peer reviewed or scholarly sources that all concluded that violent video games cause an increase in aggression. The author is objective because they countered their argument by stating that
The purpose of this paper is to provide a critical review of a recent study examining the effects of violent video games on aggressive behavior in young children. Let me first provide a brief summary of the study. (a) The hypothesis is that violent video games cause aggression in young children. (b) The target population is young children. (c) The samples are young school age children and the sample sizes are sixty children separated into two groups with 30 children being in the experimental group and 30 children being in the control group. (d) The independent variable is violent video games and the dependent variable is aggression. (e) The result of the experiment were
1. 168 men were given two questionnaires; one to know whether they played violent video games and the other is to know their prompt towards aggressive behavior.
There are indicators that links playing violent video games to increasing aggression in young people. Teenagers who are expose to violent games are more supposable to increase the likelihood of experiencing aggressive thoughts, in which turns into the likelihood of engaging in physical aggression against another person. Furthermore, violent video games produce an emotional desensitization to aggression and violence to the youth (Anderson). Based on the observation teenagers are exposed to when they are playing violent video games, they will reenact almost immediately in real life if the situational contact is sufficiently similar to the ones in the games. Therefore, consumption of violent video games produces negative behaviors that are controlled by negative
However, by explaining the increase of video-gaming use and how media violence can increase aggression, the researchers provide valid rationale for the need of such literature review. A flaw is the possible existence of bias when searching for articles to review. A sense to prove industry leaders wrong may influence researchers to focus only on articles that have found significant effects between violent video games and aggression. Video games are known to be popular mostly among the younger population, from children to college students, so as researchers finding any effects relating to aggression and mental health is also beneficial for other motives such as raising awareness. Most importantly though, the methodology used in this meta-analysis is adequate and measures the appropriate variables associated with being or feeling aggressive, even socially and physiologically. Little information is provided about the sample in studies used for this review of literature such as how participants were selected or whether variables examined were all within the United States to consider any other factors that may lead to such results. The limitations of Anderson & Bushman’s (2001) literature review are not described so it is difficult for the reader to determine to what extent the information provided is
Technology is an important aspect of change in our world. As time goes on, we are introduced to more and more technology every year, which includes media such as video games. The increase of technology has also increased and improved the world including ways of communicating and distribution of information. More often used outlets of media are those used for entertainment purposes, like television, internet and video games. The ones who are most likely to engage in these media outlets are millennials and the most recent generation Z, because they have been introduced to these outlets from a young age. In fact, a study found that children spend around 9 hours a week playing video games (Polman, de Castro, & van Aken, 2008). It is evident that video games are progressively becoming more violent in nature, and with children spending as much time as they do playing video games, there are questions that must be asked, is the violent nature of video games effecting today’s youth? And if so in what ways?
Another set of randomized experiments also examined the effects of violent video games on psychology. In these experiments, after two groups of participants played violent or nonviolent video games, they were required to list their thoughts on paper to assess their aggressive cognition. Unfortunately, the results tell us that violent video games appear to make people generate more aggressive thoughts than those who played nonviolent video games
Throughout history the abuse of alcohol and underage drinking has been a serious problem, especially at colleges and universities. In recent research, for the past 20 years more than 80 percent of undergraduates drink. And two thirds of those students partake in “binge drinking”, which is consuming excessive amounts of alcohol. Most of the drinking takes place at fraternity houses, which is where all the crazy and violent behaviors usually occur. But the alcohol should be no blame because millions of people drink alcohol on daily basis and don’t attribute to bad behavior. The problem is the lack of parental guidance greek life has. For most students this is first time they have freedom, so what they are doing is learning their limits.
This question judges the social effects of a repetitive sequence of medial entertainment in relation to the increase in an individual’s aggressive behavior. The violence of today’s video games are far more visually gruesome then they were ten years ago. An example is the modern popular game Goldeneye 007, whose bad guys no longer disappear in a cloud of smoke when killed. Instead they perform an elaborate maneuver when killed. For example, those shot in the neck fall to their knees and then their face while clutching at their throats. These graphic games can increase an individual’s aggressiveness by portraying the act of a murder, as in Goldeneye 007. By answering this question, we can become more aware and be able to identify possible
Unsworth basically shows that playing violent video games more likely affects adolescents to become very aggressive. The experiment was done on participants by measuring their anger before, during and after their game play of violent game, Quake II, and having them to fill out the questionnaire that determines their state of angers. The table categorizes the participants in terms of their change in the level of aggressiveness throughout the experiment. According to the data, she found that all participants’ anger ratings vary; some participants’ aggressiveness increases and some decreases while others don’t show any change. According to the article, overall, she concludes that:
Since several video games contain some sort of violent content, it has been hypothesized that gamers nowadays tend to be more aggressive. Gentile also states that “playing violent games increases aggressive behaviors, increases aggressive cognitions, [and] increases aggressive emotions.” This is an intense list of negative consequences, but what makes violent games instill such hostility? Many video games today include multiplayer in addition to classical single player modes. With real life opponents, gamers are much more competitive and inclined to demonstrate dominance over friends and real life opponents. Whereas facing a computer can be competitive, there may be a stronger feeling of satisfaction after defeating a nonvirtual enemy which could translate into real life aggression towards real people. Though correlation does not mean causation, the fear that violent video games may increase problematic antagonism is clearly not misplaced.
On the morning of her and Michael Anthony’s wedding day, Michonne along with her entire wedding party were at an upscale Washington D.C hotel. A cacophony of clicking heels, doors closing and opening and women laughing filled the large luxurious hotel suite.