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1.
In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492, 50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.  相似文献   

2.
This study examined (a) the predictive link between peer victimization and children’s reactive and proactive aggression, and (b) the potential moderating effect of reciprocal friends’ reactive and proactive aggression in this context. The study also examined whether these potential moderating effects of friends’ characteristics were stronger with respect to more recent friends compared to previous friends. Based on a convenience sample of 658 twin children (326 boys and 332 girls) assessed in kindergarten and first grade, the results showed that peer victimization uniquely predicted an increase in children’s teacher-rated reactive aggression, but not teacher-rated proactive aggression. The relation of peer victimization to increased reactive aggression was, however, moderated by recent ˉ not previous ˉ reciprocal friends’ similarly aggressive characteristics. These findings, however, tended to be mostly true for boys, but not for girls. The findings are discussed in terms of their theoretical and practical implications for victimized children’s risk of displaying reactive and proactive aggressive behaviors. This research was made possible by grants from the Social Sciences and Humanities Research Council of Canada, the Fonds Concerté pour l’Aide à la Recherche, the Fonds Québécois de la Recherche sur la Société et la Culture, the Canadian Institutes of Health Research, and the Fonds de Recherche en Santé du Québec.  相似文献   

3.
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence.  相似文献   

4.
The current study investigated bullying behaviors in 284 school children in the fourth through seventh grades at the time of the initial assessment. Peer ratings of bullying behavior were obtained at the end of the spring semester of one school year and at the end of the fall semester of the next school year. Importantly, peer ratings were obtained by assessing not only the level at which participants actually bully other students but also whether participants help bullies to hurt the victim (assister), encourage bullies (reinforce), or help the victim of bullying (defender). Our results did not support the utility of differentiating between bullies, assisters, or reinforcers. Specifically, these bullying roles were highly intercorrelated, both concurrently and across school years, and they showed similar correlations with aggression and several characteristics often associated with aggression (i.e., conduct problems, callous-unemotional traits, and positive expectancies about aggression). In contrast, ratings of defending designated a particularly prosocial group of students. Finally, whereas bullying appeared to be very similar in boys and girls, it was somewhat more stable across school years and was related to lower levels of prosocial behavior in boys, both of which could suggest that bullying may be somewhat more related to social group dynamics in girls.  相似文献   

5.
Adolescents who witness interparental violence (IPV) are at increased risk for perpetrating aggressive acts. They are also at risk for post‐traumatic stress disorder (PTSD). In this study, we examined the relation between exposure to maternal vs. paternal physical IPV and adolescent girls' and boys' aggressive behavior toward mothers, fathers, friends, and romantic partners. We also assessed the influence of PTSD (as assessed by the Diagnostic Interview for Children and Adolescents‐IV (DICA‐IV)) on the relation between exposure to IPV and aggressive behavior. Participants were 63 girls and 49 boys, ages 13–18, consecutively admitted to a youth correctional facility or assessment facility designated to serve aggressive and delinquent youth. Structural equation modeling was used to estimate unique relations between exposure to maternal vs. paternal IPV and youth aggression in relationships. Girls who observed their mothers' aggressive behavior toward partners were significantly more aggressive toward friends. Similarly, boys who witnessed their fathers' aggression were significantly more aggressive toward friends. Adolescent girls and boys who observed aggression by mothers toward partners reported significantly higher levels of aggression toward their romantic partners. Approximately one third of our sample met PTSD criteria; the relation between exposure to parental IPV and aggression was stronger for individuals who met criteria for PTSD. The implications of understanding the relations between parents' and their daughters' and sons' use of aggression are discussed within the context of providing support for families in breaking intergenerational patterns of violence and aggression. Aggr. Behav. 32:385–395, 2006. © 2006 Wiley‐Liss, Inc.  相似文献   

6.
We investigated the effects of background anger, provocation, and methylphenidate on emotional, physiological, and behavioral responding in children with attentiondeficit hyperactivity disorder (ADHD) with and without concurrent aggression. Our study revealed that ADHD boys showed more emotional and physiological distress when exposed to an interaction in which an administrator chastised each boy's favorite counselor, compared to a friendly interaction between the two adults. The background anger manipulation did not affect the aggressive behavior of the boys against an opponent in an aggressive game. High-aggressive (HA) ADHD boys were more likely to respond to provocation with aggression than low-aggressive (LA) ADHD boys, but only LA boys showed increased physiological reactivity with increasing provocation. Methylphenidate resulted in increased heart rates under all conditions and did not interact with any of the other findings.This project was conducted while the first author had the support of National Institute of Alcohol Abuse and Alcoholism grant AA 06267.The authors wish to thank the staff members of the 1987 Summer Day Treatment Program who assisted in conducting this project. The authors also express their appreciation to Karen Guthrie for coordinating the medication assessment and to Hart Blanton for computer programming.  相似文献   

7.
虚拟化身是个体在虚拟环境中的自我呈现,化身形象是与特定刻板印象相联系的虚拟化身的外在表象。虚拟化身与攻击性的关系已得到证实,但还有一些问题尚需探讨。本研究通过2个实验,采用线索启动的方法,考察了化身形象、游戏暴力性和玩家性别对化身认同和攻击性的影响,以及化身认同和攻击性之间的关系。实验1结果表明:化身形象与游戏暴力性交互影响化身认同和攻击性。在暴力游戏中,化身形象对化身认同和攻击性有显著影响;在非暴力游戏中,化身形象对化身认同的影响边缘显著,但对攻击性无显著影响。对不同化身形象的认同会诱发不同的攻击性,但受游戏暴力性的影响。实验2结果表明:在暴力游戏中,化身形象与玩家性别交互影响化身认同和攻击性。女性在化身认同方面比男性更易受化身形象影响;男性在攻击性方面比女性更易受化身形象影响。对不同化身形象的认同会导致不同的攻击性,但受性别的影响。  相似文献   

8.
Prospective links among reactive aggression, proactive aggression, and victimization by peers were investigated in a longitudinal sample of 238 preadolescents (aged 10-13 years, 52% girls). No predictive links were found between victimization and either type of aggression among girls. Among boys, reactive aggression predicted higher future levels of victimization but was not itself affected by prior victimization. In contrast, boys' proactive aggression predicted lower levels of future victimization and was itself reduced by their prior victimization. Finally, reactive aggression predicted later proactive aggression for both boys and girls. These results are explained in terms of the different reactions that others have to proactive and reactive aggression, the different functions they serve, and to the different types of aggression that are common for boys and girls.  相似文献   

9.
The effect of television violence on boys' aggression was investigated with consideration of teacher-rated characteristic aggressiveness, timing of frustration, and violence-related cues as moderators. Boys in Grades 2 and 3 (N = 396) watched violent or nonviolent TV in groups of 6, and half the groups were later exposed to a cue associated with the violent TV program. They were frustrated either before or after TV viewing. Aggression was measured by naturalistic observation during a game of floor hockey. Groups containing more characteristically high-aggressive boys showed higher aggression following violent TV plus the cue than following violent TV alone, which in turn produced more aggression than did the nonviolent TV condition. There was evidence that both the violent content and the cue may have suppressed aggression among groups composed primarily of boys low in characteristic aggressiveness. Results were interpreted in terms of current information-processing theories of media effects on aggression.  相似文献   

10.
Little is known about factors that influence children’s attitudes toward aggression, despite evidence that these attitudes are influential in promoting violent behaviors. The purpose of the present research was to examine the relation of self, peer, and parent social factors to school-age children’s maladaptive attitudes toward aggression. Specifically, symptoms of depression, peer overt aggression behaviors, and perceptions of maternal and peer responses to anger were evaluated as important factors associated with the use of aggression. These factors were examined separately for boys and girls, as research has consistently documented gender differences in the form and use of aggression. Hierarchical regression models were computed separately for boys and girls in grades three through five (N?=?167), with child-reported depression, peer-nominated overt aggression, and child-reported maternal and best friend responses to anger examined as predictors of maladaptive attitudes toward aggression. For girls, depressive symptoms positively predicted maladaptive attitudes toward aggression. For boys, the extent of peer-reported overt aggression (positively) and child-reported supportive maternal responses to the child’s anger (negatively) predicted maladaptive attitudes toward aggression. The value of examining social factors that relate to attitudes toward aggression is discussed as well as consideration of gender differences in these relations. In addition, discussion includes how these results highlight important targets for interventions that may be especially relevant for school-age girls and boys.  相似文献   

11.
Combining evidence from social learning theory with reports of the association between community violence exposure and aggressive behavior development, the authors examined the link between specific characteristics of violence exposure and social information-processing mechanisms (N. R. Crick & K. A. Dodge, 1994; K. A. Dodge, 1980, 1986) in a sample of highly aggressive, incarcerated adolescent boys (N = 110). Results demonstrated that victimization by severe violence was significantly related to approval of aggression as a social response, problems with the interpretation of social cues, and maladaptive social goals. Witnessing severe violence, in contrast, was related to perceived positive outcomes for the use of aggression. These data suggest the importance of examining the severity and modality of exposure to community violence for understanding patterns of social-cognitive functioning among adolescents exposed to violence.  相似文献   

12.
Investigated whether the relation between aggression and the tendency to expect positive outcomes for aggressive behavior is specific to the proactive subtype of aggression (as opposed to the reactive subtype). In a sample of 86 incarcerated adolescent boys ages 13 to 18, we measured outcome expectancies for aggression using audiotaped hypothetical vignettes. For each participant, staff members completed proactive and reactive aggression rating scales. Regression analyses revealed that the relation between aggression and outcome expectancies was indeed specific to proactive aggression. Furthermore, this finding was supported regardless of whether outcome expectancies were assessed using vignettes describing proactive-aggressive behavior or those describing reactive-aggressive behavior. We discuss these findings and argue that interventions to reduce proactive or reactive aggression should differ from each other by addressing the specific social cognitive processes involved in each type of aggression.  相似文献   

13.
This study investigated the social preference and social prominence of 622 5th graders (290 boys, 332 girls) in relation to peer group membership. The sample was recruited from 11 elementary schools in a southeastern state. The ethnicity of participants was 55% European American, 41% African American, and 4% other. Peer groups were classified on each of three domains (academic, aggression, popular) by the proportion of group members who were high on the characteristic of interest. Participants’ peer affiliations were also classified with cluster analytic techniques that yielded distinct configurations of aggression, popularity, and academic competence. Social preference and social prominence were each related to popular peer group type for both boys and girls and differentially related to aggressive and academic group types. Social prominence, but not social preference, was related to peer group configurations for both girls and boys. Implications for the development of social contextual interventions to support students’ adjustment and academic engagement during late elementary school are discussed.  相似文献   

14.
Hormones seem to play important roles in the regulation of human aggression. Multiple studies have confirmed that testosterone (T) levels exhibit complex relationships with aggression, dominance, and/or risk-taking behavior. Some evidence suggests that cortisol (CORT) interacts with T and may also be associated with aspects of mood and aggression. However, almost no research to date has investigated the possibility that these neuroendocrine factors are associated with variations in political attitudes or with political aggression. During the second intifada, we tested the hypothesis that morning salivary T and/or salivary CORT levels might be associated with self-rated aggression or with support for religio-political aggression (RPA) among 14-year-old Palestinian boys living in Gaza. We obtained and averaged weekly 09:00 hr salivary measures of T and CORT for more than 1 month. Averaged morning T levels did not correlate with self-rated aggression, but were positively associated with agreement with the statement "religious ends justify any means," (r = .355, P = .014) and marginally associated with a composite measure of support for RPA (r = .247, P = .094). Average CORT levels were inversely correlated with self-rated aggression (r = -.328, P = .037) and with anger (r = -.373, P = .016), but CORT levels were not associated with support for RPA or with the statement "religious ends justify any means." Acknowledging that a modest sample size and methodological issues necessarily limit confidence in our conclusions, these results may represent the first findings regarding neurobiological correlates of support for political aggression.  相似文献   

15.
This study examined the effect of playing an aggressive or nonaggressive video game on fifth-graders' free play. Twenty-two pairs of boys and 20 pairs of girls were randomly assigned to one of three conditions. One of the children in each pair played a video game rated by peers as aggressive, a video game with little aggression, or a non-video maze-solving game for 8 minutes. The other child watched. Each child was then left individually to engage in free play in a separate room for 8 minutes, and also given the opportunity to deliver rewards and punishments to another child. The results were similar for both players and observers. Girls evidenced significantly more general activity and aggressive free play after playing the aggressive video game. Girls' activity decreased and their quiet play slightly increased after playing the low aggressive game compared to the control group. Neither video game had any significant effect on boys' free play. Neither girls nor boys gave significantly more punishments or rewards after playing any of the games.  相似文献   

16.
This study investigated the relationship between violent video games and children's mood. A total of 71 children aged 8 to 12 years played a paper-and-pencil game, a nonviolent video game, and a violent video game. Results indicate that arousal, as measured by heart rate and self-reported arousal, increased significantly after playing the violent video game, as compared with the other two game conditions, with girls reporting more arousal than did boys. There was no significant increase in aggressive mood scores for either boys or girls after playing the violent game. Positive mood, as measured by positive affect, showed no significant increases or decreases after playing either video game. However, positive mood, as measured by general mood, showed a significant increase after playing the violent game for both boys and girls, but only as compared with the paper-and-pencil game. Results are interpreted in terms of social learning and cognitive information processing theories of aggression.  相似文献   

17.
The objective of the present study was to examine the effects of aggression and conflict-managing skills on popularity and attitude to school in Russian adolescents. Three types of aggression (physical, verbal, and indirect), constructive conflict resolution, third-party intervention, withdrawal, and victimization were examined using the Peer-Estimated Conflict Behavior (PECOBE) inventory [Bjorkquist and Osterman, 1998]. Also, all respondents rated peer and self-popularity with same-sex classmates and personal attitude to school. The sample consisted of 212 Russian adolescents (101 boys, 111 girls) aged between 11 and 15 years. The findings attest to significant sex differences in aggression and conflict resolution patterns. Boys scored higher on physical and verbal aggression, and girls on indirect aggression. Girls were socially more skillful than boys in the use of peaceful means of conflict resolution (they scored higher on constructive conflict resolution and third-party intervention). The attributional discrepancy index (ADI) scores were negative for all three types of aggression in both sexes. Verbal aggression is apparently more condemned in boys than in girls. ADI scores were positive for constructive conflict resolution and third-party intervention in both genders, being higher in boys. In girls, verbal aggression was positively correlated with popularity. In both sexes, popularity showed a positive correlation with constructive conflict resolution and third-party intervention, and a negative correlation with withdrawal and victimization. Boys who liked school were popular with same-sex peers and scored higher on constructive conflict resolution. Girls who liked school were less aggressive according to peer rating. They also rated higher on conflict resolution and third-party intervention. Physical aggression was related to age. The results are discussed in a cross-cultural perspective.  相似文献   

18.
Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).  相似文献   

19.
Two subtypes of aggression—reactive and proactive—were examined to see how they relate to suicidal behaviors among young children admitted for acute psychiatric inpatient care. The children and their parents completed self‐report questionnaires/interviews. Regression analyses revealed that depressed girls who scored higher on reactive aggression reported more suicidal behaviors; whereas proactive aggression did not relate to suicidal behaviors for either boys or girls.  相似文献   

20.
An experiment focused on the effects of platform (desktop computer, immersive virtual environment; IVE), content (violent, nonviolent), and player gender on video game play outcomes. Results revealed an interaction such that participants reported higher levels of aggressive feelings when playing a violent video game in an IVE compared to violent game play on a desktop platform or nonviolent game play on either platform. Physiological results supported these findings. No gender effects were found, nor did platform intensify any effects for nonviolent game play. The findings suggest that the intensifying effects of IVEs for game play and aggression are content specific and provide further evidence that attention to playing platform is crucial in understanding violent video game effects.  相似文献   

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