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Christopher J. Ferguson Amanda M. Cruz Stephanie M. Rueda Diana E. Ferguson Charles Negy 《Journal of aggression, maltreatment & trauma》2013,22(4):395-414
Debate remains regarding the interaction between predictor variables for aggression, including family environment, media violence, and personality. The current study examined the contributions of gender and personality, exposure to physical abuse and violence in the family, and exposure to media violence in both television and in video games on violent criminal activity. Data from young adults (n = 355) indicated that personality characteristics and direct physical abuse significantly predicted violent crime. Exposure to television and video game violence were not significant predictors of violent crime. These results elucidate the complex interplay between multiple factors related to the etiology of violent crime. These results also call into question the belief that media violence is involved in the etiology of violent crime. 相似文献
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Brady SS 《Aggressive behavior》2007,33(6):519-525
Links between media violence exposure and favorable attitudes toward interpersonal violence are well established, but few studies have examined whether associations extend to include favorable attitudes toward institutional forms of aggression. Studies on this topic have not assessed multiple forms of media use and statistically controlled for individual characteristics likely to influence attitudes beyond sociodemographic information. In this study, undergraduate students (N=319) aged 18-20 years (56% male) completed a survey assessing media use (number of hours per week spent playing videogames, watching movies/TV shows, watching TV sports) and attitudes toward interpersonal violence, punitive criminal justice policies, and different types of military activities (preparedness/defense and aggressive intervention). Greater number of hours spent watching TV contact sports was associated with more favorable attitudes toward military preparedness/defense, aggressive military intervention, and punitive criminal justice policies among men independently of parental education, lifetime violence exposure within the home and community, aggressive personality, and constrained problem solving style. Greater number of hours spent watching violent movies/TV was associated with more favorable attitudes toward military preparedness/defense among men and with more favorable attitudes toward interpersonal violence and punitive criminal justice policies among women, but these associations became non-significant when adjusting for covariates. 相似文献
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William G. Kronenberger Vincent P. Mathews David W. Dunn Yang Wang Elisabeth A. Wood Joelle J. Larsen Mary E. Rembusch Mark J. Lowe Ann L. Giauque Joseph T. Lurito 《Aggressive behavior》2005,31(3):201-216
The purpose of present study was to investigate differences in media violence exposure between groups of adolescents with and without Disruptive Behavior Disorders with Aggressive Features, using a case‐controlled design and multimethod assessment. Samples of 27 adolescents aged 13‐17 with Disruptive Behavior Disorder with Aggressive Features and 27 age‐gender‐IQ matched controls completed a semistructured interview about exposure to violence on television and video games; parents completed a corresponding questionnaire measure. Moderate intercorrelations were found between most self‐ and parent‐report television and video game violence exposure measures. Compared to control adolescents, adolescents with Disruptive Behavior Disorder with Aggressive Features had higher aggregate media violence exposure, higher exposure to video game violence, and higher parent‐reported exposure to television violence. Results show that adolescents and parents agree about the adolescent's level of media violence exposure, that exposure to violence on television tends to be accompanied by exposure to violence in video games, and that the association between media violence exposure and Disruptive Behavior Disorder with Aggressive Features is not due to a spurious effect of gender or IQ. Aggr. Behav. 31:000–000, 2005. © 2005 Wiley‐Liss, Inc. 相似文献
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Jeanne B. Funk Jill Hagan Jackie Schimming Wesley A. Bullock Debra D. Buchman Melissa Myers 《Aggressive behavior》2002,28(2):134-144
Associations between a preference for violent electronic games and adolescents’ self‐perceptions of problem behaviors and emotions were examined. It was predicted that a preference for violent games would be associated with negative externalizing characteristics, in particular aggressive emotions and behaviors, on the Youth Self‐Report (YSR), a standardized self‐report measure of adolescent problem behaviors. Thirty‐two 11‐ through 15‐year‐olds (17 girls) listed and categorized favorite electronic games into one of six predetermined categories and completed the YSR. MANOVA revealed significant relationships between a preference for violent games and the Thought Problems subscale (P < .01) and YSR Total Score (P < .05), with trends noted for the Internalizing (P < .06) and Anxious‐Depressed (P < .08) subscales. Expected relationships with externalizing behaviors, including aggression, were not found. However, across all YSR subscales, children with higher preference for violent games had more clinically significant elevations than those with low preference for violent games. On the Total Problems subscale, of the eight children receiving scores in the clinically significant range, six were in the High preference group (three boys and three girls). The failure to find the expected relationships between a preference for violent games and aggressive, externalizing behaviors is puzzling. It is possible that individuals with a preference for violent games may have high exposure to all forms of media violence. Their perceptions of their own behavior, in comparison, may not seem sufficiently aggressive to justify endorsement of problems in this area. Or, playing violent electronic games may promote a disconnection between the emotions normally associated with violence and violent acts. These explanations are consistent with a desensitization model where exposure to media violence decreases sensitivity to aggression. Aggr. Behav. 28:134–144, 2002. © 2002 Wiley‐Liss, Inc. 相似文献
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Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social‐cognitive models of social behavior [e.g., the “General Learning Model,” Buckley and Anderson, 2006]. The social‐cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect. However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, 2010]. The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings. Aggr. Behav. 38:263–271, 2012. © 2012 Wiley Periodicals, Inc. 相似文献
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The increasing availability of violent video games and their implication in recent school shootings has raised the volume of public debate on the effects of such games on aggressive behavior and related variables. This article reports an experiment designed to test key hypotheses concerning the short term impact of exposure to violent video games on young women, a population that has received relatively little attention in this research literature. Results were that brief exposure to a violent video game increased aggressive behavior. Mediational analyses suggested that the violent video game effect on aggression was not mediated by instrumental aggressive motivation, but was partially mediated by revenge motivation. Other results suggested that the violent video game effect on aggression might be greater when the game player controls a same‐sex violent game character. Aggr. Behav. 29:423–429, 2003. © 2003 Wiley‐Liss, Inc. 相似文献
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Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads
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Geert P. Verheijen William J. Burk Sabine E. M. J. Stoltz Yvonne H. M. van den Berg Antonius H. N. Cillessen 《Aggressive behavior》2018,44(3):257-267
Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents’ exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, Mage = 13.98). Actor‐Partner Interdependence Models indicated that adolescent males’ (but not females’) exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression. 相似文献
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Nickolas A. Jordan 《Journal of Family Therapy》2014,36(4):359-370
Video games are a growing part of USA and world culture. Gaming may have addictive effects on some gamers and may foster violent thoughts and behaviour in children and adults. Conversely, there are documented positive outcomes from playing video games. Through this growing media, family therapists have a new gateway to better understand the experience of a younger generation of clients. To keep up with a changing client base, family therapists must learn about video games, their contextual impacts, addictive aspects and possible uses in the therapeutic setting while ignoring the myth that all gaming is harmful. 相似文献
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Concetta Esposito Dario Bacchini Nancy Eisenberg Gaetana Affuso 《Aggressive behavior》2017,43(6):588-600
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Christopher J. Ferguson Shawn Smith Heather Miller-Stratton Stacey Fritz Emily Heinrich 《Journal of aggression, maltreatment & trauma》2013,22(1):118-132
Many laboratory studies of aggression use a measure known as the modified Taylor Competitive Reaction Time Test (TCRTT), for which validation studies are lacking. Using sound blasts administered by the participant against a fictional human opponent, the TCRTT also allows for multiple methods of measuring aggression. The validity of the TCRTT was tested in 53 college student participants. Participants took a self-report measure of aggressiveness as well as neuropsychological measures of frontal lobe functioning predictive of aggression. Results were not supportive of the TCRTT's validity and indicated concerns regarding the use of the TCRTT as a measure of aggression. Results suggest that labaratory studies of media violence using the TCRTT are of questionable validity. 相似文献
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Elisabeth M. Weiss Christian G. Kohler Karen A. Nolan Pal Czobor Jan Volavka Meredith M. Platt Colleen Brensinger James Loughead Margarete Delazer Raquel E. Gur Ruben C. Gur 《Aggressive behavior》2006,32(3):187-194
Social psychological research underscores the relation between aggression and emotion. Specifically, regulating negative affect requires the ability to appraise restraint‐producing cues, such as facial signs of anger, fear and other emotions. Individuals diagnosed with major mental disorders are more likely to have engaged in violent behavior than mentally healthy members of the same communities. We examined whether violent and criminal behavior in men with schizophrenia is related to emotion recognition abilities. Forty‐one men with schizophrenia underwent a computerized emotion discrimination test presenting mild and extreme intensities of happy, sad, angry, fearful and neutral faces, balanced for gender and ethnicity. History of violence was assessed by the Life History of Aggression Scale and official records of arrests. Psychopathology was rated using the Positive and Negative Symptom Scale. Criminal behavior was associated with poor emotion recognition, especially for fearful and angry facial expressions. History of aggression was also associated with more severe positive symptoms and less severe negative symptoms. These findings suggest that misinterpretation of social cues such as angry and fearful expression may lead to a failure in socialization and adaptive behavior in response to emotional situation, which may result in a higher number of criminal arrests. Aggr. Behav. 32:1–8, 2006. © 2006 Wiley‐Liss, Inc. 相似文献
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The Effects of Children's Exposure to Domestic Violence: A Meta-Analysis and Critique 总被引:13,自引:0,他引:13
Wolfe DA Crooks CV Lee V McIntyre-Smith A Jaffe PG 《Clinical child and family psychology review》2003,6(3):171-187
A wide range of children's developmental outcomes are compromised by exposure to domestic violence, including social, emotional, behavioral, cognitive, and general health functioning. However, there are relatively few empirical studies with adequate control of confounding variables and a sound theoretical basis. We identified 41 studies that provided relevant and adequate data for inclusion in a meta-analysis. Forty of these studies indicated that children's exposure to domestic violence was related to emotional and behavioral problems, translating to a small overall effect (Z
r
= .28). Age, sex, and type of outcome were not significant moderators, most likely due to considerable heterogeneity within each of these groups. Co-occurrence of child abuse increased the level of emotional and behavioral problems above and beyond exposure alone, based on 4 available studies. Future research needs are identified, including the need for large-scale longitudinal data and theoretically guided approaches that take into account relevant contextual factors. 相似文献
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《Journal of aggression, maltreatment & trauma》2013,22(1):245-262
SUMMARY Current issues regarding the definition of psychological maltreatment and its impact on children are discussed. The argument is made that psychological maltreatment can be understood as parenting and socialization practices that leave a child's basic psychological needs unmet, and that children exposed to interparental violence should be viewed as victims of psychological maltreatment. A needs analysis based on developmental theory and research is presented as a context within which to view psychological maltreatment. Using that conceptualization, research findings concerning the behavioral, cognitive, and social-emotional difficulties of children exposed to marital violence are examined. Based on this developmental analysis, recommendations are made regarding research that is needed in the areas of these children and psychological maltreatment. 相似文献
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This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent video game play. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Typically, happy faces are identified faster than angry faces (the happy-face advantage). Results indicated that playing a violent video game led to a reduction in the happy face advantage. Implications of these findings are discussed with respect to the current models of aggressive behavior. 相似文献
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The proliferation of specialized domestic batterer treatment programs suggests that batterers differ from other offenders in important ways. The psychopathic personality represents a constellation of personality traits, which may be relevant to the differentiation of batterers from other offenders. In a sample of 172 county jail inmates, we examined whether antisocial batterers can be distinguished from the larger pool of antisocial offenders on the basis of the four-facet model of psychopathy identified for the Psychopathy Checklist-Revised (PCL-R). Batterer/non-batterer status was positively related to the PCL-R affective facet and negatively related to the lifestyle facet, but there was no significant relationship between PCL-R total scores and this criterion. Results suggest that antisocial batterers are characterized by deficient affective experience and by reduced impulsivity and irresponsibility compared with other antisocial offenders. Implications are discussed in light of specialized treatments for batterers. 相似文献
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Nicholas L. Carnagey Craig A. Anderson Bruce D. Bartholow 《Current directions in psychological science》2007,16(4):178-182
ABSTRACT— Decades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology. 相似文献
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The relationship between exposure to violent electronic games and aggressive cognitions and behavior was examined in a longitudinal study. A total of 295 German adolescents completed the measures of violent video game usage, endorsement of aggressive norms, hostile attribution bias, and physical as well as indirect/relational aggression cross‐sectionally, and a subsample of N=143 was measured again 30 months later. Cross‐sectional results at T1 showed a direct relationship between violent game usage and aggressive norms, and an indirect link to hostile attribution bias through aggressive norms. In combination, exposure to game violence, normative beliefs, and hostile attribution bias predicted physical and indirect/relational aggression. Longitudinal analyses using path analysis showed that violence exposure at T1 predicted physical (but not indirect/relational) aggression 30 months later, whereas aggression at T1 was unrelated to later video game use. Exposure to violent games at T1 influenced physical (but not indirect/relational) aggression at T2 via an increase of aggressive norms and hostile attribution bias. The findings are discussed in relation to social‐cognitive explanations of long‐term effects of media violence on aggression. Aggr. Behav. 35:75–89, 2009. © 2008 Wiley‐Liss, Inc. 相似文献
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Evan Stark 《International Journal of Applied Psychoanalytic Studies》2020,17(3):262-276
Drawing on a model developed by the author, coercive control was adapted in 2012 as the framework for a new “cross governmental” response in the health and social services to woman and child abuse in Great Britain, including changes in the criminal laws. I illustrate the forensic utility of the coercive control framework by applying it to explore the circumstances leading up to the murder of 4‐year old, Daniel Pelka (DP), in Coventry, England in 2009 and to critique the response by the various service providers to the family and the Crown's decision to try Daniel's mother, Magdalena Lucek, for the murder. Had the new approach been in place when the Lucek case came to public attention, the coercive control could have been recognized and effectively addressed. 相似文献