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u06d1 Violence and Aggressive Behavior

In preparation for this discussion, begin by reading the unit introduction, Aggression. Next, read the relevant sections from Chapter 11 in the text. Then, locate a psychological research journal article that is related to an area of interest in the field of social psychology, and address the discussion topics posed below. In your posting, address these items to participate in this discussion: 1. 2. Does viewing violent behavior increase the likelihood of aggressive behavior? Describe the social learning theory of aggression and analyze recent research on the link between exposure to violent models on television and other forms of media (such as video games or music) and aggressive behavior.

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Aggression is defined as behavior intended to harm another individual and can vary according to culture, gender and individual differences (Kassin, Fein, & Markus, 2008). Some researchers have suggested that high rate of violent crime in the United States is directly correlated to the rise in single parenting (Barber, 2006 as cited in Kassin, Fein, & Markus, 2008). In addition, the inherent cultural value of honor within American culture often correlates with an aggressive response to provide protection at all costs. Aggression in American society may have quite possibly been historically initiated, and perpetuated as a cultural genetic from the inception of the revolutionary spirit and ideals of American freedom. Attitudes regarding activities that are considered aggressive may also vary both according to subcultures within the United States and various cultures throughout the world. For example, living in Asia for many years has provided me with a contrasting and unique perspective on aggression compared to American viewpoints. Asians are typically non confrontational and non aggressive. When confronted with aggressive scenes in American made films, there is a fascination with violent content. However, cultural norms often do not allow for such acts of aggression to be demonstrated openly or in private, nor are they considered acceptable for philosophical and religious reasons (i.e. Buddhism and Hinduism). According to Banduras theory of social learning (1977), aggressive behavior is learned through the observation of others and through a system of rewards and punishments (Kassin, Fein, & Markus, 2008). Aggressive modeling behavior that does not incur some level of punishment is most often imitated by others. Furthermore, modeling also transmits to a learner the inherent attitudes that accompany aggressive behavior. Social psychologists who study the effects of violent depictions in the media are repeatedly asked to determine whether media violence causes real world aggression. Some studies indicate that media violence does indeed contribute to aggressive and violent behavior but it is not the only cause. Repeated observations of violent behavior tend to desensitize an individual to violence and decrease helping behavior. The popular appeal of violent video games has made it one the most dominant forms of electronic entertainment. Parents, researchers and educators have expressed concern regarding the correlations between violent video games and aggressive behavior. Although some studies indicate there is a correlation, some findings reveal the opposite. According to Przybylski, Ryan

and Rigby (2009), aggression in virtual media was not intrinsically motivating or associated with the satisfaction of basic psychological needs. Violent video games were preferred by those high in trait aggression but often avoided by individuals low in trait aggression. However, the research also indicated that violent video content did little to add or detract from aggressive outcomes among individuals high in trait aggression. Among individuals demonstrating both high and low trait aggression, factors such as fulfilling the psychological need for enjoyment, immersion, autonomy and competency scored higher than the unrelated need for violent and aggressive stimulus. Anthony Rhodes References Kassin, S. Fein, S. & Markus, H. (2008). Social psychology (7th ed.). Boston: Houghton Mifflin. ISBN: 9780618989966. Andrew K. Przybylski, Richard M. Ryan and C. Scott Rigby. (2009). The Motivating Role of Violence in Video Games. Personality and Social Psychology Bulletin. 35; 243. DOI: 10.1177/0146167208327216

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