59,153 research outputs found

    An Examination of the Individual and Contextual Characteristics Associated with Active Shooter Events

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    In recent years, the US has experienced a substantial number of mass shooting incidents. This type of shooting incident has been termed “active shooter event” and encompasses shootings that occur in school settings as well as public settings and workplace venues. Much of the recent published literature addressing active shooter events appears to focus on tactical issues, such as training for and responding to this type of incident. Very little research, however, has examined the individual and contextual characteristics associated with active shooter events. In the current study we examine a number of factors related to 88 active shooting events involving 92 perpetrators. Our findings indicate a history of psychological and behavioral issues reported in more than 50% of the active shooters studied. In addition, 60% of shooters had evidence of additional stressors beyond those associated with psychological and behavioral issues. These findings highlight the need to continue to explore potential risk factors associated with this form of violence

    Relationally Aggressive Media Exposure and Children’s Normative Beliefs: Does Parental Mediation Matter?

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    Research indicates that relationally aggressive media exposure is positively associated with relational aggression in children. Theories of media effects suggest that these associations may be mediated by aggressive cognitions. Although parental mediation can attenuate the effects of violent media, it is unknown whether there are similar benefits of parental mediation of relationally aggressive media. The current study examined concurrent and longitudinal associations between relationally aggressive television and movie exposure and normative beliefs about relational aggression, and whether parental mediation moderates these associations. Participants were 103 children (50% female) in grades 3-6 and their parents. The following year, 48 children (52% female) were again assessed. Relationally aggressive media exposure predicted concurrent relational aggression norms, even after controlling for physically aggressive media exposure and physical aggression norms. Relationally aggressive television and movie exposure predicted greater subsequent approval of relational aggression only among children whose parents engaged in low levels of active mediation

    Situational Factors Contributing to The Expression of Aggression on The Roads

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    This study explored the influence of situational factors on aggressive driving from within the framework of a frustration-aggression model of aggressive driving. Through the use of driving scenarios, a number of situational characteristics were manipulated to examine their effect on the level of anger reported by participants and their likely behavioural response. The situational characteristics examined included the age, gender and anonymity of the offending driver, and the sense of time pressure as well as the gender of the participants. The results confirmed that the situational characteristics of a potentially frustrating road event can influence both the anger reported by participating drivers and their likely behavioural response

    The Effects of Displayed Violence and Game Speed in First-Person Shooters on Physiological Arousal and Aggressive Behavior

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    Many studies have been conducted to examine the effects of displayed violence in digital games on outcomes like aggressive behavior and physiological arousal. However, they often lack a proper manipulation of the relevant factors and control of confounding variables. In this study, the displayed violence and game speed of a recent first-person shooter game were varied systematically using the technique of modding, so that effects could be explained properly by the respective manipulations. Aggressive behavior was measured with the standardized version of the Competitive Reaction Time Task or CRTT (Ferguson et al., 2008}. Physiological arousal was operationalized with four measurements: galvanic skin response (GSR), heart rate (HR), body movement, force on mouse and keyboard. A total of N = 87 participants played in one of four game conditions (low- vs. high-violence, normal- vs. high speed) while physiological measurements were taken with finger clips, force sensors on input devices (mouse and keyboard), and a Nintendo Wii balance board on the chair they sat on. After play, their aggressive behavior was measured with the CRTT. The results of the study do not support the hypothesis that playing digital games increases aggressive behavior. There were no significant differences in GSR and HR, but with a higher game speed, participants showed less overall body movement, most likely to meet the game’s higher demands on cognitive and motor capacities. Also, higher game speed and displayed violence caused an increase in applied force on mouse and keyboard. Previous experience with digital games did not moderate any of these findings. Moreover, it provides further evidence that the CRTT should only be used in a standardized way as a measurement for aggression, if at all. Using all 7 different published (though not validated) ways to calculate levels of aggression from the raw data, “evidence” was found that playing a violent digital game increases, decreases, or does not change aggression at all. Thus, the present study does extend previous research. Firstly, it shows the methodological advantages of modding in digital game research to accomplish the principles of psychological (laboratory) experiments by manipulating relevant variables and controlling all others. It also demonstrates the test-theoretical problems of the highly diverse use of the CRTT. It provides evidence that for a meaningful interpretation of effects of displayed violence in digital games, there are other game characteristics that should be controlled for since they might have an effect on relevant outcome variables. Further research needs to identify more of those game features, and it should also improve the understanding of the different measures for physiological arousal and their interrelatedness

    Do television and electronic games predict children's psychosocial adjustment? Longitudinal research using the UK Millennium Cohort Study

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    Background: Screen entertainment for young children has been associated with several aspects of psychosocial adjustment. Most research is from North America and focuses on television. Few longitudinal studies have compared the effects of TV and electronic games, or have investigated gender differences. Purpose: To explore how time watching TV and playing electronic games at age 5 years each predicts change in psychosocial adjustment in a representative sample of 7 year-olds from the UK. Methods: Typical daily hours viewing television and playing electronic games at age 5 years were reported by mothers of 11 014 children from the UK Millennium Cohort Study. Conduct problems, emotional symptoms, peer relationship problems, hyperactivity/inattention and prosocial behaviour were reported by mothers using the Strengths and Difficulties Questionnaire. Change in adjustment from age 5 years to 7 years was regressed on screen exposures; adjusting for family characteristics and functioning, and child characteristics. Results: Watching TV for 3 h or more at 5 years predicted a 0.13 point increase (95% CI 0.03 to 0.24) in conduct problems by 7 years, compared with watching for under an hour, but playing electronic games was not associated with conduct problems. No associations were found between either type of screen time and emotional symptoms, hyperactivity/inattention, peer relationship problems or prosocial behaviour. There was no evidence of gender differences in the effect of screen time. Conclusions: TV but not electronic games predicted a small increase in conduct problems. Screen time did not predict other aspects of psychosocial adjustment. Further work is required to establish causal mechanisms

    The Cycle of (Legal) Violence? Child Abuse and Military Aspirations

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    Most prior research on military enlistment has focused on characteristics that can be used to identify potential recruits, but has rarely looked at the psychological histories of those recruits. Data on Wisconsin seniors in 1957 from the Wisconsin Longitudinal Study was used to build a large profile of socio-economic controls for testing the “cycle of violence” hypothesis – that physical abuse in childhood leads to violent adult impulses – as manifested through aspirations for a military career. Results were generated using a probit model with reported military aspirations as the dependent variable. For (mostly Caucasian) male Wisconsin respondents in 1957, retrospective self-reports of physical abuse by the respondents’ fathers was associated with an (average) increase in probability of an aspiration to a military career of approximately 8%, which may be underestimated due to underreporting of abuse. The relationship of military aspiration to verbal abuse and physical abuse by the respondent’s mother was unclear, likely due to collinearity or alternative, negative abuse outcomes that make military life unappealing. There are two significant implications to these results: first, that military employment serves as a psychologically similar but alternative outcome to domestic abuse or violent crime, except without the associated stigma; and second, that military life presents challenges that reward psychological adaptations and defenses deriving from childhood victimization, thereby increasing its appeal to child abuse victims.

    The characteristics of sexual abuse in sport: A multidimensional scaling analysis of events described in media reports

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    Most research on sexual abuse has been conducted within family settings (Fergusson & Mullen, 1999). In recent years, following several high profile convictions and scandals, research into sexual abuse has also encompassed institutional and community settings such as sport and the church (Gallagher, 2000; Wolfe et al., 2003). Research into sexual abuse in sport, for example, began with both prevalence studies (Kirby & Greaves, 1996; Leahy, Pretty & Tenenbaum, 2002) and qualitative analyses of the processes and experiences of athlete sexual abuse (Brackenridge, 1997; Cense & Brackenridge, 2001, Toftegaard Nielsen, 2001). From such work, descriptions of the modus operandi of abusers in sport, and the experiences and consequences for athlete victims, have been provided, informing both abuse prevention work and coach education. To date, however, no study has provided empirical support for multiple associations or identified patterns of sex offending in sport in ways that might allow comparisons with research-generated models of offending outside sport. This paper reports on an analysis of 159 cases of criminally defined sexual abuse, reported in the print media over a period of 15 years. The main aim of the study was to identify the nature of sex offending in sport focusing on the methods and locations of offences. The data were analysed using multidimensional scaling (MDS), as a data reduction method, in order to identify the underlying themes within the abuse and explore the inter-relationships of behaviour, victim and context variables. The findings indicate that there are specific themes that can be identified within the perpetrator strategies that include ‘intimate’, ‘aggressive’, and ‘’dominant’ modes of interaction. The same patterns that are described here within the specific context of sport are consistent with themes that emerge from similar behavioural analyses of rapists (Canter & Heritage, 1990; Bishopp, 2003) and child molester groups (Canter, Hughes & Kirby, 1998). These patterns show a correspondence to a broader behavioural model – the interpersonal circumplex (e.g., Leary 1957). Implications for accreditation and continuing professional education of sport psychologists are noted

    Guns, germs, and stealing: exploring the link between infectious disease and crime.

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    Can variation in crime rates be traced to the threat of infectious disease? Pathogens pose an ongoing challenge to survival, leading humans to adapt defenses to manage this threat. In addition to the biological immune system, humans have psychological and behavioral responses designed to protect against disease. Under persistent disease threat, xenophobia increases and people constrict social interactions to known in-group members. Though these responses reduce disease transmission, they can generate favorable crime conditions in two ways. First, xenophobia reduces inhibitions against harming and exploiting out-group members. Second, segregation into in-group factions erodes people's concern for the welfare of their community and weakens the collective ability to prevent crime. The present study examined the effects of infection incidence on crime rates across the United States. Infection rates predicted violent and property crime more strongly than other crime covariates. Infections also predicted homicides against strangers but not family or acquaintances, supporting the hypothesis that in-group-out-group discrimination was responsible for the infections-crime link. Overall, the results add to evidence that disease threat shapes interpersonal behavior and structural characteristics of groups
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