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The effect of peer pressure
The effect of peer pressure
Empathy and how it impacts society
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The research article hypothesizes that aggression shown in children who display noticeable feelings towards other children’s distress can be decreased or managed. The purpose of the research article is to discover a relationship between psychopathic traits and aggression in children. It is stated in the article that if a child is showing signs of reduced sensitivity it is more likely for that child to obtain a psychopathic trait. It is shown that children that show reduced sensitivity are at higher risk of obtaining a psychopathic trait. Children with high levels of aggression and psychopathic traits may look the same as any other child but the difference between them is that children with psychopathic traits are not able to distinguish emotions, but most of all they can’t recognize people’s distress. Researchers designed a computer-based game where the children are being monitored for two types of different conditions; no distress and distress condition. …show more content…
The research conducted an Experimental Research where they observed 228 participants from four primary schools in the Netherlands, in which 53% were male participants around the ages of 10 to 11. The participants were asked to play a competitive computer-based game against a simulated opponent by blasting him/her with loud noises through headphones in the no distress condition and in the distress condition the opponents distress was increased by a handwritten message that stated his/her greatest fear. There were two different conditions being monitored; the no distress and the distress condition. Researchers predicted that there would be a strong and positive relationship between psychopathy and aggression during the no distress and no relationship at all between aggression and psychopathy during the distress
Psychopathy has fascinated the public for years due to the gruesome and evil portrayal it has received in the media. Psychopathy is defined in the DSM-III as a personality disorder characterized by enduring antisocial behavior, diminished empathy and remorse, and disinhibited or bold behavior (Patrick, Christopher, Fowles, Krueger, Rober, 2009). Psychopathy represents a cluster of different dimensions of personality found amongst the general population to varying degrees (Patrick et al, 2009). The diagnostic definition is meant to be applied to adults, however psychopathology can occur in children. Controversy surrounds the topic of childhood mental illness because the brain is not fully developed until the age of 18; thus allowing the possibility that symptoms are the result of growing up and will change. The triarchic model, formulated by Christopher J. Patrick, is the most commonly used model in diagnosing adult and childhood psychopathy. This model suggests that different conceptions of psychopathy emphasize three observable characteristics to varying degrees; boldness, disinhibition and meanness (Patrick, et al, 2009). Boldness is the first observable characteristic and is comprised of low fear including stress-tolerance, toleration of unfamiliarity and danger, and high self-confidence and social assertiveness. Disinhibition; characterized by poor impulse control including problems with planning and foresight, lacking affect and urge control, demand for immediate gratification, and poor behavioral restraints. Meanness is defined as lacking empathy and close attachments with others, disdain of close attachments, use of cruelty to gain empowerment, exploitative tendencies, defiance of authority, and destructive excitement seek...
One of the most researched topics in the history of psychology is aggression. One goal of social scientists has been to define aggression. Some believe that aggression is biologically preprogrammed, others look toward situational factors and this study suggests that aggression is learned. This study was conducted by Albert Bandura and his associates in 1961 at Stanford University. The researchers proposed that the children be exposed to adult models with either aggressive or nonaggressive ways, they would then be tested without the models present to determine if they would imitate that aggression they observed in the adult.
In my previous paper, I talked about the problem of child psychopaths. I discussed how they turn into adult psychopaths that commit crimes with little to no remorse. In this paper, I will discuss the theories behind child psychopaths and their links with crime. The two main theories that I will be discussing are biological positivism and general strain theory. These two theories seem to best explain the two different types of psychopaths. I will also discuss a third theory which combines biological positivism and general strain theory to create the interdisciplinary theory of biosocial criminology.
What is a psychopath? What type of person can be characterized by this and how do they come to be? But first before we can answer these questions we must first know what a psychopath is. Psychopaths are people suffering from chronic mental disorder with abnormal or violent social behaviors; clinically it is a person who has a lack of what we would consider a conscience. Psychopaths are seen to suffer from a lack of empathy because of psychological, genetic and environmental factors. Scientists have many theories concerning psychopaths. Scientist do not have a definite clear cut answer on what is the cause for psychopathy but they have many ideas; nature and the nurture of the person. Nature is the genes that the person carries. The nurture of the person when they were a child is simply means how they were treated when they were growing up and/or how they were raised. Some scientists even consider it a possibility that it could be a mixture of the two.
Triarchic Conceptualization of Psychopathy: Developmental Origins of Disinhibition, Boldness, and Meanness. " Development and Psychopathology 21.03 (2009): 913–9. Cambridge Journals. 7 July 2009. Web.
The study of psychopathy in children and adolescents is hardly a new concept first being proposed by Cleckley (1941) and then more in depth by McCord and McCord (1959/1964) in their book The Pyschopath: An Essay on the Criminal Mind which, perhaps most importantly, emphasized that psychopathy in youth was decidedly different than other conduct disorders (being much rarer) and highlighting the need for early intervention for adolescents showing psychopathic traits (Salekin & Frick, 2005). So if psychopathy does indeed begin to manifest in childhood or adolescence how do we accurately measure it and how (if at all) can we treat it? Here we will discuss the relevant research on psychopathy and psychopathic traits primarily in children and early adolescents, discuss the current assessment measures, possible treatment strategies, as well as exploring the relatio...
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
Scott, D. The Effect of Video Games on Feelings of Aggression. The Journal of Psychology. March 1995 v129 n2 p121-132.
Psychopathy; the trait that truly distinguishes humans from ¨machines¨, emotionful to emotionless. Within the novel American Psycho by Bret Easton Ellis, one may logically assume that the protagonist, Patrick Bateman is indeed implied to be a psycho as the title suggests. However upon further analyzation, Bateman is revealed to be an unreliable narrator, he does not captivate the reader with all of his emotions verbally, for they are revealed through his actions. Bateman certainly does murder people, however, clinically murder doesn´t rule somebody to be a psychopath. Bateman feels no visible remorse for the victims he kills, because Bateman lives in an artificial hyperbole of a yuppie world where no love is shown, all relationships superficial.
The purpose of this paper is to present a literature review on existing articles relating to the possibility of violent video games promoting aggressive behavior. The hypothesis set forth was that people who played non-violent video games displayed more Prosocial behavior versus those who played violent video games displayed more antisocial and aggressive behavior. A search was conducted on regular search engines on the internet, and on EBSCOhost using the title “can violent video games promote aggressive behavior.” The research articles presented are obtained from five case studies each focusing on different measures that were obtained, methods used, the participants involved, the designs of the study, and the results of the studies.
A psychopath is someone who is unable to live harmoniously in society due to their profound lack of compassion, empathy, conscience, and remorse (Hare, 1993). Many psychopathic symptoms have been proposed to result from cognitive and emotional processing impairments. The concept of a psychopath is often of a ruthless and dangerous criminal, an image commonly depicted in the media and film. Though psychopaths do make up an estimated 40% of dangerous offenders in Canada, it is the non-violent manipulators and cheaters, like white-collar criminals and unethical business people, who can have the most impact on the general population (Bonta & Motiuk; 1996, Hare, 1993). Therefore, understanding the cognitive bases and development of psychopathy can allow exploration into possible interventions and treatments, as well as identifying measures for use in diagnosing psychopathy in childhood and adolescence. Additionally, the deciphering of abnormal processes can give insight into normal functioning, thus helping to expand current knowledge. This paper reviews conclusions that processing of
Adolescent psychopathy and the Big Five: Results from two samples. Journal of Abnormal Child Psychology, 33, 431–443. Magnavita, J. J. & Co. (2002). The 'Secondary' of the 'Second Theories of personality: Contemporary approaches to the science of personality. New York: Wiley & Co. Matthews, G., Deary, I. J., & Whiteman, M. C. (2009).
In today’s society so many children are becoming bullies and showing aggressive behavior, in which no one knows why. Parents and adults alike both say that the reason their youth and children are showing these attitudes is the violent, mature video games that the children play on their media device. However, many people say that there are other reasons that children show aggressive behavior and why they become bullies to other children. I believe that there are other reasons than video games that cause a child to become disobedient and unruly. There are many studies that show that video games are not the reason behind the youth’s behavior but other factors in their lives. Although the studies show that it is not video games to blame, most people still want to blame them.
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...
In the 21st century, huge researches are devoted to analyze the new approaches of children entertainment. These days we notice scientists give a considerable interest to video games concept for the reason of the plurality and the diversity of theories related to this topic. Influencing youngsters age 4 to 45 year-o, these video games have called for worry in our society seeing issues for example, depression, addiction, and aggrieves behavior.Violent of video game is the issue that I face and I did a few researchers and the survey to show that there are great hypothetical reasons to believe that violent video games are hurtful.