Fiona's Lectures Flashcards
How many people die from violence according to WHO
1.5mill
Define violence
physicalised aggression, involves intention to harm and victims motivation to avoid
Reactive aggression
provoked, victims only have this form
Proactive aggression
unprovoked/cold blooded, violent perpetrators often also have this form
Bandura Bobo doll aggression
violence and aggression are modeled, its about the consequences to the model that influences us, implies cognitive capacity of the observer
Crick and Dodge Social Information Processing Model
Cognitive Behavioral model
we create scripts/schema out of what is modeled to us
GAM
General Aggression Model
multiply determined
interaction between determiners
social
cognitive
biological model
- risk factors = genes, brain structure, early life influences
- Maintaining factors = knowledge structures/schema
- triggering factors = environment/provocation/pain + internal state affect - cognition - arousal loop which then becomes an appraisal/decision which then become VIOLENT BEHAVIORS which loop back to social factors and environmental factors which is the maintaining schema step
Benifits of the GAM model
ticks all causal boxes
parsimonious
explains why we sometimes react sometimes don’t (cognitive element)
empirically validated
can help with interventions because its a cycle we can work out at which point in the cycle we should intervene
long term element; feedback loop, self maintaining
Evidence for GAM
bio
- genes MAOA (warrior gene) breaks down serotonin, aggressors have less serotonin and these genes
also found 8% smaller PFC (inhibition control) and anterior singulate and other emotion areas smaller
found in fMRI studies by Reine (psychoneural studies) ONLY correlational, i.e we don’t know whether bio or violent behavior comes first
ALSO epi-genetics - violent environment can effect gene expression
GAM evidence environmental
- Environment - video games,
Huntemann 2000 we engage with games PHYSICALLY EMOTIONALLY AND PSYCHOLOGICALLY
repeated activation of aggressive thoughts leads to neuronal efficiency and schema, long term use leads to more aggressive schemas generally (even though the short term affect dissipated quickly after playing a game)
cognitive ‘over-learning’ of aggressive pattern
2007 study
under educated 14 year olds
violent video game group sounded horn at the end enough to cause permanent hearing damage
meta-analysis also show that exposure to violent video games is a causal factor to increased aggression and decreased empathy
GAM evidence personality
- Bettencout 2006 trait aggressiveness and trait irritability higher are more aggressive in BOTH neutral and provoking situations
studied by using electric shock, verbal provocation, frustration (cant finish task), penalties
trait ANGER and type A personalities only responded aggressively when provoked