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1.
This article presents new evidence on the crime-reducing impacts of a high-quality, intensive early childhood program with long-term follow-up, evaluated by a randomized controlled trial. Proportionately, more women than men decrease their criminal activity after participating in the program. This gender difference arises because of the worse home environments for girls, with corresponding greater scope for improvement by the program. For both genders, treatment effects are larger for the least-advantaged children, as measured by their mother's education at baseline. The dollar value of the social cost of criminal activity averted is higher for men because they commit more costly violent crimes.  相似文献   

2.
Two studies investigate the psychological processes underlying short- and long-term effects of video game violence on interpersonal trust. Study 1 demonstrates that interacting with physically aggressive virtual agents decreases players' trust in subsequent interactions. This effect was stronger for players who were dispositionally sensitive to victimization. In Study 2, long-term effects of adolescents' frequent exposure to video game violence on interpersonal trust and victim sensitivity were investigated. Cross-lagged path analyses show that the reported frequency of playing violent video games reduced interpersonal trust over a period of 12 months, particularly among victim-sensitive players. These findings are in line with the sensitivity to mean intentions (SeMI) model, and they suggest that interpersonal mistrust is a relevant long-term outcome of frequent exposure to video game violence.  相似文献   

3.
Although the idea that youthful offenders are affected by the company they keep is widely accepted, evidence in support of this idea is based primarily on reports provided by offenders and their peers. As an alternative to relying on reports of criminal behavior, a method that may overestimate the role that peers play in criminal behavior, the current research on co‐offending uses court records to identify and track over time individuals who are known to commit crimes together. The present investigation is the first co‐offending study to track patterns of violent criminal behavior (over an 18‐year period) among a sample of urban offenders and their accomplices. The study tests whether violence “spreads” from violent offenders to those inexperienced in violence. Results indicate that nonviolent offenders who commit their first co‐offense with violent accomplices are at increased risk for subsequent serious violent crime. Findings suggest that lessons of violence can be learned “on the street,” where knowledge is passed along through impromptu social contexts, including those in which offenders commit crimes together. Aggr. Behav. 28:97–108, 2002. © 2002 Wiley‐Liss, Inc.  相似文献   

4.
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   

5.
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   

6.
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   

7.
对国内外现有的暴力游戏影响青少年攻击性认知的实验研究进行元分析。总共纳入24篇研究, 产生28个独立样本, 涉及被试2449人。结果表明, 暴力游戏助长青少年攻击性认知的总效应接近中等程度; 暴力游戏对青少年攻击性认知的效应受文化类型和被试群体类型的调节, 但不受测验方法的影响, 西方文化的效应值显著大于东方文化的效应值; 其对小学生、大学生、中学生攻击性认知的影响效力依次递减, 各测验方法之间的效应值差异并不显著。  相似文献   

8.
Past research has provided abundant evidence that exposure to violent video games increases aggression and aggression‐related variables. In contrast, little is known whether and why video game exposure may also decrease aggressive behavior. In fact, two experiments revealed that playing a prosocial (relative to a neutral) video game reduces aggressive behavior. Mediational analyses showed that differences in both aggressive cognition and aggressive affect underlie the effect of type of video game on aggressive behavior. These findings are in line with assumptions of the General Learning Model and point to the importance of the cognitive and affective routes in predicting how aggressive behavior is affected by exposure to video games. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

9.
Media Violence and Social Neuroscience: New Questions and New Opportunities   总被引:1,自引:0,他引:1  
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   

10.
The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponderance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research.  相似文献   

11.
暴力电子游戏的短期脱敏效应:两种接触方式比较   总被引:4,自引:0,他引:4  
郭晓丽  江光荣  朱旭 《心理学报》2009,41(3):259-266
比较主、被动接触暴力电子游戏的脱敏效应,以44名男性大学生为被试,利用生物反馈仪测量被试主动参与游戏或被动观看游戏录像前后,及随后观看暴力视频过程中皮电与心率的变化(脱敏效应的生理指标)。结果表明:(1)暴力电子游戏可以产生脱敏效应。接触游戏15分钟后,暴力游戏组观看暴力视频过程中皮电的增加值明显小于非暴力游戏组;(2)游戏的接触方式对于脱敏效应的程度无显著影响,但主动参与组对于游戏内容知觉到更高的愉快与更低的沮丧  相似文献   

12.
The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponderance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research.  相似文献   

13.
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   

14.
The purpose of this study was to assess the effects of exposure to rap music on the attitudes and perceptions of young African-American males. Subjects u were exposed to violent rap music videos, nonviolent rap music videos, or no music videos (controls). They read two vignettes, involving: (a) a violent act perpetrated against a man and a woman, and (b) a young man who chose to engage in academic pursuits to achieve success, whereas his friend, who was unemployed, "mysteriously" obtained extravagant items (i.e., a nice car, nice clothes). Results indicated, first, that when compared to subjects in the nonviolent exposure and control conditions, subjects in the violent exposure conditions expressed greater acceptance of the use of violence. Second, when compared to subjects in the control condition, subjects in the violent condition 'reported a higher probability that they would engage in violence. Third, when compared to the controls, subjects in the violent exposure condition expressed greater acceptance of the use of violence toward the woman. Finally, when compared to the controls, subjects in the rap video exposure conditions were more' likely to say that they wanted to be like the materialistic young man and were less confident that the other young man would achieve his educational goals. Possible basis for and implications of these findings are discussed.  相似文献   

15.
Even though white‐collar criminals (WCCs) cause financial damage and, at times, emotional and physical harm to individuals, organisations, and consumers, their crimes are viewed as being less harmful than street‐level crimes. Misperceptions that WCCs commit financial crimes because of a temporary moral lapse that represents an ‘out of character’ act for the offender still permeate the criminal justice system and academic venues. Yet, research shows that WCCs may display a pattern of criminal thinking that parallels street‐level offenders coupled with the same behavioural traits that serve as risk factors for offences to occur. Furthermore, the belief that WCCs are non‐violent is misguided, as there is a subgroup of WCCs who are willing to resort to violence, namely homicide, to prevent their fraud schemes from being discovered and revealed. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

16.
This study explores discourses about involvement in violent intergroup conflict and international crimes from the perspective of perpetrators. Through a critical discourse analysis of 12 personal interviews carried out with individuals accused by the International Criminal Tribunal for the Former Yugoslavia (ICTY) for crimes committed during the Yugoslav conflicts, we uncover how their discourse reveals conceptions of lacking agency and powerlessness during the conflict, how it reconstructs power relationships within and between ethnic groups, and how it reflects identity management strategies destined to elude blame and responsibility. Our findings demonstrate how discourses are tainted by the legitimizing framework in which the conflict unfolded but also how they are shaped by the particular context of the communicative situation. Findings are discussed in terms of their significance for international criminal justice and its stated objectives.  相似文献   

17.
Within the framework of modern evolutionary theory, arguments are reviewed that the nonlegal equivalent of aggressive criminal behavior may have evolved by natural selection among mammals, particularly primates, as part of their overall approach to reproduction. If so, the commission of aggressive crimes (or their nonlegal equivalent) by humans, and even efforts to prevent fellow social group members from being victimized by aggressive crimes, may also be partially explainable in natural selection terms. The plausibility of this deduction was explored, first, by specifying the three elements that a human act must have to be regarded as an aggressive crime. Summarily, these were that (1) injury to a victim must be a likely result of the act, (2) the act must be intended, and (3) the act must elicit negative responses from those witnessing it. The primate behavior literature was examined for evidence that some behavior of nonhumans met all three conditions. Affirmative results were obtained. Therefore, while further research is in order, human aggressive criminal behavior, as well as human efforts to control it, seem to have close parallels in other primates. This would be consistent with the notion that aggressive criminal behavior (along with its condemnation by fellow group members) is part of a social system produced and sustained by natural selection.  相似文献   

18.
The current study aimed to identify heterogeneous groups of adolescents differing on their levels of conduct problems (CP) and callous-unemotional (CU) traits, and compare them on startle reactivity to emotional videos (violent/erotic) during young adulthood. A Latent Profile Analysis, conducted among a longitudinal sample of 2306 adolescents, provided evidence for the existence of heterogeneous CP and CU subgroups (i.e., CP-only, CU-only, and CP+CU groups). Three years later, 82 young adults (Mage?=?19.95), randomly selected from the identified groups, participated in an experiment assessing their startle eye-blink responses during violent, erotic and neutral video scenes. Self-report ratings of fear, valence and arousal to affective scenes were also collected. Findings suggested that adolescents high on CP and low on CU traits showed high startle potentiation when viewing violent scenes during young adulthood, while those high on both CP and CU traits showed diminished startle reactivity to violent stimuli. Individuals high on CU traits without CP showed similar startle reactivity to controls. Further, the findings indicate that startle potentiation to violent stimuli can be a reliable physiological marker to distinguish antisocial individuals with and without CU traits. The finding that the CU only group was not differentiated from the control group on startle reactivity when viewing violent stimuli might explain their lower likelihood of engaging in antisocial behavior.  相似文献   

19.
Three studies tested whether witnessing incidents of racial discrimination targeting Black people may motivate White people to engage in collective action for racial justice. In studies of White Americans (Study 1) and self-identified White activist “allies” (Study 2), witnessing incidents of racial discrimination predicted greater willingness to participate in collective action for racial justice, through the pathway of enhanced awareness of racial privilege. Studies 1 and 2 showed that awareness of racial privilege uniquely predicted the link between witnessing incidents of racial discrimination and willingness to participate in collective action for racial justice; these effects were consistent both with and without controlling for Whites’ sense of identification with their own racial group. Study 3 tested experimentally how witnessing incidents of racial discrimination may compel White people to become more motivated to engage in collective action for racial justice. Compared to those in a control condition, White participants who were randomly assigned to watch a brief video depicting recent discriminatory incidents targeting Black people (e.g., Starbucks incident in Philadelphia, housing incident at Yale University) tended to show greater motivation to engage in collective action for racial justice, an effect accounted for largely by enhanced awareness of racial privilege. How witnessing incidents of racial discrimination can transform views of privilege and willingness to stand up for racial justice among members of advantaged racial groups is discussed.  相似文献   

20.
Prior research has indicated an association between exposure to violent media and aggressive thoughts, feelings, and behavior, potentially as a result of effects on inhibitory mechanisms. However, the role of violence in video games in modulating subsequent neural activity related to cognitive inhibition has received little attention. To examine short-term effects of playing a violent video game, 45 adolescents were randomly assigned to play either a violent or a nonviolent video game for 30 minutes immediately prior to functional magnetic resonance imaging (fMRI). During the fMRI procedure, participants performed a go/no-go task that required them to press a button for each target stimulus and withhold the response for non-target stimuli. Participants who played the violent game demonstrated a lower BOLD response in right dorsolateral prefrontal cortex (DLPFC) when responses were appropriately inhibited. The DLPFC is involved with executive functioning, including suppression of unwanted thoughts and behaviors. In addition, responses in the DLPFC demonstrated stronger inverse connectivity with precuneus in the nonviolent game players. These results provide evidence that playing a violent video game can modulate prefrontal activity during cognitive inhibition.  相似文献   

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