Psychology and the New Media - Article Summary [UNIVERSITY OF AMSTERDAM]
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The general aggression model states that violent video games produce aggressive thoughts, feelings and increased arousal. It suggests that exposure to video game violence influences behaviour and personality over time by increasing the accessibility of violent scripts or mental representations for how to act in a situation, and increasingly insensitivity to violence. This model assumes a causal role of violent video games in violence. However, this model is not greatly supported.
The catalyst model takes one’s predisposition to aggression and violence into account. It states that individuals genetically predisposed to aggression and violence will be more likely to consume violent media and will be more easily provoked to violence when experiencing environmental stress. This model does not assume a causal role of violent video games in violence.
It appears as if competitiveness and not violence plays an important role in the relationship between violent videogames and aggression. The hot-sauce paradigm and the noise-blast paradigm have been used in order to measure aggression. However, there may be several flaws of the noise-blast paradigm:
Trends in crime rates do not coincide with trends in violent media exposure. A good theory is comprehensive (1), consistent with other theories (2), precise (3), falsifiable (4) and has practical application (5).
There are several fallacies in a politically charged debate:
Psychological reactance refers to the feeling that one’s freedom of choice might be restricted or infringed upon. This influences attitudes. The third-person effect refers to the belief that something has an effect on others but not on oneself.
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This bundle contains a summary of all the articles for the course "Psychology and the New Media" given at the "University of Amsterdam". It includes the following articles:
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