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Social Learning Theory Cooper & Mackie 1986

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Social Learning Theory Cooper & Mackie 1986
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  • Aim and Sample
  • Experiment 1: Gaming room
  • Experiment 2: Toy room
  • Aim: To investigate whether computer-generated games depicting a lot of violence affected children and whether they affected boys and girls differentlySample: 84 children (44M, 40F) 9-11 from New Jersey, USA. Kids were paired with the same sex and grade
  • Children entered experimental rooms in pairs. Kids were paired with the same sex and grade. They were randomly allocated high aggression, low aggression, control. One played the game, the other observed. They played for 8 mins and if not familiar with the game the kid was given 2 mins to get used to it
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