part a: fill in cooper & mackie (1986) study: video games ... · summary of cooper & mackie...

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PART A: Fill in Cooper & Mackie (1986) study: Video Games on aggression in children Background (1) Previous research had indicated that ___________ on TV produces an increased tendency towards ___________behaviour in children, most had ________ participants. (2) Video games large role in children’s leisure time. (2) TV watchers are _________ whereas video games are _______: would this make a difference in influencing violent behaviour? Aim To investigate whether computer-generated games depicting a lot of violence ________ children and whether they affected _______ and ________differently. Hypotheses Boys and girls will perceive video games __________. ____________ video games will have a greater impact on children’s behaviour than ___- __________ video games. Method Research method/design __________ ____________ with an ________________ measures design. The independent variables (IV): (a) Whether participants were placed in the _______ aggression, _______ aggression or ________ group. (Participants only took part in one condition). (b) Whether participants were _______ or ________. (Participants were either player or observer, not both). O__________ was used to gather data in the experimental section. Self-report method was used to gather other data: q_____________ - video gaming experience, perception of video games and interpersonal aggression measures. 84 children (44 males, 40 females) from the fourth- and fifth-grades in schools in New Jersey, USA. For the experimental session, the children were paired randomly with the constraint that they were of the same sex and from the same grade. _________________ was gained from the children’s parents. Apparatus/materials Missile Command Pac-Man Maze game (pen & paper) Procedure Week before: questionnaire about experience with video games Results Conclusions 1. _______: measurable consequences (playing & observing) on girls’ behaviour. Playing aggressive video games= increased activity & play with aggressive toys. Boys: not affected. 2. Girls & boys: _________ or ________ not affect behaviour in relations to interpersonal measures of aggression. 3. Playing & observing: affects are the same. High aggression Low aggression FOUR toys in the room following the first condition to measure the level of aggressive play (DV) IVs AGGRESSIVE TOY SKILL-BASED TOY QUIET TOY Control Experiment – 2 nd ________________: 1. __________ to toy room- play with what they liked whilst experimenters sorted some things (but was recording what they played with, order & how long) – for 8 minutes 2. ____________ to another room- measure of interpersonal aggression (a) 3 bad behaviours, asked to choose punishments & use of red buzzer to record how much of this punishment would be given. Time on red buzzer was recorded. (b) process repeated with 3 good behaviours. Experiment – 1 st _____________: 1. Children entered experimental room in pairs- randomly allocated high aggression, low aggression, control. 2. One played game, the other observed (interact but not participant)- for 8 minutes. Experimenter recorded score. After 8 minutes observers & players swapped. Players did interpersonal aggression measure & observers went to play room. Before returning to class all participants completed: manipulation check questionnaire & questionnaire about their perceptions of the games measuring action; violence; how much they liked it; how much they wanted to continue (players) or play (observers). Experience with video games - Games at home: 34/44 boys & 17/40 girls - Played before: 73/84 (more boys) - Av. Time per day: 42.57 mins Perceptions of games - Least Violent: maze game - _______: more enjoyment playing, liked all three games - _______: more enjoyment observing (except maze game); players enjoyed maze game most Effects of games on toy play - ______: games more effect (esp. missile game)- in aggressive play & activity. Pac-Man quiet play. - ______: in skill play in both but otherwise little effect. Interpersonal aggression - Boys used red buzzer more than girls in both good/bad - No effects for game played - Time on buzzer over trials- greatest those who had played rather than observed. ACTIVE TOY Sample PART B: Explain Freud’s Theory of Dreaming, including examples. (6 marks) HINT: Use the memory story.

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Page 1: PART A: Fill in Cooper & Mackie (1986) study: Video Games ... · Summary of Cooper & Mackie (1986) study: Video Games on aggression in children Background Previous research had indicated

PART A: Fill in Cooper & Mackie (1986) study: Video Games on aggression in children Background (1) Previous research had indicated that ___________ on TV produces an increased tendency towards ___________behaviour in children, most had ________ participants. (2) Video games large role in children’s leisure time. (2) TV watchers are _________ whereas video games are _______: would this make a difference in influencing violent behaviour? Aim To investigate whether computer-generated games depicting a lot of violence ________ children and whether they affected _______ and ________differently. Hypotheses • Boys and girls will perceive video games __________. � • ____________ video games will have a greater impact on children’s behaviour than ___- __________ video games. Method Research method/design • __________ ____________ with an ________________ measures design. The independent variables (IV): (a) Whether participants were placed in the _______ aggression, _______ aggression or ________ group. (Participants

only took part in one condition). � (b) Whether participants were _______ or ________. (Participants were either player or observer, not both). � • O__________ was used to gather data in the experimental section. � • Self-report method was used to gather other data: q_____________ - video gaming experience, perception of video

games and interpersonal aggression measures. � � 84 children (44 males, 40 females) from the fourth- and fifth-grades in schools in New Jersey, USA. � For the experimental session, the children were paired randomly with the constraint that they were of the

same sex and from the same grade. _________________ was gained from the children’s parents. ��Apparatus/materials ��

Missile Command �

Pac-Man �

Maze game (pen & paper) Procedure Week before: questionnaire about experience with video games Results Conclusions 1. _______: measurable consequences (playing & observing) on girls’ behaviour. Playing aggressive video games= increased activity & play with aggressive toys. Boys: not affected. 2. Girls & boys: _________ or ________ not affect behaviour in relations to interpersonal measures of aggression. 3. Playing & observing: affects are the same.

High aggression

Low aggression

FOUR toys in the room following the first condition to measure the level of aggressive play (DV)

IVs

AGGRESSIVE TOY

SKILL-BASED TOY QUIET TOY

Control

Experiment – 2nd ________________: 1. __________ to toy room- play with what they liked whilst experimenters sorted some things (but was recording what they played with, order & how long) – for 8 minutes 2. ____________ to another room- measure of interpersonal aggression (a) 3 bad behaviours, asked to choose punishments & use of red buzzer to record how much of this punishment would be given. Time on red buzzer was recorded. (b) process repeated with 3 good behaviours.

Experiment – 1st _____________: 1. Children entered experimental room in pairs- randomly allocated high aggression, low aggression, control. 2. One played game, the other observed (interact but not participant)- for 8 minutes. Experimenter recorded score.

After 8 minutes observers & players swapped. Players did interpersonal aggression measure & observers went to play room.

Before returning to class all participants completed: manipulation check questionnaire & questionnaire about their perceptions of the games measuring action; violence; how much they liked it; how much they wanted to continue (players) or play (observers).

Experience with video games - Games at home: 34/44 boys & 17/40 girls - Played before: 73/84 (more boys) - Av. Time per day: 42.57 mins

Perceptions of games - Least Violent: maze game - _______: more enjoyment playing, liked all three games - _______: more enjoyment observing (except maze game); players enjoyed maze game most

Effects of games on toy play - ______: games more effect (esp. missile game)- in aggressive play & activity. Pac-Man quiet play. - ______: in skill play in both but otherwise little effect.

Interpersonal aggression - Boys used red buzzer more than girls in both good/bad - No effects for game played - Time on buzzer over trials- greatest those who had played rather than observed.

ACTIVE TOY

Sample

PART B: Explain Freud’s Theory of Dreaming, including examples. (6 marks) HINT: Use the memory story.

Page 2: PART A: Fill in Cooper & Mackie (1986) study: Video Games ... · Summary of Cooper & Mackie (1986) study: Video Games on aggression in children Background Previous research had indicated

SummaryofCooper&Mackie(1986)study:VideoGamesonaggressioninchildrenBackgroundPreviousresearchhadindicatedthatviolenceonTVproducesanincreasedtendencytowardsaggressivebehaviourinchildren,mosthadmaleparticipants.Videogameslargeroleinchildren’sleisuretime–TVwatcherspassivewhereasvideogamesareactive:wouldthismakeadifferenceininfluencingviolentbehaviour?AimToinvestigatewhethercomputer-generatedgamesdepictingalotofviolenceaffectedchildrenandwhethertheyaffectedboysandgirlsdifferently.Hypotheses• Boysandgirlswillperceivevideogamesdifferently.�• Aggressivevideogameswillhaveagreaterimpactonchildren’sbehaviourthannon-aggressivevideogames.MethodResearchmethod/design• Laboratoryexperimentwithanindependentmeasuresdesign.Theindependentvariables(IV): (a)Whetherparticipantswereplacedinthehighaggression,lowaggressionorcontrolgroup.(Participantsonlytook

partinonecondition).� (b)Whetherparticipantswereplayersorobservers.(Participantswereeitherplayerorobserver,notboth).�• Observationwasusedtogatherdataintheexperimentalsection.�• Self-reportmethodwasusedtogatherotherdata:questionnaires-videogamingexperience,perceptionofvideo

gamesandinterpersonalaggressionmeasures.�Sample�84children(44males,40females)fromthefourth-andfifth-gradesinschoolsinNewJersey,USA.�Fortheexperimentalsession,thechildrenwerepairedrandomlywiththeconstraintthattheywereofthesamesex

andfromthesamegrade.Consentwasgainedfromthechildren’sparents.��Apparatus/materials��

MissileCommand�Pac-Man�

Mazegame(pen&paper)ProcedureWeekbefore:questionnaireaboutexperiencewithvideogamesResultsConclusions1.Girls:measurableconsequences(playing&observing)ongirls’behaviour.Playingaggressivevideogames=increasedactivity&playwithaggressivetoys.Boys:notaffected.2.Girls&boys:playingorobservingnotaffectbehaviourinrelationstointerpersonalmeasuresofaggression.3.Playing&observing:affectsarethesame.

Highaggression

Lowaggression

FOURtoysintheroomfollowingthefirstconditiontomeasurethelevelofaggressiveplay(DV)

IVs

AGGRESSIVETOY

SKILL-BASEDTOY QUIETTOY

Control

Experiment–2ndcondition:1.Playerstotoyroom-playwithwhattheylikedwhilstexperimenterssortedsomethings(butwasrecordingwhattheyplayedwith,order&howlong)–for8minutes2.Observertoanotherroom-measureofinterpersonalaggression(a)3badbehaviours,askedtochoosepunishments&useofredbuzzertorecordhowmuchofthispunishmentwouldbegiven.Timeonredbuzzerwasrecorded.(b)processrepeatedwith3goodbehaviours.

Experiment–1stcondition:1.Childrenenteredexperimentalroominpairs-randomlyallocatedhighaggression,lowaggression,control.2.Oneplayedgame,theotherobserved(interactbutnotparticipant)-for8minutes.Experimenterrecordedscore.

After8minutesobservers&playersswapped.Playersdidinterpersonalaggressionmeasure&observerswenttoplayroom.

Beforereturningtoclassallparticipantscompleted:manipulationcheckquestionnaire&questionnaireabouttheirperceptionsofthegamesmeasuringaction;violence;howmuchtheylikedit;howmuchtheywantedtocontinue(players)orplay(observers).

Experiencewithvideogames-Gamesathome:34/44boys&17/40girls-Playedbefore:73/84(moreboys)-Av.Timeperday:42.57mins

Perceptionsofgames-LeastViolent:mazegame-Boys:moreenjoymentplaying,likedallthreegames-Girls:moreenjoymentobserving(exceptmazegame);playersenjoyedmazegamemost

Effectsofgamesontoyplay-Girls:gamesmoreeffect(esp.missilegame)-inaggressiveplay&activity.Pac-Manquietplay.-Boys:inskillplayinbothbutotherwiselittleeffect.

Interpersonalaggression-Boysusedredbuzzermorethangirlsinbothgood/bad-Noeffectsforgameplayed-Timeonbuzzerovertrials-greatestthosewhohadplayedratherthanobserved.