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《Media Psychology》2013,16(3):271-282
This article summarizes a project supported by the Harry Frank Guggenheim Foundation on the attractions of violent entertainment. We consider why violence is such a prominent feature of entertainment. The audiences for violent entertainment are examined, as is the nature of the violence that attracts them. The role of sensation-seeking, context, the justice motive, and social control in the entertainment experience are considered. Violent entertainment is placed in historical and social contexts, demonstrating that its appeal varies with the times.  相似文献   

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Baron and Ransberger (1978) argue that civil violence increases as temperature rises into the mid 80s, and then decreases as temperatures rise further. Two experiments test this hypothesis using data on temperature and the incidence of crime for summer months in two midwestern cities. The crime data were divided into violent and nonviolent crimes, and then correlated with the maximum, minimum, and average temperatures, and several humidity measures. Violent crime correlated significantly with temperature; nonviolent crime did not. This relationship was linear in the first study, but curvilinear in the second. Inspection of the data suggests that the incidence of aggressive behavior (i.e., violent crime) does not drop off in the mid-80s as laboratory findings and Baron and Ransberger's results would suggest, but continues to increase as temperatures rise into the 90s. The mean incidence of violent crime was higher for days in the 90s than for days in the 80s. A hypothesis for resolving this contradiction between real world and laboratory findings is discussed.  相似文献   

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A study of 379 violent incidents between pairs of psychiatric inpatients during an eight-month period indicates a substantial number of patterned associations between assaulting patients and those struck. In addition, regularities are observed in these incidents between frequency of occurrence and spatiotemporal and other contextual factors. Taken in the aggregate, these relationships support enlargement of most current conceptualizations of the violent act in psychiatric settings, which focus almost exclusively upon physiologic and psychologic state changes within the identified initiator of violent acts.  相似文献   

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Summary

Custody issues for battered women means continuing involvement with a violent, abusive, intimidating partner. This article explores the continuing power and control dynamics of the domestic violence relationship after the woman with children leaves, and presents some preliminary findings. The custody of the children, visitation and financial arrangements often become the basis of terrorism as the man attempts to continue to control the woman's behavior with threats against the children. Fear of losing her children may force a woman to stay in a violent relationship, or return in spite of danger to her children and herself. On the other hand, the history of violence may make it difficult for the mother to cooperate with the court orders regarding joint custody or visitation even when safety appears not to be an issue. It is important for professionals working with children of violent families to understand the continuing effects of domestic violence after separation in order to provide assistance to children “caught in the middle” in custody disputes.  相似文献   

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Violent and nonviolent suicide rates in the American states in 1980 showed different social correlates, but both patterns were different from those for homicide rates.  相似文献   

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Hemispheric laterality, measured by the Wechsler Verbal IQ-Performance IQ differential score, in a large group of delinquents (N = 101) was not associated with violent-nonviolent behavior. Delinquents were, however, likely to be relatively more impaired on verbal than on nonverbal intellectual capacities.  相似文献   

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This study sought to determine the combined effects of psychopathy, low intellectual functioning, and love deprivation on violent delinquency. Low-intellectual-functioning psychopaths were significantly more violent than were low or high-intellectual-functioning nonpsychopaths or high-intellectual-functioning psychopaths. Love deprivation was more strongly related to violence than was psychopathy/intellectual functioning, and severely love-deprived, low-intellectual-functioning psychopaths were the most violent.  相似文献   

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Studies have found evidence that, after playing violent videogames for 20 min, people experience a mean short‐term increase in aggression, hostility, and anger. The current research investigated whether or not players habituate during longer, more realistic lengths of play. Participants (N = 98) were randomly assigned to play the game Quake III Arena for either 20 or 60 min. Participants in the long condition showed a smaller change in state anger (CSA) from pre‐ to post‐gameplay than those in the short condition, although this did not reach significance. Change in scores for gamers (not novice players) showed that short gaming led to a larger increase in anger ratings than long gaming. When the results for violent videogame players were analysed separately, there was no significant increase in anger post‐gameplay—irrespective of length of time playing. Results also supported the hypotheses that females would show a significantly larger CSA than males and that participants previously unexposed to violent videogames would show a significantly larger CSA than exposed participants.  相似文献   

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Explaining the phenomenon of male serial homicide has usually been approached from a psychiatric perspective. However, recent integrative theory suggests that cultural factors may play a role in shaping the psychology of young males with particular psychiatric and possibly neurological vulnerabilities in such ways as to facilitate converting the motivation to kill into actual behavior. Present results indicated that 34-45% of the interstate variation in rates of serial killer activity could be accounted for by three dimensions of local culture. Higher rates of male serial killer activity were associated with a local state culture supportive of game hunting and military training and a local culture supportive of punitive violence. The findings must be viewed with caution since societal variables are complex and the results are based on correlations which cannot be causally interpreted without more direct evidence of validity.  相似文献   

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This study sought to determine the combined effects of psychopathy, low intellectual functioning, and love deprivation on violent delinquency. Low-intellectual-functioning psychopaths were significantly more violent than were low or high-intellectual-functioning nonpsychopaths or high-intellectual-functioning psychopaths. Love deprivation was more strongly related to violence than was psychopathy/intellectual functioning, and severely love-deprived, low-intellectual-functioning psychopaths were the most violent.  相似文献   

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Katy Gilpatric 《Sex roles》2010,62(11-12):734-746
This research is a content analysis of violent female action characters (“VFAC”) shown in American action films from 1991 through 2005. The analysis focused on three aspects of VFACs: (1) gender stereotypes, (2) demographics, and (3) quantity and type of violence. Findings showed that 58.6% of VFACs were portrayed in a submissive role to the male hero in the film, and 42% were romantically linked to him. The average VFAC was young, white, highly educated, and unmarried. VFACs engaged in masculine types of violence yet retained feminine stereotypes due to their submissive role and romantic involvement with a dominant male hero character. The findings suggest continued gender stereotypes set within a violent framework of contemporary American cinema.  相似文献   

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《Media Psychology》2013,16(3):239-250
This study investigated the effects of violent video game play and trait hostility on attentional bias toward negatively valenced words. Following video game play, participants completed an emotional Stroop task. Results indicated greater Stroop interference for participants high in trait hostility and for participants playing violent video games. Implications of these findings are discussed with respect to current models of aggressive behavior.  相似文献   

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暴力犯内隐攻击性研究   总被引:2,自引:0,他引:2  
该研究采用IAT测验对暴力犯的内隐攻击性进行了研究。研究表明:1)暴力犯内隐攻击性信念和内隐攻击性评价的IAT效应显著高于一般群体;2)暴力犯内隐攻击性与外显攻击性相关不显著;回归分析表明内隐攻击性信念与刑期相关显著。  相似文献   

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Across two studies we show that engaging in violent video game play diminishes perceptions of our own human qualities. In addition, when other players are the targets of this violence it reduces our perceptions of their humanity also. In Study 1, we demonstrate that playing Mortal Kombat against another player reduces the perceived humanity of the self as well as the humanity of one's opponent (compared to playing a non-violent game). In Study 2 we replicate this effect on perceived humanity of the self when playing a violent game with a co-player. However, we find no dehumanization of co-players who are not the targets of violence. We demonstrate these effects cannot be reduced to mood, self-esteem, gender, or other characteristics of the game such as excitement and enjoyment. The findings provide a broader perspective from which to view previous work on the adverse effects of violent video games.  相似文献   

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