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AGGRESSION
AGGRESSION
• The action might be physical or verbal; it might succeed in its goal or not. If someone
throws a beer bottle at your head and you duck so that the bottle misses you, it was
still an aggressive act.
INPU
SITUATIONAL FACTORS
Provocation,frustration,exposure to PERSONAL FACTORS
aggressive models,cues associated
with aggression,causes of
discomfort/negative affect
AROUSAL
COGINITION
AFFECT
THOUGHTFUL
APPRAISAL AND DECISION ACTION
PROCESS
IMPULSIVE
VARIABLES IN FIRST
CATEGORY(SITUATIONAL)
• Variables falling into the first category include
• frustration,
• some kind of provocation from another person (e.g., an insult),
exposure to other people behaving aggressively (aggressive models,
real or in the media)
• virtually anything that causes individuals to experience discomfort—
everything from uncomfortably high temperatures to physical pain or
even disrespectful treatment.
VARIABLES IN THE SECOND
CATEGORY(PERSONAL)
• 2) Variables in the second category (individual differences across
people) include
• traits that predispose some individuals toward aggression (e.g., high
irritability),
• certain attitudes and beliefs about violence (e.g., believing that it is
acceptable and appropriate),
• a tendency to perceive hostile intentions in others’ behavior,
• and specific skills related to aggression (e.g., knowing how to fight or
how to use various weapons)
GAM
• According to the GAM, these situational and individual (personal) variables lead to
overt aggression through their impact on three basic processes:
• arousal—they may increase physiological arousal or excitement;
• affective states—they can generate hostile feelings and outward signs of these (e.g.,
angry facial expressions);
• cognitions— they can induce individuals to think hostile thoughts or can bring
beliefs and attitudes about aggression to mind.
• Depending on individuals’ interpretations (appraisals) of the current situation and
restraining factors (e.g., the presence of police or the threatening nature of the
intended target person), they then engage either in thoughtful action, which might
involve restraining their anger, or impulsive action, which can lead to overt
aggressive actions .
CAUSES OF HUMAN AGGRESSION
SITUATIONAL
SOCIAL
SOCIAL DETERMINANTS OF
AGGRESSION
• 1)FRUSTRATION
• 2)PROVOCATION
• 3)HEIGHTENED AROUSAL
• 4)EXPOSURE TO MEDIA VIOLENCE
• 5)VIOLENT PORNOGRAPHY
• 6)CULTURAL FACTORS: “Cultures of honor”& sexual jealousy.
1)Frustration: Why not Getting What You
want can Sometimes Lead to Aggression
• Frustration occurs due to blockage of goal attainment.
• Suppose that you asked 20 people you know to name the single most
important cause of aggression. The chances are good that most would
reply “frustration.” And if you asked them to define frustration, many
would say: “The way I feel when something—or someone—prevents
me from getting what I want or expect to get in some situation.”
• This widespread belief in the importance of frustration as a cause of
aggression stems from the frustration-aggression hypothesis.
F-A HYPOTHESIS
• In its original form, this hypothesis made two sweeping assertions:
• (1) Frustration always leads to some form of aggression,
• (2) Aggression always stems from frustration.
• Bold statements like these are appealing, but it does not mean that
they are necessarily accurate.
• In fact, existing evidence suggests that both portions of the
frustration-aggression hypothesis assign far too much importance to
frustration as a determinant of human aggression.
F-A HYPOTHESIS
• In fact, individuals do not always respond with aggression when frustrated.
• On the contrary, they show many different reactions, ranging from sadness,
despair, and depression on the one hand, to direct attempts to overcome the
source of their frustration on the other. In short, aggression is definitely not
an automatic response to frustration.
• Furthermore, it is equally clear that not all aggression stems from
frustration. As we have already noted, people aggress for many different
reasons and in response to many different factors.
• Accordingly, few social psychologists now accept the idea that frustration is
the only, or even the most important, cause of aggression. It is simply one
of many factors that can potentially lead to aggression.
FRUSTRATION LEADS TO MANY
DIFFERENT REACTIONS ---NOT
SOLELY TO AGGRESSION.
•
• AGGRESSION
•
• FRUSTRATION DEPRESSION
•
• RESIGNATION
• FEELINGS OF HOPELESSNESS
AGGRESSION STEMS FROM MANY
FACTORS-NOT SOLELY FROM
FRUSTRATION.
•
AGGRESSION
HIGH LEVEL OF AROUSAL
ASPECTS OF PERSONALITY
2)DIRECT PROVOCATION:
• Major world religions often suggest that when provoked by another person, we
should “turn the other cheek”—in other words, the most appropriate way to
respond to being annoyed or hurt by another person is to do our best to not
retaliate.
• In fact, however, research findings indicate that this is easier to say than to do,
and that physical or verbal provocation from others is one of the strongest
causes of human aggression.
• When we are on the receiving end of some form of provocation from others—
criticism we consider unfair, sarcastic remarks, or physical assaults—we tend to
reciprocate, returning as much aggression as we have received—or perhaps
even more, especially if we are certain that the other person meant to harm us.
CONDESCENSION
• What kinds of provocation produce the strongest push toward
aggression?
• Existing evidence suggests that condescension—expressions of
arrogance or disdain on the part of others are very powerful (Harris,
1993).
• Harsh and unjustified criticism, especially criticism that attacks us
rather than our behavior, is a powerful form of provocation, and when
exposed to it, most people find it very difficult to avoid getting angry
and retaliating in some manner, either immediately or later on (Baron
& Richardson, 1994
TEASING
• Still another form of provocation to which many people respond with
annoyance is teasing—provoking statements that call attention to an
individual’s flaws and imperfections, but can be, at the same time,
somewhat playful in nature (e.g., Kowalski, 2001).
• Teasing can range from mild, humorous remarks (e.g., “Hey— you
look you’re having a bad hair day”) through nicknames or comments
that truly seem designed to hurt.
• Research findings indicate that the more individuals attribute teasing
to hostile motives—a desire to embarrass or annoy them—the more
likely they are to respond aggressively
3)DIRECT
AROUSAL:emotion,coginition,aggression.
• Suppose, for instance, that you are driving to the airport to catch a flight. You are late, so
you hurry as much as you can.
• On the way there, another driver cuts you off, and you almost have an accident. Your
heart pounds wildly and your blood pressure shoots up; but fortunately, no accident
occurs.
• Now you arrive at the airport. You park and rush to the security line. There, the
passenger in line ahead of you is very slow to open her carry-on case and also slow to
remove her shoes.
• In addition, she hasn’t placed her liquids in a separate plastic bag, so the agent sorts
through them now, while you wait. Quickly, you become very irritated by this person,
and say to yourself, “Why don’t people like that stay home! I may miss my flight because
of her . . .” You wish you could push the person out of the way and move forward to
catch your plane.
EXCITATION TRANSFER THEORY
• Now for the key question: Do you think that your recent near miss in traffic
played any role in your sudden surge of anger toward this other passenger?
Could your emotional arousal from the recent traffic incident transfer to the
present, unrelated situation and so intensify your feelings of annoyance? Research
evidence suggests that it might (Zillmann, 1988, 1994).
• Under some conditions, heightened arousal— whatever its source—can enhance
aggression in response to provocation, frustration, or other factors. In fact, in
various experiments, arousal stemming from sources such as participation in
competitive games (Christy, Gelfand, & Hartmann, 1971), exercise (Zillmann,
1979), and even some types of music (Rogers & Ketcher, 1979), have been found
to increase subsequent aggression. Why is this the case? An explanation or these
effects is provided by excitation transfer theory (Zillmann, 1988, 1994).
EXCITATION TRANSFER THEORY
• This theory claims that because physiological arousal tends to
dissipate slowly over time, a portion of such arousal may persist as a
person moves from one situation to another.
• In the earlier example, some portion of the arousal you experienced
because of the near miss in traffic may still be present as you
approach the security gate in the airport.
• That arousal, which is unrelated to the current situation, intensifies
your annoyance with the slow passenger. And this may occur even if
you are unaware of the residual arousal (Zillmann, 1994)
EXCITATION TRANSFER THEORY
• Excitation transfer theory also suggests that such effects are especially
likely to occur when the person recognizes the residual arousal but
then wrongly attributes it to the events occurring right now (Taylor,
Helgeson, Reed, & Skokan, 1991).
• In the airport incident, for instance, your anger would be intensified if
you recognized the arousal but attributed it to the other passengers’
actions rather than to the driver who nearly cut you off. Overall, it’s
clear that the relationship between emotion and aggression is more
complex than common sense suggests.
EXPOSURE TO MEDIA VIOLENCE
• Systematic surveys of the content of recent films, television shows, and other media
indicate that violence is very frequent in the popular offerings of the mass media
(Bushman & Anderson, 2002; Reiss & Roth, 1993; Waters, Block, Friday, & Gordon, 1993).
This fact raises an important question that social psychologists have studied for decades:
• Does exposure to media violence increase aggression among children and adults?
Literally hundreds of studies have been performed to test this possibility, and the results
are clear: Exposure to media violence is indeed one factor contributing to high levels of
violence in countries where such materials are viewed by large numbers of people
(e.g., Anderson et al., 2003; Bushman & Anderson, 2009; Paik & Comstock, 1994). In fact,
in a summary of research findings in this area (Anderson, Bushman, Donnerstein,
Hummer, & Warburton, 2015), leading experts on this topic who have provided
testimony in U.S. Senate hearings on media and violence offered the following basic
conclusions
MEDIA
• 1. Research on exposure to violent television, movies, video games,
and music indicates that such materials significantly increase the
likelihood of aggressive behavior by people exposed to them.
• 2. Such exposure has both short-term and cumulative long-term
effects on aggression.
• 3. The magnitude of these effects is large—at least as large as the
various medical effects considered to be important by physicians (e.g.,
the effect of aspirin on heart attacks)
ALBERT BANDURA
• For example, in short-term laboratory experiments, children or adults
exposed to violent films and television programs have been found to
show more aggression than others exposed to nonviolent content
(Bushman & Huesmann, 2001).
• The earliest research of this type was conducted by Albert Bandura
and his colleagues in the early 1960s—a time when social psychology
was still, in many respects, a new and rapidly growing science. To
address this question, the research team (Bandura, Ross, & Ross,
1963a, b) devised an ingenious approach.
ALBERT BANDURA
• Instead of using actual television programs, they constructed their
own TV shows in which an adult model was shown aggressing
against a large inflated toy clown (a Bobo doll) in unusual ways.
• For instance, the model sat on the doll, punched it repeatedly in the
nose, struck it on the head with a toy mallet, and kicked it about the
room. This “program,” or a control one in which the model showed no
aggressive actions toward the Bobo doll, was then shown to young
school-age children.
RESEARCH
• Other research on the effects of media violence, in contrast, has employed
longitudinal procedures, in which the same participants are studied for many
years (e.g., Anderson & Bushman, 2002; Huesmann & Eron, 1984, 1986). Results
of such research, too, are clear:
• The more violent films or television programs participants watched as children,
the higher their levels of aggression as teenagers or adults—for instance, This
last media source—violent video games—has become the subject of intense
study, because these games are very popular, and are played (often for hours
each day) by millions of people all over the world.
• A large number of studies have sought to determine if playing such games
produces effects similar to those produced by watching violent films or television
shows, and the results are both consistent and alarmin.
IMPACT OF VIOLENT GAME
• One more question arises concerning the impact of violent video
games: Why do so many people like to play them?
• Research by Przybylski, Ryan and Rigby (2009) indicates that in fact, it
is not. Drawing on cognitive evaluation theory (Ryan & Deci, 2000,
2007)—they suggest that it is not the violence in games such as
“Grand Theft Auto” that make them so appealing, but rather it is the
sense of autonomy and competence that the games provide.
The Effects of Media Violence:
Neuroscience Evidence for Why They
Occur
• One other factor that plays an important role in the effects of all types
of media violence involves desensitization. In other words, as a result
of exposure to large amounts of violent content in television
programs, films, and video games, individuals become less sensitive to
violence and its consequences (Anderson et al., 2015).
• Research findings suggest that such desensitization effects can
contribute to increased aggression by people exposed to media
violence
PERSONALITY AND AGGRESSION:
• 1)THE TASS MODEL:TRAIT AS SENSITIVE TO VARIOUS SITUATIONS
• 2)TYPE A BEHAVIOUR PATTERN
• 3)SENSATION SEEKING AND AGGRESSION
• 4)NARCISSISM
TASS MODEL
• Thev trait as situational sensitivity model.
• This model suggests that many aspects of personalitry function in a
threshold like manner:only when situational factors are enough strong
to trigger them,do they influence behaviour.
• When applied to aggression,the TASS model makes the following
prediction:The tendency to behave aggressively will only influence
overt behaviour when situational factors are strong enough to activate
it.For example people high in this trait ,even weak provocation will
stimulate an aggressive reaction;for people low in this trait in contrast
much stronger levels of provocation are required to trigger aggression.
TYPE A BEHAVIOUR PATTERN
• A pattern consisting primarily of high level of competitiveness,time
urgency and hostility.(extremely competitive,always in
hurry,especially irritable &aggressive.)
• Type A people are truly hostile and they are engage in Hostile
aggression---aggression in which the prime objective is inflicting some
kind of harm on the victim.(child abuse,spouse abuse).
SENSATION SEEKING AND
AGGRESSION
• Do you know who gets bored easily,seeks lot of new experiences---
especially exciting ones with an element of risk.If so,this person may
be high in what social psychologists described as sensation seeking or
in the closely related impulsivity.Why would this be the case?
• General aggression model suggests some possible reasons.
• i)people high in sensation seeking or impulsiveness experience anger
and hostile feelings more often than others.Their emotions are easily
aroused,so that they may have lower threshold for becoming angry.
• ii)moreover,their tendencies to get bored and to seek exciting new
experiences may lead them to have more hostile thoughts.
NARCISSISM—EGO THREAT
&AGGRESSION
NO AGGRESSION-they
GRANDIOSITY reject any suggestion
Confidence in one that they not be as good
superiority as they thinkl they are
and do not show
increased aggression
NARCISSISM
Inflated view of oneself
VICTIMS
LONELY,WITHDRAWN,FEW FRIENDS
UNHAPPY
VICTIMS
• Victims of bullying tend to be individuals who feel unhappy and
unsafe, and their academic performance suffers as a result (Konishi,
Hymel, Zumbo, & Li, 2010).
• They also tend to be lonely, withdrawn, and socially isolated—they
have few friends and are awkward in interacting with their peers.
Consequently, they are less well liked by their peers, and have no
friends to rush to their aid when they are attacked by bullies.
CYBERBULLYING:ELECTRONICS
MEANS OF HARM DOING
• Cyberbullying is often defined as the use of information and
communication technologies such as e-mail, cell phones, instant
messaging, and social media as means of engaging in deliberate,
repeated, and hostile behavior that is intended to harm others. A
WORKPLACE AGGRESSION
• Any form of behaviour through which individual seeks to harm others
in their workplace.What is such aggression like(largely
COVERT:HIDDEN).