The aim of this report is to scrutinise the effects of young people having access to violent content online as persuasive communication may aggravate violence which may be linked to young people becoming involved in delinquent behaviour. Many factors such as age, gender, personality and mood must be considered when looking at how persuasive communication is achieved. This report will look at these factors and then at five social psychological experiments published since 2000 which include these factors influencing persuasive communication on adolescence which may result in them becoming involved in aggressive behaviour after being exposed to violence online. To conclude suggestions will be made to the Irish government as to what these studies …show more content…
Participants included thirty school boys aged thirteen to sixteen. Half of the participants used had a lesser exposure to violent games compared to the other half who were exposed to violent games more …show more content…
Each group played a violent and non-violent game on two different evenings in their home environment. Participant’s heart rate and heart rate variability were recorded before they began the game until the next morning. After playing the video games they were given a questionnaire to complete which examined their emotional responses to the games. The subjects were also given a sleep diary to complete the mornings after being exposed to each game. Results: strengths and weaknesses: tested emotions before study
Experiment 3: To examine the link between violent video games and passive video games on young people’s arousal, aggressive mood and positive mood. Participants included 35 girls and 36 boys from 8 year 8 months to 12 years, 4 months. The independent variable was gender and level of game violence and the dependent variables were heart rate, self-reported arousal, positive mood and general mood and the covariate was experience of video games.
Method/Procedure: Prior to the experiment a small pilot test was done as a way of testing if the measures and games used were appropriate for the study. These games were tested for difficulty level, noise level and game preference and results found them to be equally comparable with each other and the results are not added into this