A game development studio, OmniReal, is designing a highly immersive, virtual-reality tactical combat game aimed at teenagers. The studio's lead designers want to minimize the risk of their game increasing real-world aggressive behaviour among players while maintaining engaging gameplay. The design team needs to make key decisions regarding the level of graphic realism in weapon effects, the narrative framing of violent actions (e.g., whether violence is rewarded or shown as justified), and the inclusion of realistic environmental aggression cues.
Using your knowledge of psychological research into media influences on aggression, what advice and explanations would you offer to OmniReal to help them understand and mitigate the potential aggressive influences of their new game?
14 exam-style questions on AQA A Level Psychology Media influences on aggression. Each one has a worked solution and a mark scheme showing where the marks go.