Aggression is defined as any behavior intended to harm another person who is motivated to avoid the harm according to Baumeister & Bushman (2014). A study was conducted in 1967 by Leonard Berkowitz and Anthony LePage, to determine whether the presence of weapons would elicit aggressive behavior from an individual (Baumeister & Bushman, 2014). They hypothesized that participants were likely to associate weapons, particularly firearms, to aggression and violence, which would cause observing a weapon to elicit an aggressive response. The experiment determined that the presence of weapon can elicit an aggressive response from people ready to act aggressively. In the study, participants were shocked up to seven times then given the opportunity to …show more content…
In the experiment was conducted on 96 male students, decieved to believe the experiment was determining the effects of first impressions. During the experiment participants were blindly assigned another participant by number, to rate on their first impression (Cahoon & Edmonds, 1985). The group was then divided into two subgroups so no individual was in the same sub group as the person he rated. One subgroup remained in the neutral room with no weapons present, and the other subgroup was lead to a separate room where weapons were present (Cahoon & Edmonds, 1985). Explanations were offered for the weapons, based on the use for a public safety course either for self-defense or violent use of weapons (Cahoon & Edmonds, 1985). The particpants were then given false ratings of their first impression either negative, neutral, or positive (Cahoon & Edmonds, 1985). Participants were then told to complete a Behavioral Control Inventory (BCI) for the individual who had supposedly given them the rating (Cahoon & Edmonds, 1985). The responses on the BCI were used to determine the hostility and aggression expressed by the participants (Cahoon & Edmonds, 1985). The results showed that the presence of weapons had little to no effect on the BCI responses from the participants regardless of the supposed use of the weapons (Cahoon & Edmonds, 1985). The results did show that the responses on the BCI did depend on the false first impression rating received by participants (Cahoon & Edmonds, 1985). The results of the experiment may be more valid than those of the Berkowitz LePage experiment because the measure of aggression was more comprehensive with the use of the BCI rather than the shocks, and the explanation of the firearms were also better understood and posed less risk of alerting participants to the true purpose of the
In a study conducted by Barratt, Stanford, Dowdy, Liebman, and Kent (1999), a group of 216 college students were asked to evaluate their own aggressive acts with a self-report survey. The resulting aggressive acts committed were divided into the two categories of impulsive and premeditated aggression. Impulsive aggression was frequently followed by feelings of remorse and confusion after
(1997) explored the heat hypothesis, which basically suggests that uncomfortably hot temperatures increase aggressive behavior. This research took of particular interest the concept of affective aggression, which is defined as “a deliberate attempt to harm another person in which the harm is the primary goal rather than a means to some other goal” (Anderson et al., 1997). According to the Federal Bureau of Investigation, most instances of murder involve affective aggression. In contrast, instrumental aggression is the kind of aggression used as a means of obtaining something else (Anderson et al.,
Eron, L.D., Huesmann, L.R., Lefkowitz, M.M. & Walder, L.O. (1972). Does television violence cause aggression? American Psychologist, 27, 253-263.
Forthefirstexperiment, theparticipantswere tasked with playing a violent video game or a neutral one. From there, the participants were assessed on a Likert type scale, and answered various questions in regards to their mood, using the seven point scale. Afterwards to measure the perception of daily life aggressive behavior, Greitemeyer adapted a procedure created by another group of researchers. The participants were given fifty two aggressiveactionsthatwouldeitherbeactedoutbyothersorthemselves. From there, the participant would then rank the action dependingonhowaggressivetheythoughttheactionwas. Forthesecondexperiment,Greitemeyermainlywantedtoreplicatetheresults of experiment one and also see if a biased view of what aggressive behavior is considered would possibly account for increased aggression after playing a violent video game. For the first part of the second experiment, Greitemeyer switch the games used for the violent and neutral portion. In order to measure the aggression levels intheparticipantsforthesecondportionoftheexperiment,participantswereaskedtotastehotsauceanddecidehowmuchhotsauce they would taste, as well as the rest of the participants. Based on theamountofhotsaucesuggestedbytheparticipant,theaggression level of the participant would be calculated into the
Adachi, P.J.C. & Willoughby, T. (2011). The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic Has the greatest influence? Psychology of Violence 1(4), 259-274.
Huesmann, L.R. 1986. Psychological process promoting the relation between exposure to medial violence and aggressive behavior by the viewer. Journal of social issues 42, 125-139.
In order to solve the problem of violence in schools, we must first find out who the problem is. Being that not every teenager is prone to participate in such violent acts as what happened at Columbine, there must be specific environment imposed on a particular biology to turn a teenager into an Eric Harris or a Dylan Klebold. These are not normal, healthy teenagers, and they don’t just become killers overnight. They become killers because they are already deeply disturbed individuals who can be sent over the edge by all sorts of innocuous influences. Violent teens often have specific characteristics that put them at high risk for committing these crimes. These high risked students may display some of the following traits. First, violent students often indicate their intentions before acting violently through drawings or writings. (Juhnke et. Al., 1999) They also make threats of violence towards others. Next, students prone to violent behavior tend to have a history of violence or aggression. (Juhnke et. Al., 1999) This may include other students, boyfriends/girlfriends, and animals. Violent students often have hypersensitivity toward criticism. (Juhnke et. Al., 1999) These students report perceptions of being teased, harassed or being picked on by those they were violent toward. This tormenting can also cause a student to isolate him or herself and withdrawal from friends and family, which is another sign that something is wrong. Another fairly obvious characteristic includes those children who are inappropriately given accress to firearms. (Juhnke et. Al., 1999) When students are given a gun, it gives them a sense of power. Some choose to take advantage of that power, as we have seen in numerous high school shoot...
In this experiment, participants completed a questionnaire about their video game preferences and their trait aggressiveness. They were then provided with a choice. The students could choose to play a violent video game or a non violent video game. They played the game for twenty minutes. Afterwards they were shown a ten minute video of violence in the real world. While
I have a hard time believing the statement that they experimenter said. He had reviewed the work of Stanley Milgram's experiment and how individuals became so violent. Haney, Banks, and Zimbardo had to of known that if they gave the power to take control of a situation the guards that the power would be abused. The experiment took place in 1986 and though there had been many years passed since Milgram's experiment was conducted in 1963, people then and still today try to get to the top of every situation.
Zillman, D. & Weaver, J. Effects of Prolonged Exposure to Gratuitous Media Violence on Provoked and Unprovoked Hostile Behavior.
To begin, allowing kids to play with toy guns raises aggressive behaviors. These aggressive behaviors may follow the individual's personality throughout life. As such, leads to difficulty in relationships and career paths. These negative effects appear to have a direct influence on children's aggressive behaviors. Parents need to teach the children how to play with toy guns in a correct manner. The children that pretend to kill someone
Anger and Aggression Trait Theories Most often, anger and aggression travel on the same path. Anger is a human emotion and is regarded as normal and indispensable. Naturally, humans respond to threats through anger which enthuse powerful or an aggressive emotion that provoke them to retaliate in defense when attacked. Uncontrolled anger becomes destructive causing people to respond in an aggressive manner. Expressing anger in assertive way rather than aggressive is healthier.
Kenneth Dodge wanted to learn more and explain how individuals choose to interact in the world based on their understanding. In order for him to explain what goes on in these situations, he designed the social information processing model. First, what happens is a person encodes a problematic event. Second, they analyze the social cues that come with the problematic event. Third, they formulate a goal of how they would like the problematic event to be resolved.
With the renewed debate over gun control and safety of the public is a growing topic among current events. With the complexity of the events occurring, the role of psychology and gun control should be addressed and discussed throughout scholars and others to address the urgency of this topic. Gun control and gun safety is complex multifaceted problem that is plaguing the citizens nationwide with the growing concern of the use of guns during homicides, suicide, or mass shootings. In this debate, the consideration of the U.S. Constitution’s second amendment, the causes of the violence occurring with guns, and the psychological profiles of the individuals causing harm onto others. In some ways, this debate could
Therefore, video games should not be blamed for violence which includes mass shootings in public places. Aggression is what breeds violence and not watching people involved in violence in video games. American Psychological Association noted that there was too little evidence to link the exposure people get from video games with themes of criminal violence to violence exhibited by people in schools and public places. APA reports, “All violence is aggression, but not all aggression is violence.” This distinction proves very important when it comes to unlinking video games to violence.