The paper will focus on the application of the social learning theory through the use of video games that incorporate moral choices into their design. In this paper, I will first describe what the social learning theory is and its implications. I will discuss findings that pertain to the social learning theory and through violent television and operant conditioning from violent video games. I will also explore studies focusing on the impact of moral choices in video games on decision making and moral disengagement. From the data, I will determine my own hypothesis as well as a methodical experiment relevant to the focus of this paper. The social learning theory, as proposed by Albert Bandura (1977), describes how new knowledge can be …show more content…
This longitudinal study assessed their behavior from an age range of five to fifteen years old. It was found that those exposed to an excessive amount of violent programming were more likely to commit criminal activity and develop anti social personality disorder in their early adulthood. Several factors, including socioeconomic status and parental background, were controlled to ensure little other stimuli contributed to the findings. These results correlate highly with the social learning theory on aggressive behavior. Those exposed to substantial violence and aggression were likely to imitate it later on in life. However, while an observational study can elicit enlightening results, they do not provide much on practical, empirical evidence. What the researchers did was observe behavior exhibited by the individuals they studied; they did not control the amount of violence the individuals were being exposed nor were they preventing others from being exposed to such programming. Thus, this study can not be deemed as an “experiment”. While they tried eliminating the lurking variables that may plague the results of their findings, it would be impossible to eliminate every possible influence other than the television exposure through an observational study.
In another study, researchers observed whether operant conditioning could take place from exposure to violence in video games (Carnagey & Anderson, 2005).
Whether exposure of children or adults to violent media is a cause of aggression and violent behavior has been an intensely debated issues for many years. Since violence in the media has been a hot topic in society, I decided to create a theory called toxic media theory, and base it off of the statement that there is a positive correlation between crime and toxic media. An assumption of this theory is that criminal behavior is normal and learned. The process of learning criminal behavior is similar to the process in which normal behavior is learned.
The two theories discussed here will be the Psychodynamic Theory and the Social Learning Theory. Psychodynamic theories include the wisdom of Freud and Jung. Freud discusses, defense mechanisms, understanding the ego as it relates to rational thinking and the superego in regard to mortality. Whereas the Social Learning Theory includes those works from Bandura, Watson, and Piaget among others. This theory will focus on imitation, observation and modeling another’s behavior to achieve a certain desired outcome. Although their conceptual theories differ, they both reflect, shape, and interpret the very essence of the human psyche and how we have evolved and developed over the years.
Albert Bandura’s Social Learning Theory describes the process through which people acquire new info, forms of behavior, or attitudes from others firsthand or vicariously. The likelihood of a behavior presenting itself will rely on the amount of reinforcement it receives and the value that the individual associates to it. While some behavior may be rewarded, others may produce unfavorable responses. An individual will learn from the consequences of these actions and when a similar situation arises, they will alter their behavior according to what was most successful in the past.
The paper discusses how violent video games affect a person's behavior and if they manifest violence and show aggression in the real world after playing such video games. I learned that not all people who are exposed to video game or media violence turn violent. I think it depends on the person if he wants to get influenced from the game, to mimic what the game shows. This is just like the next source, discussing about what kind of behavioural problems violent gaming brings about.
Some scholars argue however that violence in television, films and video games has in fact the opposite effect. As individuals become ‘saturated’ with violence, it can lead to a catharsis where videogames, television and films become a safe outlet to for aggressive feelings and emotions; as a result, individuals become less violent. Naturally, this argument goes against the idea that children are highly influenced by modelled behaviour as they try to replicate what they see (Freedman 2001). The influence of video games is therefore highly complex to resolve. Poole (2000) therefore argues that videogames may simply be part of many factors that lead to violent behaviour. Videogames as films and television may influence real life violence by having a particular style that is imitated. Pool argues that it is possible that the teenage murderers in America may have imitated the way in which people are killed in the video game Doom, however it is not possible to say that without playing the game they would not have killed their classmates. Research conducted in America reiterates this statement,
Social learning theory, developed by Bandura, discusses how people learn from one another through observation, modeling, and imitation bridging an individual’s attention, memory and motivation. Social learning theory identifies the importance of cognition, observable behavior, individual self-efficacy, and the extent of how the events surrounding an individual affect them; their locus of control. Social learning theory also looks at individual problem behavior being influenced by positive or negative reinforcement (Ashford & LeCroy, 2012).
On the other hand, some people, although they already know some of the positive aspects of video games, still believe that the negative will overcome the positive ones. The connection between violent games and real violence is also fairly intuitive. In playing the games, kids are likely to become desensitized to gory images, which could make them less disturbing and perhaps easier to deal with in real life. When video games aren't about violence, their capacity to teach can be a good thing. For patients suffering from arachnophobia, fear of flying, or post-traumatic stress disorder, therapists are beginning to use virtual realities as a desensitization tool. Though this presents an evidence that violent games do in fact increase violent thoughts, this data still cannot serve as an evidence because the test is conducted in a controlled environment, without considering other aspects that might result in the change in behavior.
This could be opening the doors to a plethora of other cases and assumptions that can lead to our youth potentially becoming killers. Research was conducted on the exposure of television violence and its effects on kids, organizations like the American Psychological Association, the American Medical Association and the Academy of Pediatrics have concluded that there is a cause and effect relationship amongst those exposed. However, such studies does not demonstrate that media violence causes aggressive behavior, only that the two phenomena exist together (207). This finding was used to make the assumption that it would likely be the case with video games.
In the short term, the exposure to violence in the media may influence aggressive behavior by lowering the mood or activating aggression-related cognitive processes. Therefore, the individual is primed to behave aggressively in the short-term, and in the long-term this exposure may strengthen these aggressive cognitive processes, and therefore lead to a more aggressive personality overall. This theory would suggest that reading aggressive material would predict aggressive behavior. However, the Downward Spiral Model (Slater, Henry, Swaim, & Anderson, 2003) describes a bidirectional effect of media aggression. This implies that aggressive individuals may seek out violent media and thus reinforce and intensify such tendencies.
In this essay, I will try to evaluate Social learning theory as originated by Albert Bandura. I am going to use three pieces of evidence, in a form of case studies, which have been done previously to support or contradict Bandura’s theory. I will demonstrate my knowledge of these studies throughout their analysis, trying to highlight their strengths and limitations.
Due to violence on television, children become less sensitive to that pain and suffering of others or to become more aggressive to others. It also makes children more fearful to the world around them. (Abelard 1) Viewing habits of children observed for many decades deduced that violence on TV is associated with aggressive behavior, more than poverty, race, or parental behavior. It also reported that a TV show contains about 20 acts of violence an hour.
Firstly, it is widely believed that violent video games increase aggressive behaviour. Since late 20th century, researches indicate that disclosure to brutality in many sources including video games may cause aggressive behaviour (Huesmann, 2007). Also, Bandura social learning theory (as cited in Kirsh 2003) suggests that habit imitation may occur from exposure to violent games which might increase already aggressive conduct. This may be explained as that exposure to violence in video
The issue of whether or not violent video games encourage children, and teens to be violent is a heavily debated issue. There are many people who believe that violent video games DO cause violence in children, and teens, while there are also many people who believe that violent video games DO NOT cause violence in children, and teens. The relevance of this topic ties into psychology by further examining how people learn, and the techniques that are prevalent in how they do so. By stating that violent behavior can arise simply from playing a violent video game, one is relying on the notion that people will always act in a matter that is reflective of what they are surrounded by.
A range of studies assert that causes of violent behavior are complex at the level of environmental influence and compare other learning, modelling and disinhibiting factors. This is an area where opposition to the hypothesis is more common. Two longitudinal studies assessing levels of violence pre-and post the introduction of television found a positive correlation, however
As evidence has shown, children view many violent scenes while watching television, movies, or playing video games, but the question still remains: What psychological effect does violence in the media have on children? Research over the past 10 years has consistently shown that there is a cause-and-effect relationship between media violence and real-life aggression (Strasburger 129). Violence in the media can lead to aggressive behavior by children and teenagers who watch the various programs. Of course, not all children who watch television, or movies, or play video games develop aggressive behavior. However, there is a strong correlation between media violence and aggressive behavior. A study, published in the Journal of the American Academy of Child Adolescent Psychiatry, examined how children's television viewing practices are related to aggressive behaviors. The results revealed that children who reported watching greater amounts of television per day had higher levels of violent behavior than children who reported lesser amounts of television viewing (Singer 1041). Witnessing violence is an important determining factor in violent behavior. The media serves as a means for children to witness violence. According to Bandura's Social Learning Theory, children imitate behavior that they see on television, especially if the person performing the behavior is attractive or if the