首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 46 毫秒
1.
以Anderson为核心的研究者通过数十年研究发现, 暴力电子游戏是攻击行为产生的前因变量, 并且提出可以用一般攻击模型(General Aggression Model, GAM)来解释这一结论。然而, Ferguson等人的研究表明, 暴力电子游戏不是攻击行为产生的前因变量, 而是攻击行为产生的催化剂, 并提出催化剂模型(Catalyst Model, CM)来解释该结论。由于社会心理研究中, 实验研究难以严格控制, 导致研究结果大径相庭, 暴力电子游戏影响攻击行为的争论还在不断扩大。未来要加强对暴力电子游戏和攻击行为的测量, 同时还需整合一般攻击模型和催化剂模型指导实证研究, 最后从认知偏差以及社会认知神经科学视角寻求暴力电子游戏对攻击行为影响的新证据。  相似文献   

2.
This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline.  相似文献   

3.
Four studies involving 573 female and 272 male college students demonstrated that multiple forms and measures of aggression were associated with high levels of sensation seeking, impulsivity, and a focus on the immediate consequences of behavior. Multiple regression analyses and structural equation models supported a theoretical model based on the general aggression model (C.A. Anderson & B.J. Bushman. 2002), positing that hostile cognition and negative affect mediate the relationships between the aforementioned individual differences and aggression. Sensation seeking also predicted a desire to engage in physical and verbal aggression. The final study demonstrated that relative to those scoring low, individuals scoring high on the consideration of future consequences are only less aggressive when aggression is likely to carry future costs.  相似文献   

4.
Two studies examined the effects of individual differences identified by the Confluence Model of aggression against women [Malamuth Linz, Hevey et al., 1995] and the General Aggression Model [GAM: Anderson and Carnagey, 2004] as predictors of male-on-female aggression. Study 1, a correlational study, found that hostile masculinity predicts self-reported sexual aggression independently of nonsexual aggression against women, and is itself predicted by proneness to general hostility, masculine gender role stress, and violent attitudes toward women. Furthermore, hostility toward women independently predicted sexual and nonsexual aggression against women, above the effects of general attitudes toward violence and general levels of hostility and aggression. Study 2, an experimental study, found that under high provocation, high hostility toward women predicted increases in male nonsexual aggression against women and slight decreases in male aggression against men. This effect remained significant even after controlling for general attitudes toward violence and for general levels of hostility and aggression, indicating that males who are highly hostile toward women specifically target women and that their aggression toward women generalizes beyond sexual aggression. The findings are discussed in terms of a model that integrates the Confluence Model with GAM.  相似文献   

5.
Violent video games and anger as predictors of aggression   总被引:2,自引:0,他引:2  
Considerable research has demonstrated that playing violent video games can increase aggression. The theoretical framework upon which a good deal of this research has rested is known as the General Aggression Model (GAM; [Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27–51]). The current study tested an assumption of the GAM by examining if the dispositional trait of anger moderated the relation between violent video games and aggression. A total of 167 undergraduate students (79 females, 88 males) first completed a measure of anger and were then randomly assigned to play either a non-violent or violent video game. After the video game play period, participants completed ambiguous story stems in order to assess aggression. Consistent with predictions of the GAM, anger significantly moderated the effect of video game violence on aggression. Specifically, participants who were angry were more affected by violent video games than participants who were not angry.  相似文献   

6.
This article replies to research conducted by B. J. Bushman, M. C. Wang, and C. A. Anderson and demonstrates that the results of prior research by E. G. Cohn and J. Rotton do support the existence of a curvilinear relationship between temperature and aggression when time of day is taken into consideration. The shape of the relationship between temperature and aggression also depends on a number of other factors, including season, amount of social interaction, type of violence, and type of setting. It appears that linear relationships between temperature and aggression identified by B. J. Bushman et al. are less ubiquitous than might be believed and that the curve is still out there.  相似文献   

7.
The General Affective Aggression Model [Anderson CA, Deuser WE, DeNeve KM (1995): Personality and Social Psychology Bulletin 21:434–448; Anderson CA, Anderson KB, Deuser WE (1996): Personality and Social Psychology Bulletin 22:366–376] suggests that violent movies may increase aggression by increasing hostile feelings and the accessibility of aggressive thoughts. It also suggests that trait hostility may similarly influence affect and cognition. Experiment 1 explored the effects of viewing violent movie clips on affect and cognition. Participants who viewed a violent movie clip later reported higher levels of state hostility than did those who viewed a nonviolent clip. Experiment 2 added trait hostility to the design as a potentially important individual difference variable. The state hostility results of Experiment 1 were replicated. In addition, the relative accessibility of aggressive thoughts was increased by the violent clip, but only for low irritable participants. Discussion focused on the relevance to aggressive behavior. Aggr. Behav. 23:161–178, 1997. © 1997 Wiley-Liss, Inc.  相似文献   

8.
The results of a modified functional analysis demonstrated that aggression, displayed by a 27-year-old man, was occasioned by the use of "don't" requests to interrupt the client's ongoing and often inappropriate activities (e.g., lying on the floor, pica, inappropriate touching of others). Subsequent analyses demonstrated that aggression was lower when ongoing activities were interrupted with symmetrical "do" requests than with "don't" requests. An intervention utilizing symmetrical "do" requests (i.e., prompting an individual to engage in an incompatible behavior) to interrupt such activities resulted in reduced levels of aggression.  相似文献   

9.
Previous research has predominantly focused on negative effects of music exposure by demonstrating that listening to antisocial music increases aggression and aggression-related variables. The present research tests the idea that listening to prosocial (relative to neutral) music decreases aggressive outcomes. In fact, five studies revealed that prosocial music exposure decreased aggressive cognition, affect, and behavior. Mediational analyses showed that the effect of music condition on aggressive behavior was accounted for by differences in aggressive affect. Implications of these results for the predictive validity of the general learning model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies are discussed.  相似文献   

10.
Research in both laboratory and field settings has suggested a link between thermal stress and violent behavior, and both linear and curvilinear models have been investigated. A dearth of field studies prompted the analysis reported here, which is based on data for some 10,000 aggravated assaults occurring the City of Dallas in 1980 (a summer of severe heat stress) and 1981. This analysis replicates and extends certain aspects of recent work by Anderson and Anderson (1984) relating to the so-called linear and curvilinear hypotheses. Thermal stress is measured in two ways: a Discomfort Index (DI), which takes into account the influence of humidity acting in concert with temperature, and ambient temperature. Regression analyses were performed in two stages. In the first, data for all neighborhoods and all days of the study period were combined into ambient temperature and DI models. At the second stage, models differentiated between the three levels of neighborhood socioeconomic status. With weekend controlled, DI and ambient temperature were significant independent variables in the ‘overall’ model and in medium and low status neighborhoods. However, when linear effects were controlled, the curvilinear measures were never significant. The analysis generally tended to confirm Anderson and Anderson's suggestion that a reduction of aggression with increasing temperature does not appear to occur within the normal range of temperatures. This analysis further suggested that the hypothesized curvilinear effect is weak, if not entirely absent, even during conditions of extreme heat.  相似文献   

11.
B. J. Bushman, M. C. Wang, and C. A. Anderson argued that a reanalysis of E. G. Cohn and J. Rotton's Minneapolis data shows no inverted-U curvilinear relationship between temperature and aggression. Although B. J. Bushman et al.'s claim of no general inverted-U trend in the data might well be supported statistically, more careful examination of the subset of the data most likely to include the hottest temperatures in the study may offer at least some support for the inverted-U relationship. Aggregating data to describe a general trend minimizes the influence of outliers that may reflect alternative relationships, and such alternatives may be important practically and theoretically.  相似文献   

12.
This study tested the possibility that hit-by-pitch events in Major League Baseball could be explained by theories of aggression. Consistent with the general aggression model, personal and situational characteristics interacted to predict these events. Pitchers were more likely to hit batters in situations that allowed them to restore justice and protect valued social identities. Higher order interactions revealed that the likelihood of being hit by a pitch in these situations depended on the background of the pitcher and the race of the batter. Consistent with the culture of honor theory, pitchers from the southern United States were more likely to hit batters in these situations, but primarily if the batter was White.  相似文献   

13.
Although some religious teachings have been used to justify aggression, most religious teachings promote peace in human affairs. Three experiments tested the hypothesis that praying for others brings out the more peaceful side of religion by reducing anger and aggression after a provocation. In Experiment 1, praying for a stranger led provoked participants to report less anger than control participants who thought about a stranger. In Experiment 2, provoked participants who prayed for the person who angered them were less aggressive toward that person than were participants who thought about the person who angered them. In Experiment 3, provoked participants who prayed for a friend in need showed a less angry appraisal style than did people who thought about a friend in need. These results are consistent with recent evolutionary theories, which suggest that religious practices can promote cooperation among nonkin or in situations in which reciprocity is highly unlikely.  相似文献   

14.
A series of experiments was conducted to elucidate the conditions conductive to a decrease in aggression following annoyance. The potential capacity of expression of aggression to bring about a reduction in the amount of subsequent aggression was of particular interest. This empirical concern was supplemented by tests of several influential and competing theoretical concepts dealing with the cathartic aspects of human aggressive behavior. Given the failure of such concepts to account for major portions of the data, an integrative theoretical model was proposed. experiment 1 evaluated the usefulness of the hydraulic, self-arousal, and dissipation of anger concepts in accounting for the earlier demonstrations of the cathartic effect. In a 2 x 3 x 2 design, half of the subjects were annoyed by a confederate, while the other half were treated neutrally. During the next stage (the interpolated period), a third of all subjects gave "shocks" to the confederate, another third simply waited, while the remaining third worked on mathematical problems. Orthogonal to the first two facotrs was the duration of the interpolated period (7 to 13 min). The main dependent measure was the number of shocks administered to the confederate in the final stage of the experiment. It was found that annoyed subjects gave more shocks than nonannoyed ones did, and that only the former were substantially affected by other manipulations. In the case of the annoyed wait and annoyed math subjects, the anger dissipation hypothesis correctly predicted that the mere passage of time would decrease the amount of subsequent aggression, presumably due to the action of homeostatic processes. The self-arousal hypothesis correctly predicted that the annoyed math subjects would give fewer shocks than the annoyed wait ones would. Since the subjects were engaged in an absorbing activity, the likelihood of their arousing themselves by ruminations about the preceding annoying incident was minimized, and the amount of subsequent aggression reduced. Yet, when annoyed subjects had given the confederate a moderate number of shocks in the interpolated period, they subsequently gave him fewer shocks than the 7-min annoyed wait and annoyed math subjects; this was the only outcome predicted correctly by the hydraulic model. In contrast, when a large number of shocks had been administered in the interpolated period, the amount of subsequent aggression was relatively high. The interpretation of the latter result in terms of an "adaption effect" was tested by further experiments.  相似文献   

15.
Aggressive driving is defined in terms of the frustration–aggression model. In that context aggressive driving is a syndrome of frustration-driven behaviors, enabled by the driver's environment. These behaviors can either take the form of instrumental aggression—that allows the frustrated driver to move ahead at the cost of infringing on other road users’ rights (e.g., by weaving and running red lights)—or hostile aggression which is directed at the object of frustration (e.g., cursing other drivers). While these behaviors may be reflective of individual differences in aggression, it is argued that the exclusive focus on the characteristics of the aggressive drivers and how to control them is short-sighted. Instead, this paper proposes a multi-factor approach to the problem. Five studies conducted so far tend to support this approach, by showing that specific aggressive behaviors—such as honking and running red lights—are associated with cultural norms, actual and perceived delays in travel, and congestion. Ergonomics-oriented approaches that involve environmental modifications are proposed.  相似文献   

16.
The influence of individuals' antisocial tendencies and risk perceptions on a simulated managerial decision are examined in the study. Subjects accepting and rejecting a hypothetical scenario were found to be significantly different in terms of aggression, lack of empathy, and degree of individualism. Situational influences were not significantly related to subjects' decision. Limitations and future research are discussed.  相似文献   

17.
张学民  李茂  宋艳  李永娜  魏柳青 《心理学报》2009,41(12):1228-1236
通过实验考察游戏中的射杀动作成分和血腥成分对玩家和观看者攻击性行为和攻击性认知的影响。被试为72名男性大学生, 选用第三人称45度角的射击类游戏, 将游戏中的射杀动作成分和血腥成分进行分离, 采用竞争反应时任务范式考察攻击性行为, 采用EAST内隐认知范式考察内隐攻击性认知, 结果表明: (1) 玩家比观看者表现出更强的攻击性, 玩家表现出的攻击性行为和攻击性认知均显著强于观看者; (2) 视频游戏中的射杀动作成分导致观看者有更高的游戏卷入, 血腥成分对被试的攻击性影响强于射杀动作成分, 并使被试倾向于将攻击性进行他人归因。  相似文献   

18.
Interest in the construct of psychopathy as it applies to children and adolescents has become an area of considerable research interest in the past 5-10 years, in part due to the clinical utility of psychopathy as a predictor of violence among adult offenders. Despite interest in "juvenile psychopathy" in general and its relationship to violence in particular, relatively few studies specifically have examined whether operationalizations of this construct among children and adolescents predict various forms of aggression. This article critically reviews this literature, as well as controversies regarding the assessment of adult psychopathic "traits" among juveniles. Existing evidence indicates a moderate association between measures of psychopathy and various forms of aggression, suggesting that this construct may be relevant for purposes of short-term risk appraisal and management among juveniles. However, due to the enormous developmental changes that occur during adolescence and the absence of longitudinal research on the stability of this construct (and its association with violence), we conclude that reliance on psychopathy measures to make decisions regarding long-term placements for juveniles is contraindicated at this time.  相似文献   

19.
Women are often depicted as sex objects rather than as human beings in the media (e.g., magazines, television programs, films, and video games). Theoretically, media depictions of females as sex objects could lead to negative attitudes and even aggressive behavior toward them in the real world. Using the General Aggression Model (Anderson & Bushman, 2002) as a theoretical framework, this meta-analytic review synthesizes the literature on the effects of sexualized media (both violent and nonviolent) on aggression-related thoughts, attitudes, and behaviors. Our sample includes 166 independent studies involving 124,236 participants, which yielded 321 independent effects. Overall, the effects were “small” to “moderate” in size (r = .16 [.14–.18]). Significant correlations were found in experimental, cross-sectional, and longitudinal studies, indicating a triangulation of evidence. Effects were stronger for violent sexualized media (r = .25 [.19–.31]) than for nonviolent sexualized media (r = .15 [.13–.17]), although the effects of nonviolent sexualized media were still significant and nontrivial in size. Moreover, the effects of violent sexualized media on aggression were greater than the effects of violent non-sexualized media on aggression obtained in previous meta-analyses. Effects were similar for male and female participants, for college students and non-students, and for participants of all ages. The effects were also stable over time. Sensitivity analyses found that effects were not unduly influenced by publication bias and/or outliers. In summary, exposure to sexualized media content, especially in combination with violence, has negative effects on women, particularly on what people think about them and how aggressively they treat them.  相似文献   

20.
The primary goal of the study was to determine whether mother and peer's responses to direct and indirect aggression would contribute to children's use of direct and indirect aggression. Using adaptations of the Direct and Indirect Aggression Scale, a multi-informant strategy, and a sample of disadvantaged families, data were collected from 296 mothers of children ages 4-11, 237 children ages 6-11, and 151 teachers of those children. Mothers and peers were reported to react more harshly in response to direct aggression compared with indirect aggression, and higher rates of direct aggression were associated with reduced popularity. These findings were seen as being consistent with the hypothesis that different forms of aggression result in differential responding by mothers and peers, as well as the notion that direct aggression is a higher cost option than indirect aggression. Results also replicated previous findings that boys tend to use physical aggression more than girls, but girls use indirect aggression more than boys. Finally, low IQ was correlated with higher direct aggression in girls but had no relation with aggression in boys.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号