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Eysen

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by

Emily Carter

on 12 November 2017

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Transcript of Eysen

Cooper & Mackie (1986)
Key Terms:
Extraneous variables
- A variable (|not the independent variable) but could affectthe dependent variable if not controlled.
Control group
- The control group is composed of participants who do not receive the experimental treatment.
Counterbalancing
- is usually thought of as a method for controlling order effects in a repeated measures design
Method
Design:
The researchers used a laboratory experiments carry out the study using an independent measure design
Independent variable
- game played/ observed
Dependent variable
- aggression levels after the game
SampleTarget Population
- schools in suburbs of New Jersey, USA
Sample
- 84 9-11 year olds with parental consent
Method
A week before the experiment, the children filled out a quetionnaire to assess their experience of the video games.
The children were put in same-sex, same-age pairs and one was selected to play and the other observe.
Conclusions
Cooper and Mackie concluded that playing or watching an aggressive video game had an impact on the aggressive behaviour of girls.
Cooper and Mackie also tried to explain why the aggressive video game had no impact on interpersonal aggression
Background
Computer games were relatively new at the time, and so Cooper & Mackie were interested in investigating whether they really encouraged aggressive behaviour in children.
Aim
To investigate whether computer games encouraged aggressive behaviour in children
Results
Results
The results showed that the type of game played had no effect on the participants on the participants interpersonal aggression scores.
The questionnaire showed that participants rated the missile command game as the most violent.
In the pre-experiment questionnaire, 61% of all participantsreported having a video game system at home.
Participants in the aggressive game condition spent more time playing with the aggressive toy than the participants in the other two conditions.
Boys spent overall more time playing with the aggressive toy.
Criticisms
The sample was biased and therefore it is difficult to make generalisations
The study was in an artificial setting leading to low levels of ecological validity
Aggressive behaviour was measured in a narrow way leading to lower levels of construct validity
There were a number of controlled extraneous variables making it difficult to establish cause and effect
Only the immediate effects of aggressive video games were tested
Full transcript