Media Modelling Effects
Bandura suggests that human behaviour such as aggression “are not governed by innate traits or genetic impulses” but instead our environments e.g the human environment that shapes the way we behave.
Concept 1: violent behaviours are learned through modelling. Bandura suggests that this is learned through Direct Experience (children might learn to be aggressive from the models of behaviour that their parents provide or reject them,) or Modelled learning (watching the actions of others e.g a classmate and may later imitate the actions.) Now in my opinion this may be true, but I don’t think that the human mind is as simple to only develop aggressive behaviours from observing aggressive behaviours and it simply cannot be solely “socially transmitted.” However, there have been many studies about violent video games like first-person shooter games inciting violent acts such as school shootings e.g Columbine. And although Bandura’s work did not directly comment on the capacity of gaming to produce violent behaviours it did suggest that a link exists between real life aggression and game playing. This is due to attention factors (players controlling and directing gaming avatars to commit violence, leaving a direct connection between the avatar’s violent actions and the player), the fact that players are rewarded for violent actions, violence is portrayed without moral justification or explanation (e.g games often require players to kill innocent bystanders, possibly desensitising players to the effect of real world violence, video games are immersive (games are normally played in isolation with no one to question them), addictive (often long periods of gameplay at a time) and are realistic (leaving the player to struggle to distinguish real-world actions to those in the game.)
However it is positive to note that PEGI (Pan European Gaming Information) rating system has responded to these concerns with the creation of its advisory ratings code. This code pays attention to factors that can be harmful and consuming to younger gamers and sets suggested age limits. For example, violence perpetrated on innocent characters is only allowed in PEGI-18 games.
However some people argue against the idea of negative video games modelling. For example Henry Jenkins highlighted 3 factors in defence of video game playing: 1. Studies that link playing time and criminal behaviours are flawed (millions of teenagers all over the world play violent video games yet only a small minority actually display these violent actions due to the game in real life) 2. Game playing is not solitary (Jenkins argues that most gameplay takes place in a social context, with friends either physically together or talking online) 3. Audiences are able to separate gameplay from real life.
Concept 2: Bobo dolls and symbolic modelling. Bandura conducted his research on nursery aged children where he made them watch adult role models to watch a series of aggressive behaviours on an inflatable Bobo doll. This was to investigate whether the children would replicate it when they were alone. And overwhelmingly they did, which led Bandura to conduct that aggressive behaviours were learned through direct modelling. They also tested it through making the children watch the same aggressive behaviour but on film. However the children responded in a similar violent manner suggesting behaviours can also be transmitted through television.
Bandura says there are 3 factors that amplify these effects: 1. Attentional processes 2. Role models and social learning 3. Retention processes
Bandura argues that television and film products are rich with violent content meaning it’s effects are widespread. He described it as an “endemic within the media.” He also argued that the media uses conflict too quickly to produce “cheap thrills” in stories and that producers continuously intensify violent content within their products as a means as poaching their competitors’ audiences. This suggests that the media and producers cynically exploit the use of violence to grab the attention of audiences.
This has enhanced my understanding of this concept as it has shown me examples, evidence and also opposing opinions to help me grasp what Bandura was theorising about.


