1 aggression aggression can be any physical or verbal behavior intended to hurt or destroy. it may...
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1
Aggression
Aggression can be any physical or verbal behavior intended to hurt or destroy.
It may be done reactively out of hostility or proactively as a calculated means to an
end.
Research shows that aggressive behavior emerges from the interaction of biology
and experience.
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The Biology of Aggression
Three biological influences on aggressive behavior are:
1. Genetic Influences2. Neural Influences3. Biochemical
Influences
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Influences
Genetic Influences: Animals have been bred for aggressiveness for sport and at times for research. Twin studies show aggression may be genetic. In men,
aggression is possibly linked to the Y chromosome.
Neural Influences: Some centers in the brain, especially the limbic system
(amygdala) and the frontal lobe, are intimately involved with aggression.
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Influences
Biochemical Influences: Animals with diminished amounts of testosterone
(castration) become docile, and if injected with testosterone aggression increases. Prenatal exposure to testosterone also increases aggression in female hyenas.
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The Psychology of Aggression
Four psychological factors that influence aggressive behavior are:
1. dealing with aversive events;2. learning aggression is
rewarding;3. observing models of
aggression; and4. acquiring social scripts.
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Aversive Events
Studies in which animals and humans experience unpleasant events reveal that those made miserable often make others
miserable.
Ron Artest (Pacers) attack on Detroit Pistons fans.
Jeff
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Environment
Even environmental temperature can lead to aggressive acts. Murders and rapes
increased with the temperature in Houston.
Physical Discomfort & Aggression
• Heat• Humidity• Pain• Noxious fumes• Poverty• Crowding
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Frustration-Aggression Principle
A principle in which frustration (caused by the blocking of an attempt to achieve a desired goal) creates anger, which can
generate aggression.
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Learning that Aggression is Rewarding
When aggression leads to desired outcomes, one learns to be aggressive.
This is shown in both animals and humans.
Cultures that favor violence breed violence. Scotch-Irish settlers in the South
had more violent tendencies than their Puritan, Quaker, & Dutch counterparts in
the Northeast of the US.
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Observing Models of Aggression
Sexually coercive men are promiscuous
and hostile in their relationships with
women. This coerciveness has increased due to
television viewing of R- and X-rated
movies.
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Acquiring Social Scripts
The media portrays social scripts and generates mental tapes in the minds of the
viewers. When confronted with new situations individuals may rely on such
social scripts. If social scripts are violent in nature, people may act them out.
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Do Video Games Teach or Release Violence?
The general consensus on violent video games is that, to some extent, they breed violence. Adolescents view the world as hostile when they get into arguments and receive bad grades after playing
such games.
Media Violence
• More TV sets in United States than toilets– Media consumption is #1 pass-time among
Americans, particularly youth• 60%-70% of all TV programs contain
violence– 70%-80% show no remorse, criticism, or
penalty for the violence• By the time the average American child
graduates from elementary school:– More than 8,000 murders– More than 100,000 other acts of violence
(e.g., assaults, rape)
Media Violence
• More recently, video games have become kids’ favorite form of media
• 90% of kids age 2-17 play regularly
• Majority of popular games are violent
Grand Theft Auto
Media Violence
• Since at least 1970, researchers have known of a link between violent media and aggression– Weakened inhibitions against violent
behavior– Imitation of specific violent acts– Aggression primed as a response to anger– Desensitization to violence– Overestimation of prevalence of violence in
real life
Common Responses
1. “That’s all boloney. I play those games and I’ve never killed anyone.”
2. “Maybe there is an effect, but it’s really small and meaningless.”
3. “Actually, my friends and I feel better after blowing off steam playing video games.”
Common Responses
1. “Not all who play violent games/watch violent media become killers.”– True. Not all smokers die of lung
cancer, either.
• The point is NOT whether exposure leads inevitably to criminal mayhem, but that the likelihood of aggression is increased
Effects of VVGs(Bushman & Anderson, 2001)
Corr
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tion
wit
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VV
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Findings from a meta-analysis
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Aggression Helping HostileThoughts
HostileAffect
Arousal
Common Responses
2. “Effects are trivially small”– False. Effects are larger than many
that we take for granted
Common Responses
3. “Playing violent games/watching violence allows people to “vent” feelings of anger”– False. Watching violence or engaging
in virtual violence increases aggression
– Catharsis doesn’t work!
Media Industry Response
1. The media is simply “holding a mirror to society.” – False. Real world is far less violent than the
TV/Movie world.
– 0.2% of crimes are murders; 50% of crimes on TV are murders
– Average of 7 characters are killed on TV each night• If applied in reality, this proportion of murder
would wipe out U.S. population in 50 days
Media Industry Response
2. “We’re simply giving the public what they want.”– Maybe. But viewer interest is only one
factor driving programming decisions
– Societal violence can be considered a hazardous by-product
– Also, most popular shows (Friends, Seinfeld, Bachelor) are not violent
Media Industry Response
3. “Violence sells!”– False. TV violence significantly
decreases memory for commercial messages
– Bushman, 1998• 19% of viewers will be less likely to
remember an ad if it is embedded in a violent or sexually explicit show
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Summary
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