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[post_date] => 2024-12-24 02:52:21
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[post_content] => Practice Passage (Question 1-5)
*This passage is the property of Khan Academy and has been reformatted into an AAMC-style interface in their entirety by MedLife Mastery. MedLife Mastery does not endorse and is not an affiliate of Khan Academy.
Video game production is a multibillion-dollar industry that expands exponentially as greater numbers of children and adolescents play video games on a regular basis. According to marketing data, the vast majority of the games played in the United States contain violent themes and imagery. This is troubling to parents and to government officials, who believe that violent play could be a precursor to violent behavior. Advocates for the gaming industry disagree, and feel that any increases in violence are due to some other factor. A group of researchers decide to conduct two studies to learn more about the relationship between video games and violence.
Study A uses data from approximately 500 children and adolescents in the United States who report playing games on a regular basis. The participants provide information about how much time they spend per day playing video games, and take part in a behavioral assessment test for aggression. Higher scores on the aggression test indicate potential problems with violence. Study B is identical to Study A, except that it examines data from approximately 2,000 children and adolescents in China. The results from study A and B are in the form of correlations, between time spent per day and higher scores on the aggression test. These can be found in Table 1.
Table 1
*Significant at p< .05
[post_title] => Video game usage and aggressive behavior
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[question] => The same group of researchers discovers that gamers engage in more intense gameplay if their characters are placed on a fixed-ratio schedule of reinforcement. Which of the following is an example of the aforementioned schedule in the context of earning points?
[value] => Array
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[answer] => 4
[description] => Reason for Correct Answer:
A fixed-interval schedule would mean that points would be received in relation to some passage of time.
A fixed-ratio schedule would mean that points would be received in relation to a fixed set of objective measures.
In this case, a fixed-ratio schedule is reflected in getting points in relation to a fixed set of enemies killed in a video game.
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[each_answer] => A. Randomly receiving points after killing a set number of enemies.
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[each_answer] => B. Receiving points for playing for a set number of hours.
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[each_answer] => C. Randomly receiving points during a 2-hour period.
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[each_answer] => D. Receiving points for killing a set number of enemies.
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[1] => Array
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[quiz_unique_key] => 1403770772
[question] => A different researcher is interested in understanding what factors drive children and adolescents to spend large amounts of time playing video games. The researcher conducted a focus group with a select number of subjects from the aforementioned study and found they more frequently played video games in which they earned points for playing. What schedule of reinforcement are these children most likely on?
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[answer] => 1
[description] => Reason for Correct Answer:
Consider that the target behavior is playing video games in this situation.
The target behavior is increasing using points.
The points are being given to the children, in other words, they are being “added”. When something is being “added” to increase a target behavior, we consider that to be positive reinforcement.
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[0] => Array
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[each_answer] => A. Positive reinforcement
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[each_answer] => B. Positive punishment
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[each_answer] => C. Negative punishment
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[each_answer] => D. Negative reinforcement
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[quiz_unique_key] => 1403770772
[question] => Critics of Study B argue that the lack of engagement in aggressive behavior does not mean that the children and adolescents in China did not learn aggressive behavior. Which of the following theories supports their notion?
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(
[answer] => 4
[description] => Reason for Correct Answer:
Drive theory is based on the idea that behavior is driven by psychological needs.
Terror management theory involves the fear of inevitable death.
Learning-performance theory involves learning something without actually performing the behavior.
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[0] => Array
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[each_answer] => A. Attribution theory
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[each_answer] => B. Terror management theory
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[each_answer] => C. Drive theory
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[each_answer] => D. Learning-performance theory
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[quiz_unique_key] => 1403770772
[question] => In a follow up study, researchers find that some subjects play the game even more avidly when they are rewarded points for playing the game. Interestingly, the researchers notice that after removing the point system from the game, many of the gamers eventually stop playing the game entirely. What is the term for this?
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[answer] => 3
[description] => Reason for Correct Answer:
Consider that the subjects have stopped playing the game, which in this case is the behavior.
If they began to play again, it would be called “spontaneous recovery.”
Extinction is no longer responding to a stimulus.
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[0] => Array
(
[each_answer] => A. Cessation theory
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[each_answer] => B. Abolishment
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[each_answer] => C. Extinction
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[each_answer] => D. Pavlovian neglect
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[quiz_unique_key] => 1403770772
[question] => Which of the following statements is accurate?
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[answer] => 1
[description] => Reason for Correct Answer:
Correlation coefficients range from 1 to -1.
Numbers closer to zero mean that there doesn’t seem to be a relationship between the two constructs.
The distance from 1 determines the strength of the relationship, regardless of whether or not the number is positive or negative.
The results outlined in Table 1 indicate that both correlations were significant, but the correlation in Study A (a strong, positive correlation) is stronger than in Study B (a moderate, negative correlation).
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[each_answer] => A. The relationship between aggression and video games is stronger in Study A, because the correlation coefficient is closer to 1.
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[each_answer] => B. The relationship between aggression and video games is stronger in Study B, because the correlation coefficient is closer to 0.
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[each_answer] => C. The relationship between aggression and video games is stronger in Study A, because the correlation coefficient is positive.
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[each_answer] => D. There is no relationship between aggression and video games in Study B, because the correlation coefficient is negative.
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