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491.
This study examined differences in the types of aggressive behavior among aggressive-preferred, aggressive non-preferred, non-aggressive preferred and non-aggressive non-preferred adolescents. The subjects numbered 839 14-year-old adolescents (408 girls and 431 boys). Aggressive behavior as well as social preference i.e. popularity and rejection, were assessed by peer nominations. The types of aggressive behavior measured were intriguing, arguing, fighting and bullying. The results showed that not only the level, but also the types of aggressive behavior differentiated aggressive adolescents from the non-aggressive ones, and preferred adolescents from the non-preferred ones. The aggression profile of the aggressive and rejected adolescents was characterized more by intriguing and bullying than arguing or fighting. In contrast, that of non-aggressive adolescents was dominated more by arguing and fighting than intriguing. The results pointed to a more complex relationship between aggressive behavior and social preference than the general assumption that there is a higher rate of rejection among aggressive adolescents, and a higher rate of popularity among non-aggressive ones. Significant gender differences were also found.  相似文献   
492.
493.
This study sought to identify some of the variables controlling the severely aggressive behavior of two retarded children. In Experiment 1, each child was presented with several demand and nondemand situations. Aggression was frequent in the demand situations and rare in the nondemand situations. When a stimulus correlated with the termination of demands was introduced, aggression fell to a near zero level. In Experiment 2, for one child, a variety of preferred reinforcers was introduced into the demand situation contingent on correct responding. Aggression abruptly decreased to a low level. Experiments 3 and 4 involved the second child. In Experiment 3, this child was permitted, in one condition, to leave the demand situation if he emitted a nonaggressive response. Aggression decreased to a low level. In Experiment 4, he was prevented, in one condition, from leaving the demand situation in spite of high levels of aggression. Aggression fell to a near zero level. In Experiments 3 and 4, he was permitted, in several conditions, to leave the demand situation following aggressive behavior. Aggression increased to a high level. The results suggested that: (1) aggression can sometimes function as an escape response; and (2) escape-motivated aggression can be controlled by: (a) introducing strongly preferred reinforcers to attenuate the aversiveness of the demand situation; (b) strengthening an alternative, nonaggressive escape response; or (c) using an escape-extinction procedure.  相似文献   
494.
The prevention of aggressive and delinquent behavior during childhood and adolescence is one of the highest priorities for public health and crime prevention. The most common approach to preventing or treating these conduct problems has been to provide interpersonal skills training to the affected youth. This paper reviews all randomized controlled trials evaluating interpersonal skills training programs as an intervention to reduce conduct problems. Research shows that such programs have weak empirical support as isolated interventions. An alternative evidence-based system of care is described. Such a system would include behavioral parent training and behavioral classroom-based interventions for young children at risk of developing problems, as well as multisystemic family therapy or multidimensional treatment foster care for chronic delinquents. Within such a network of services, interpersonal skills training could play an important supportive role. Such a system holds the greatest promise for reducing the prevalence of aggressive and delinquent behavior in communities.  相似文献   
495.
We develop hypothese based on the research literature regarding behavioral responses to aversive stimuli. Specifically, escape, avoidance, and countercontrol responses are presented as teacher behaviors which may occur in the presence of disruptive and aggressive behaviors (aversive stimuli) which, in part, characterize many students with severe behavior disorders (SBD). The potential for teacher escape, avoidance, and countercontrol responses to the detrimental for both teachers and students is presented, as well as suggestions for addressing aversive behaviors of students in ways to reduce the potential detrimental impact.  相似文献   
496.
Three groups of pigeons were trained with a modified discriminative autoshaping procedure to discriminate video images of other pigeons on the basis of movement. Birds of all groups were shown the same video images of other pigeons, which were either moving or still. The group to whom food was presented only after moving images learned the discrimination very quickly. A second group, to whom food was given only after still images, and a pseudocategory group, to whom food was presented after arbitrarily chosen stimuli, showed no evidence of discrimination during acquisition training. Extinction conditions led to clear differences in peck rates to moving and still images in the second group but not in the pseudocategory group. The result is related to the feature-positive effect. Generalization tests showed that the discrimination performance was based on visual features of the stimuli but was invariant against changes of size, perspective, brightness, and color. Furthermore, discrimination was maintained when novel images of pigeons under different viewing angles and seven other types of motion categories were presented. It is argued that the discrimination is based not on a common motion feature but on motion concepts or high-order generalization across motion categories.  相似文献   
497.
Observing behavior in a computer game.   总被引:2,自引:1,他引:1       下载免费PDF全文
Contingencies studied in lever-pressing procedures were incorporated into a popular computer game, "Star Trek," played by college students. One putative reinforcer, the opportunity to destroy Klingon invaders, was scheduled independently of responding according to a variable-time schedule that alternated unpredictably with equal periods of Klingon unavailability (mixed variable time, extinction schedule of reinforcement). Two commands ("observing responses") each produced stimuli that were either correlated or uncorrelated with the two components. In several variations of the basic game, an S-, or bad news, was not as reinforcing as an S+, or good news. In addition, in other conditions for the same subjects observing responses were not maintained better by bad news than by an uninformative stimulus. In both choices, more observing tended to be maintained by an S- for response-independent Klingons when its information could be (and was) used to advantage with respect to other types of reinforcement in the situation (Parts 1 and 2) than when the information could not be so used (Part 3). The findings favor the conditioned reinforcement hypothesis of observing behavior over the uncertainty-reduction hypothesis. This extends research to a more natural setting and to multialternative concurrent schedules of events of seemingly intrinsic value.  相似文献   
498.
In adult football, small-sided games are associated with increased action variability and suggested to promote more creative actions compared to regular 11v11 formats. This aligns with predictions from an ecological approach to perception and action that creative actions emerge in environments that grant variability in action, instead of being an expression of the individual player’s ability to generate ideas. To further evidence for this prediction, the current study aimed to expand this observation to elite youth football players. To this end, the number of different and creative actions in 4v4 small-sided game and a 11v11 regular-sided game among 10- to 12-year-old elite football players were examined. We analyzed a total of 7922 actions, which were categorized for type and creativity. Based on a subset of these actions, a panel of elite football coaches judged action types occurring below 0.5% as significantly more creative than more frequent action types. Hence, we used an occurrence of 0.5% as threshold to distinguish creative actions from non-creative actions. The results showed that the total number of actions, the number of different action types, the number creative actions and the number of different creative action types was significantly higher for the small-sided game format than the regular-sided game. In conclusion, this study confirms that in elite youth football, small-sided games induce a more variable and creative action repertoire. This shows that practitioners can design learning environments that promote the emergence of creative actions.  相似文献   
499.
以Anderson为核心的研究者通过数十年研究发现, 暴力电子游戏是攻击行为产生的前因变量, 并且提出可以用一般攻击模型(General Aggression Model, GAM)来解释这一结论。然而, Ferguson等人的研究表明, 暴力电子游戏不是攻击行为产生的前因变量, 而是攻击行为产生的催化剂, 并提出催化剂模型(Catalyst Model, CM)来解释该结论。由于社会心理研究中, 实验研究难以严格控制, 导致研究结果大径相庭, 暴力电子游戏影响攻击行为的争论还在不断扩大。未来要加强对暴力电子游戏和攻击行为的测量, 同时还需整合一般攻击模型和催化剂模型指导实证研究, 最后从认知偏差以及社会认知神经科学视角寻求暴力电子游戏对攻击行为影响的新证据。  相似文献   
500.
肖玉琴  张卓  宋平  杨波 《心理科学进展》2014,22(9):1456-1466
冷酷无情特质(callous unemotional trait, CU)是指对他人冷漠、缺乏罪责感、低共情的一种人格倾向, 伴随有高频率和高破坏性的反社会行为甚至暴力犯罪。CU特质者在情感上表现为对负性情绪加工不敏感, 缺乏共情; 在认知上表现出追求奖赏、忽视惩罚; 在生物学方面, CU特质者生理唤醒水平低、皮质醇水平低、杏仁核和腹内侧前额叶活动异常。未来研究的方向是修订发展本土化CU特质量表、探析CU特质者的性别差异、梳理CU与品行障碍等其他精神障碍的关系、为暴力犯循证矫正的方案设计提供科学依据。  相似文献   
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