W8b: Aggression (harming) Flashcards
What is aggression?
1) Instrumental aggression
2) Hostile aggression
Aggression: behaviour intended to harm someone
1) Instrumental aggression: aggression as a means to an end
2) Hostile aggression: aggression driven by anger (at insult, disrespect, or threats to identity/esteem)
Manifestations of aggression:
Physical VS Verbal
- > Active VS Passive
- > Direct indirect
Who aggresses?
1) Men > women (but there are complexities here) esp: physical
2) Aggressive cultures:
Cultures of honour (Nisbett & Cohen, 1996)
Norms for aggression
a) Men should be tough, loyal and ready to fight
b) Enforce one’s rights and protect family, home and possessions
(esp in places w. poor institutions)
c) Such reputations serve as deterrents
Who aggresses?
Cultures of honor
Cohen, Nisbett, Bowdle & Schwarz (1996)
Insult and aggression in the culture of honor
Staged insult – bump then call participant “asshole”
Different Ratings for southern and Northern participants
(35% and 85% anger)
After insult
decrease distance between ppl (disrespect personal space) and
Increase firmness of handshake (southern)
Frustration-aggression hypothesis
Frustration: follows blocking of an important goal
Frustration-aggression hypothesis (Dollard et al., 1939)
Frustration inevitably triggers aggression
Refined by Berkowitz (1989)
Not all goal blockage, but negative feelings/arousal that arise therefrom
E.g., anger, irritation
Cues to aggression
Anderson, Benjamin & Bartholow, 1998 -> Weapons effect
Aspects of the environment linked to aggression can activate thoughts of aggression
Weapons effect:
similar to spreading effect of concepts
Anderson, Benjamin & Bartholow, 1998: Response Time paradigm Prime word (weapon/animal) Target word (aggression/non-aggression) a bit faster in MRT.
Aggression: Social Learning
(2)
1) Aggressive Models
Video games and violence (Anderson & Dill, 2000)
1) Aggressive models
Exposure to violent role models increases aggression
2) Video games and violence (Anderson & Dill, 2000):
-> Play violent/non-violent video game
-> Assess accessibility of aggressive thoughts
-> Aggressive behaviour (blast noise)
-> Playing violent video games increases accessibility of aggressive thoughts which accounts for the effect of video gameplay on aggressive behaviour
Effect size: 0.31
there is also the effect of retaliation
Superficial and deep processing affecting aggression
Initial, automatic aggressive tendencies can be overcome by deeper processing (reflectively) => depth of precessing in moderating the relationship between the active tot and action of aggression
Factors that impair deep processing increase aggression
1) Arousal (more -> process more superficially)
2) Time pressure (no time to think)
3) Alcohol
Taylor, Gammon & Capasso (1976)
Alcohol and aggression
Alcohol increases the likelihood that any active aggressive thoughts gets translated into behaviour
Deliver shocks to one another.
manipulations: Alcohol and threat/no threat
Aggression is only increased (more significantly) when under threat
General Aggression Model
S34
1) Personal + situational variables AFFECTS v 2) Present internal states (affect cogarousal) ^ INFLUNCES v 3) Appraisal and decision precessing INFLUNCES v 4) Behaviour
Dealing with aggression: , what doesn’t work?
Bushman (2002)
Catharsis/venting
Katharsis: cleansing/purging
Expressing negative affect and aggressive tendencies purges one of aggressive impulses
Bushman (2002)
Details
1) Receive negative feedback
2) Hit punching bag or not. Those who hit punching bag: rumination or distraction
3) So three conditions: control vs vent(rumination vs distraction)
Competitive reaction time task with noise blast
Measure of aggression – intensity of noise blast
Results:
both distraction and rumination have much higher aggression than control
Venting by punching a bag increases aggression,
especially if accompanied by rumination
Dealing with aggression: what works?
1) Promoting norms of non-aggression (changing role models)
E.g., prosocial video games
2) Minimising cues (undermining cues)
3) Cognitive re-appraisal
E.g., self-distancing (Mischkowki et al., 2012)
-> provoked and ask to reflect
-> self-distance reflection reduce implicit aggressive cognition (think in 3rd person)
4) Increase empathy
Feshbach & Seymour (1982)
Non-aggressive strategies
Bushman in the context of general aggression model
Decrease accessibility of aggressive cognitions, decrease arousal, decrease negative affect
Target Present internal state
Delay (let time pass), distraction, relaxation (reduce negative arousal), incompatible responses (nonaggressive responses -> eg. prosocial behaviour)
to reduce aggression!