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1.
Ruminating about a provocation increases the likelihood of displaced aggression following a minor annoyance (trigger). In Study 1, provoked participants who ruminated for 25 min were more aggressive toward a fumbling confederate than were distracted participants. Provocation-induced negative affect was positively related to aggression but only among those who ruminated. Study 2 conceptually replicated Study 1 and also found that the more negatively people reacted to the trigger, the more likely the trigger was to increase displaced aggression. Study 3 replicated the findings of Studies 1 and 2 by using an 8-hr rumination period. All 3 studies suggest that ruminating about a provocation increases the likelihood that a minor triggering annoyance will increase displaced aggression.  相似文献   

2.
The present study investigated how aggressive reactions to frustration are influenced by attributional processes. In particular, we examined how the information that another person did not intend a frustration affects anger and aggression. Previous research was inconclusive if attribution to unintentionality decreases anger and aggressive impulses or if it increases the control of aggressive impulses resulting in a selective decrease of aggressive reactions that are controllable. To test these assumptions, two thirds of participants were frustrated by negative evaluations that were paired with aversive sounds from an ostensible team partner. The remaining participants received positive evaluations that were paired with pleasant sounds. Then, half of the frustrated participants obtained a message suggesting that their partner had confused the response scale and had actually meant to deliver an opposite evaluation. This apologizing information was effective in decreasing subsequent aggressive behavior but not in reducing anger as assessed by an implicit measure. This finding is in line with the notion that attribution to unintentionality leads to control of aggressive impulses. We conclude that such attributions influence aggressive behavior mainly via reflective pathways, while impulsive processes remain largely unaffected.  相似文献   

3.
Playing violent video games is related to increased negative affect and cardiovascular reactivity. We examined the influence of high and low aggressive priming during video‐game training on violence during game play (e.g., shooting, choking), hostility, frustration with game play, blood pressure, and heart rate. Male undergraduates (N= 36) were assigned to a high aggressive or low aggressive video‐game priming condition. After training, they played Metal Gear Solid(tm), which allows players to advance by using stealth, violence, or both. Participants in the high aggressive priming condition used significantly more violent action during game play and reported more hostility than those in the low aggressive priming condition. Heart rate was correlated with feelings of hostility. These findings indicate that both aggressive priming and use of game violence influence arousal and negative affect and might increase behavioral aggression.  相似文献   

4.
When angered, alcohol and rumination increase aggression toward the source of a subsequent minor annoyance. Little is known about individual differences that moderate this phenomenon. One hundred university students (47 men, 53 women) were provoked and given either alcohol or placebo and subsequently induced to ruminate or engage in distraction. Participants were then given the opportunity to aggress against a somewhat annoying fictitious participant by determining the amount of hot sauce the other participant must consume. Alcohol and rumination independently augmented aggressive behavior, and these effects were moderated by trait displaced aggression and psychopathy, respectively. These findings suggest alcohol use and rumination as targets of intervention, specifically for those high in trait displaced aggression and psychopathy.  相似文献   

5.
It is well established that violent video games increase aggression. There is a stronger evidence of short-term violent video game effects than of long-term effects. The present experiment tests the cumulative long-term effects of violent video games on hostile expectations and aggressive behavior over three consecutive days. Participants (N = 70) played violent or nonviolent video games 20 min a day for three consecutive days. After gameplay, participants could blast a confederate with loud unpleasant noise through headphones (the aggression measure). As a potential causal mechanism, we measured hostile expectations. Participants read ambiguous story stems about potential interpersonal conflicts, and listed what they thought the main characters would do or say, think, and feel as the story continued. As expected, aggressive behavior and hostile expectations increased over days for violent game players, but not for nonviolent video game players, and the increase in aggressive behavior was partially due to hostile expectations.  相似文献   

6.
This experiment investigated the effects of peer vs. adult frustration on aggressive responses of eight-year-old boys. In addition, the effect of frustration vs. nonfrustration on aggressive responding was tested.

In two experimental conditions, groups of four boys were brought into a room and read instructions preparing them for a game-competition situation. Either a peer or an adult confederate disrupted the group's goal completion. A control condition without disruption was also used.

Considerably more aggression was expressed in the peer condition than in the adult condition, on the basis of the aggression category of the Rosenzweig Picture-Frustration Test, Children's Form (20). Frustration in general led to significantly more aggression than no frustration.

The results indicated that boys of middle childhood are more attentive to and are likely to exhibit more aggressive reaction to peer frustration than adult frustration. In addition, frustration in general yielded more aggressive reaction than no frustration, supporting the original frustration-aggression theory proposed by Dollard et al. (8).  相似文献   

7.
How long do the effects of the initial short‐term increase in aggression and physiological arousal last after violent video game play? Study 1 (N=91) had participants complete pre‐ and postvideo game measures of aggressive thoughts, aggressive feelings, and heart rate. Then, participants completed Time 3 measures after 4 min or 9 min of delay. Study 2 employed a similar procedure, but had participants (N=91) complete the hot sauce paradigm to assess aggressive behavior after a 0, 5, or 10 min delay. First, results indicated that aggressive feelings, aggressive thoughts, aggressive behavior, and heart rate initially increased after violent video game play. Second, results of the delay condition revealed that the increase in aggressive feelings and aggressive thoughts lasted less than 4 min, whereas heart rate and aggressive behavior lasted 4–9 min. Aggr. Behav. 35:225–236, 2009. © 2009 Wiley‐Liss, Inc.  相似文献   

8.
In two two-by-two factorial experiments, subjects were either frustrated or not, and then were shown either a film depicting aggression or a neutral film. In the first experiment, performance on a digit-symbol test was measured before and immediately after the manipulations. Subjects who had either been frustrated or who had watched the aggressive movie performed better on the second digit-symbol test than did subjects who had experienced neither or both of these manipulations. In the second experiment, blood pressure was measured before and immediately after the manipulations. On various indices of arousal, the most arousal was shown for subjects who had been frustrated and who had watched the aggressive film. Subjects who had not been frustrated and who had not watched the aggressive film showed the least arousal, and subjects who had experienced one or the other of these manipulations were in between. Given that performance on the digit-symbol test has been shown to be an inverted U function of arousal, both of these experiments support the notion that the effects on arousal of frustration and aggressive movies are additive. This is directly counter to the idea that movies involving aggression are tension reducing for either frustrated or nonfrustrated subjects.  相似文献   

9.
Based on findings from the domain of organizational frustration, the conceptual similarity between stress and frustration, and the functional similarity between frustrated events and work stressors, the relationships of behaviours (aggression, withdrawal, theft and substance use) with work stressors and affective reactions were investigated. Relations between reported stressors and behaviours were strongest for the more directly aggressive actions (sabotage, interpersonal aggression, and hostility and complaints), and for intention to quit. Relations with theft and absence were modest. None of the stressors correlated with reported substance use at work. Among the relations between affective reactions and the reported behaviours, anger and job satisfaction correlated with all behaviours except substance use at work. Hierarchical regression results further showed that the observed associations between stressors and behaviours were not attributed to affective variables for most cases.  相似文献   

10.
Although numerous experiments have shown that exposure to violent video games (VVG) causes increases in aggression, relatively few studies have investigated the extent to which this effect differs as a function of theoretically relevant individual difference factors. This study investigated whether video game content differentially influences aggression as a function of individual differences in trait anger. Participants were randomly assigned to play a violent or nonviolent video game before completing a task in which they could behave aggressively. Results showed that participants high in trait anger were the most aggressive, but only if they first played a VVG. This relationship held while statistically controlling for dimensions other than violent content on which game conditions differed (e.g. frustration, arousal). Implications of these findings for models explaining the effects of video games on behavior are discussed.  相似文献   

11.
运用“多前因变量-多结果变量”框架, 探讨教养方式、气质对青少年直接和间接攻击有无独特效应与差别效应, 以及规范信念(认为攻击他人是正确和可接受的)在其中的中介作用。660名青少年(平均年龄14.14岁, 女生364人)报告了教养方式、气质特征、攻击信念和攻击行为的情况。多重和多元回归分析表明:(1)教养方式(权威、专制、纵容)对直接攻击独特效应不显著, 气质(意志控制、愤怒挫折、感觉寻求)对直接攻击有独特效应; 教养方式(权威、专制、纵容)和气质(意志控制、感觉寻求)对间接攻击有独特效应。(2)教养方式(权威、专制、纵容)与直接攻击的联系显著弱于其与间接攻击的联系, 而气质(愤怒挫折、感觉寻求)与直接攻击的联系则显著强于其与间接攻击的联系。(3)两类规范信念与两类攻击具有不完全的特异性联系, 而且直接规范在气质(意志控制、感觉寻求)与两类攻击之间具有中介作用, 间接规范在教养方式(权威)与间接攻击、气质(愤怒挫折)与两类攻击之间具有中介作用。因此, 教养方式和气质对不同形式攻击行为的影响不同, 且这种影响可以部分地由规范信念加以解释。  相似文献   

12.
Research suggests that perceived ethnic discrimination is associated with poor psychological and physiological health. Rumination, or perseverative thoughts about negative experiences, may constitute a maladaptive coping strategy that mediates the associations between perceived discrimination, emotional distress, and aggression. Our sample consisted of 170 ethnic minority and 134 White American participants. For ethnic minority participants, we found a pattern of correlations consistent with rumination partially mediating a causal link between perceived discrimination and depressive symptoms, hostility, anger, and aggression. In White participants, by contrast, the significant associations between perceived discrimination and these indices of emotional and behavioral distress were not statistically mediated by rumination. We discuss possible theoretical and clinical implications of these results.  相似文献   

13.
The idea that influential factors for two subtypes of aggression (reactive and proactive aggression) should be different is popular, but the common influential factors have not been examined. Such an examination could help understand the influential factors of aggression from the perspective of multiple motivations affecting the development of aggressive motivations over time. The present study argued that angry rumination would be a common influential factor for both reactive and proactive aggression. In addition, consideration of future consequences (CFC) may moderate the longitudinal effect of angry rumination on proactive aggression. Two studies were conducted to test these hypotheses. In Study 1, a cross-lagged analysis with a 6-month interval was employed. A total of 505 undergraduate students (46% males) completed the questionnaires twice. Results indicated that after a 6-month period, angry rumination predicted reactive aggression but not proactive aggression. Furthermore, reactive aggression predicted angry rumination over time. In Study 2, a moderation analysis was performed with another 437 participants (130 males). The results partly supported our hypotheses, indicating that CFC-immediate (CFC-I) moderated the longitudinal effect of angry rumination on proactive aggression. The present results extended prior research regarding the predictors of proactive and reactive aggression and may contribute to a greater understanding of the development of aggressive motivation. In addition, our research suggested that high CFC-I may be an important factor for the motivation change from reactive aggression to proactive aggression.  相似文献   

14.
《Media Psychology》2013,16(2):127-138
Ample evidence exists suggesting that exposure to television and film violence (Paik & Comstock, 1994) and playing with violent video games (Sherry, 2001) contribute to increases in aggressive behavior; however, the magnitude of the effect ranges from small to moderate. In this study, we argue that in some cases, use of trait, rather than state, aggression can serve to attenuate effects. We report the results of a study in which a trait aggression scale is reworded slightly to create a state measure. The state and trait scales are then compared in high- and low-aggression priming conditions. Results suggest that though both scales are reliable and both have construct validity, the reworded state aggression scale responds more to the high prime than to the low prime. More important, it also responds more than the original trait scale does. Therefore, minor variations in studies of media's effect on aggression, such as variations in scale wording, can serve to attenuate effects.  相似文献   

15.
Past research has shown that exposure to aggression is associated with more negative responses toward others and also toward the self. In the present research, we argue that aggressive priming not only influences the content of thoughts (primary cognition) but also can influence how people think about their thoughts (secondary or meta-cognition) under some circumstances. Two experiments showed that the effect of the direction of thoughts (positive vs. negative) on self-evaluation was greater after receiving an aggressive (vs. control) priming induction. Among participants listing negative self-attributes, those in the aggressive (vs. control) prime condition reported more negative self-attitudes. However, among participants listing positive traits, the aggressive (vs. neutral) primes led to more favorable self-attitudes, reversing traditional effects of aggression on self-evaluation.  相似文献   

16.
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   

17.
Metacognitive model is a theoretical approach aimed to explain emotion dysregulation and others emotion-related issues, such anger, and aggressive behavior. From this model, people having higher maladaptive metacognitive beliefs (e.g., “I can't control my thoughts”) are more likely to activate and maintain anger rumination and, in turn, to experience higher levels of anger and to act aggressively. Preliminary evidence shows the role of metacognitive beliefs on anger rumination and anger levels, whereas no studies have examined its association with aggressive behavior. This study first examined the associations between metacognitive beliefs, anger rumination, anger levels, and the propensity to engage in displaced aggression, and second, the mediation role of anger rumination in the relations among metacognitive beliefs and anger and displaced aggression. Participants were 947 students and non-students from general population recruited in two different countries (Australia and Spain). Correlational analyses revealed a similar pattern of results in the Australian and Spanish sample, with participants having dysfunctional metacognitive beliefs also showing higher anger rumination, higher levels of anger and a higher tendency to act aggressively. Structural equation analyses revealed the associations of metacognitive beliefs with anger levels and displaced aggression was fully mediated by anger rumination in both samples. These results suggest that metacognitive beliefs should be considered in comprehensive models and in the therapy of anger problems and aggression.  相似文献   

18.
分别采用词汇按键反应任务和EAST范式测查了攻击性认知的流畅性和内隐攻击性评价,旨在考察游戏中攻击动机对攻击性的影响,结果发现:暴力视频游戏的影响效应不仅与暴力内容有关,还受制于攻击动机和玩家的暴力游戏经验;且长期玩暴力游戏会使被试对暴力产生脱敏,表现为攻击性认知的流畅性低,对攻击的评价更积极。本研究表明,暴力视频游戏对个体攻击性的影响需综合考虑多种因素。  相似文献   

19.
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   

20.
Angry rumination has been linked previously to increased aggression. The effects of trait rumination on men and women's emotional and aggressive responses under different cueing contexts were examined. Aggressive behavior, not resulting from direct insult or provocation, was indexed by a laboratory paradigm that measured the intensity and the duration of shocks delivered to a putative “employee”. Frustration about, and cognitive focus on, the employee's poor performance was manipulated through the cover story and procedures; however, half the participants were exposed to a fearful/distracting stressor (stress focused) whereas the other half were not (confederate focused). Emotional responses and evaluations of the confederate were also assessed. Results indicated that rumination enhanced the effects of context, so that it related to greater fear and sadness in the stress‐focused context and to increased aggression and motives to aggress in the confederate‐focused context. These effects, however, were more robust for women than men. Ruminative men tended to show more hostile behaviors and motives across both conditions. Mechanisms for the effects of rumination on aggression, and gender differences in these processes, are discussed. Aggr. Behav. 00:1–17, 2005. © 2005 Wiley‐Liss, Inc.  相似文献   

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