Immersive simulation games have been proposed to have a significant impact on real-world attitudes and behaviours. The specific goals and actions of virtual avatars can lead to cognitive changes that influence how players behave immediately after the game.
To investigate this, researchers recruited 80 young adults (aged 18 to 25). The participants were randomly allocated to one of two conditions in a high-fidelity computer simulation:
After 25 minutes of play, participants were thanked and given a plastic bottle of water as a participation gift. As they left the laboratory, they had to walk past two clearly marked bins: one for recycling plastics and one for general landfill waste. Researchers covertly recorded whether participants chose to recycle the plastic bottle or throw it in the general waste bin.
Explain how useful social learning theory could be in accounting for the findings of the "Eco-Restorer vs Industrial-Polluter" study.
Practise Edexcel A Level Psychology Content with exam-style questions for A Level Psychology. 1,059 questions covering Biological explanations of crime, Social explanations of crime, Cognitive and ethical interview techniques, Psychological formulation of offending, Cognitive-behavioural treatment for offenders, Biological treatment for offenders, Factors influencing eye-witness testimony, Factors influencing jury decision-making, Individual differences, and Developmental psychology, matched to the Edexcel A Level Psychology (9PS0) specification and written in Paper 1, Paper 2 and Paper 3 style. Every question includes a full worked solution and mark scheme, so you can see where marks are awarded rather than just whether you got the answer right.