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Cooper and Mackie Criminal Psychology Study: Video Games and Aggression in Kids

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02/05/2023

Psychology

Criminal Psychology OCR Cooper & Mackie

Cooper and Mackie Criminal Psychology Study: Video Games and Aggression in Kids

The Cooper and Mackie criminal psychology study examined the effects of video games on aggression in children. This research investigated whether social learning and aggression in boys and girls could be influenced by exposure to aggressive video games. The study involved 84 children aged 4-11 from New Jersey, USA, and used a laboratory experiment design with independent measures.

Key findings:

  • Aggressive games influenced more aggression in girls
  • No link found between interpersonal aggression and aggressive games
  • Social learning can cause aggression via aggressive games
  • Boys enjoyed Missile Command more than girls
...

02/05/2023

512

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Cooper and Mackie Criminal Psychology Study: Video Games and Aggression in Kids

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The Cooper and Mackie criminal psychology study examined the effects of video games on aggression in children. This research investigated whether social learning and aggression in boys and girls could be influenced by exposure to aggressive video games. The study involved 84 children aged 4-11 from New Jersey, USA, and used a laboratory experiment design with independent measures.

Key findings:

  • Aggressive games influenced more aggression in girls
  • No link found between interpersonal aggression and aggressive games
  • Social learning can cause aggression via aggressive games
  • Boys enjoyed Missile Command more than girls
...

02/05/2023

512

 

10/11

 

Psychology

18

Results
61-1. had a video game
console at home (boys> girls)
boy enjoyed MC more
than girls
questionnaire completed rating <
their experienc

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Cooper and Mackie Study: Effects of Video Games on Aggression in Children

The Cooper and Mackie criminal psychology study investigated the effects of violent video games on children's behavior, specifically focusing on aggression. This page summarizes the methodology, results, and conclusions of the experiment.

Methodology

The study employed a laboratory experiment with an independent measures design. The independent variable was the game played or watched, while the dependent variable was the level of aggression. Participants were allocated to one of three conditions:

  1. Missile Command (aggressive game)
  2. Pacman (non-aggressive game)
  3. Star Wars and Tron paper games (control)

Highlight: The experiment used counterbalancing to avoid confounding variables by having participants swap rooms.

Sample

The study included 84 children aged 4-11 from New Jersey, USA. Parental consent was obtained, and participants were paired with same-age, same-sex partners.

Vocabulary: Counterbalancing - A technique used in experimental design to control for order effects by changing the order of conditions for different groups of participants.

Procedure

  1. Participants played or watched their assigned game for 10 minutes.
  2. They completed a questionnaire rating their experience.
  3. Participants were then placed in either a playroom or a test room.
  4. In the playroom, a covert experimenter observed which toys the children played with and for how long.
  5. In the test room, participants were asked to demonstrate how they would punish a bad child and reward a good child.

Example: The playroom contained various toys, including a "warrior" toy (aggressive), a basketball set (active), and building blocks (quiet).

Results

The study found that:

  1. 61% of participants had a video game console at home, with boys having more than girls.
  2. Boys enjoyed Missile Command more than girls.
  3. Aggressive games influenced more aggression in girls.
  4. No link was found between interpersonal aggression and aggressive games.

Definition: Interpersonal aggression - In this study, it was measured by the length of time a participant pressed a buzzer to punish a hypothetical "bad child."

Conclusions

The researchers concluded that social learning can cause aggression via aggressive games. This supports the social learning theory of aggression, which suggests that children learn aggressive behaviors by observing and imitating others, including characters in video games.

Quote: "There will be a difference in aggression depending on the game played."

This study contributes to the ongoing debate about the negative effects of video games on child development and provides insights into the potential impact of video games on children's behavior.

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Knowunity is the #1 education app in five European countries

Knowunity has been named a featured story on Apple and has regularly topped the app store charts in the education category in Germany, Italy, Poland, Switzerland, and the United Kingdom. Join Knowunity today and help millions of students around the world.

Ranked #1 Education App

Download in

Google Play

Download in

App Store

Knowunity is the #1 education app in five European countries

4.9+

Average app rating

17 M

Pupils love Knowunity

#1

In education app charts in 17 countries

950 K+

Students have uploaded notes

Still not convinced? See what other students are saying...

iOS User

I love this app so much, I also use it daily. I recommend Knowunity to everyone!!! I went from a D to an A with it :D

Philip, iOS User

The app is very simple and well designed. So far I have always found everything I was looking for :D

Lena, iOS user

I love this app ❤️ I actually use it every time I study.