Media Violence Introduction To Media
Media Violence Introduction To Media
Introduction to media
• The media have become an integral part of our lives.
• By 1971, more than 95% of all households in the United States and Canada had
televisions.
• In 2009, the average adolescent lived in a household with 3.8 television sets and 2.8
DVD or VCR players; in other words, there are more television sets in an average
household than people are living in that average household.
• You can now watch TV on your cell phone, while pumping gas for your car, or while
riding an elevator.
• The last decade has witnessed profound changes in how adolescents use the media.
• The average time spent with various media by adolescents (ages 8 to 18) in 2009 was
7 hours and 38 minutes per day.
• This represents an increase of over an hour from 1999 (6 hours and 19 minutes).
• But even more dramatic is the increase in the total amount of media these adolescents
are exposed to each day—an astounding 10 hours and 45 minutes.
• This represents a 44% increase from the amount of media adolescents were exposed to
in 1999 (7 hours and 29 minutes).
• Using multiple media simultaneously—or multitasking— is becoming more prevalent.
• In 2009, adolescents spent 29% of their time with the media using at least two different
types of media—up from just 16% of the time in 1999.
• Multitasking is made easier by how easily teens can access myriad different media
technologies.
• In 2015, approximately 99% of teenagers in the United States had access to one or more
of the following media technologies: game console, smart or cell phone, desktop or
laptop computer, or tablet.
• Another change is how people access the media.
• Historically, when talking about using the “media,” it meant watching TV programs
when they were broadcast, going to movies, and reading newspapers.
• The media include so much more than that today, and people’s ways of accessing the
media have expanded dramatically.
• For example, the amount of time adolescents spend watching a TV program when it is
broadcast actually declined by 26 minutes from 3 hours and 5 minutes per day in 1999
to 2 hours and 39 minutes per day in 2009.
• Yet, total time watching TV increased from 3 hours and 47 minutes per day in 1999 to
4 hours and 29 minutes per day in 2009.
• This shift from watching live TV to watching time-shifted TV has continued.
• Today’s adolescents can watch a TV program whenever they want using DVRs, Video
or Television on Demand, and DVDs.
• And, they can watch a TV program on the Internet, their cell phones, or MP3 players.
• Clearly, profound changes are occurring in people’s media use.
• But these changes have been occurring over the last century.
• One hundred years ago, newspapers were the primary media outlet, and movies were
just beginning to become popular.
• Radio did not really take off until the 1920s, and while television stations first appeared
in the United States in the 1940s, it was the 1950s when television became popular.
How Does Media Violence Affect Us?
• How difficult is it to turn on a TV for an entire evening and not watch some type of
physical violence?
• Based on studies of media violence on TV programming in the United States, it is
extremely difficult.
• Focusing only on intentional physical violence, 58% of all TV programs during the
1994–1995 season contained some type of physical violence or a credible threat of
physical violence.
• If you are watching premium channels, such as HBO and Showtime, an astonishing
85% of the shows contain violence.
• If that is not bad enough, of those shows that contain violence, two-thirds contain four
or more violent interactions.
• Of course, just because a TV program contains violence does not mean that it is
promoting violence.
• Perhaps the message of the program is actually one of anti-violence.
• Maybe some of these TV shows include violence to focus on the harmful effects of the
violence for the victim and the victim’s family and friends.
• Although such shows do exist, they are rare.
• Only 4% of the shows during the three seasons from 1994 to 1997 had antiviolence
themes.
• This means that TV shows are 15 times more likely to either contain violent messages,
or at best, be neutral toward violence than to contain anti-violence themes.
• Unfortunately, the level of violence found on television programming has remained
fairly steady for decades.
• Clearly, dramas (75%) and movies (90%) contained a lot of violence.
• In addition, notice the increase in violence in both comedies and music videos over the
3-year period.
• However, the most disturbing aspect in the figure is the percentage of children’s TV
shows that contain violence.
• The fact that approximately two-thirds of all children’s shows contain violence, and
that most of these shows contain multiple acts of violence (just think of the number of
acts of violence in one episode of The Simpsons or South Park), is distressing.
• The recent proliferation of video games increases the amount of media violence that
children are exposed to on a daily basis.
• The typical child will witness more than 8,000 murders and 100,000 acts of violence
on network TV alone before reaching 18 years of age.
• When you were growing up, your parents may have stopped you from watching certain
TV shows because they were too violent.
• Very violent or bloody movies are rated PG-13 or R so that younger children are not
exposed to this kind of violent content.
• A common belief is that only violent people, or people with certain traits, watch violent
TV programs.
• However, a longitudinal study that followed children from the beginning of
elementary school into their early 20s found that violent people are no more likely to
watch violent TV programs than nonviolent people.
• Another common belief is that violent TV programs and movies help people release
stress and aggressive feelings, so they might actually reduce violence.
• This idea is called the cathartic effect of watching violent media.
• Unfortunately, most research studies do not support the idea that TV violence has a
cathartic effect.
• There is a very large amount of social science research on media violence.
• Hundreds of studies, including quasi-experiments, longitudinal studies, and laboratory
experiments, have examined how TV violence affects aggressive behavior.
• Across all of these studies, the results consistently show that TV violence increases
aggressive behavior.
• In fact, Potter (2003) identified more than 30 different effects of watching TV violence,
including increased imitation of violence, short-term and long-term increases in
aggressive behavior, increased fear, reduced sensitivity to violence (desensitization),
and greater acceptance of violence.
• One type of research on TV violence is the quasi-experiment.
• Quasi-experiments use naturally occurring changes in TV exposure to study its effect
on aggression.
• When looking at the results of quasi-experimental studies, it is important to remember
that they usually study general exposure to TV, not specifically exposure to violent TV
content.
• For example, the Federal Trade Commission (FTC) stopped giving TV broadcast
licenses from 1949 to 1952 to study how to regulate this new technology.
• The FTC’s action created a quasi-experiment with two groups: cities that had TV
stations before 1950 and cities that received TV stations in 1952 or later.
• Hennigan and colleagues (1982) used this situation to examine violent crime rates in
these two types of cities.
• If TV increases violence, then violent crime rates should have increased earlier in cities
that got TV before 1950 compared to cities that got TV in 1952 or later.
• Crime rates did increase earlier in cities where TV was introduced first.
• However, in the early years of TV, violent crimes did not increase; instead, nonviolent
theft (excluding car theft) increased in cities with TV stations.
• It seems that TV commercials may have made people more aware of things they did
not own, increasing their desire to steal.
• Although this quasi-experiment did not show that general TV exposure increased
violence, other quasi-experiments did find such evidence.
• Another quasi-experiment happened in Canada in 1973 when a small town called
“Notel” (meaning no television) received TV for the first time.
• There were three groups in this study: a town with no TV (“Notel”), a town with one
TV station (“Unitel”), and a town with multiple TV stations (“Multitel”).
• Rates of physical violence in Notel were compared with Unitel and Multitel before and
two years after TV was introduced in Notel.
• Before 1973, Unitel and Multitel were similar to Notel in levels of violence.
• The aggression levels of children in Unitel and Multitel did not change during the two
years after 1973.
• However, both physical and verbal aggression increased sharply in children in Notel
after TV was introduced.
• Perhaps the strongest quasi-experiment on TV violence was conducted by Centerwall
(1989), who analyzed homicide rates after TV was introduced in the United States,
Canada, and South Africa.
• TV was introduced in the United States and Canada in the early 1950s, but the South
African government banned TV until 1975.
• After TV was introduced in each of these countries, homicide rates stayed fairly stable
for about 10 to 12 years, but then doubled by the 15th year.
• Because homicide rates doubled about 15 years after TV was introduced in each
country, Centerwall concluded that TV violence may be responsible for about half of
violent homicides in these countries.
• However, if TV was the cause, why did it take 15 years for homicide rates to increase?
The most likely explanation is that children are most affected by TV violence.
• The increase in violent homicides may have been delayed until children who were 3 or
4 years old when TV was introduced grew up and became teenagers or young adults,
about 15 years later, when they were old enough to commit violent crimes.
• Clearly, Centerwall’s estimate that TV violence causes half of the homicides in these
countries is probably too high.
• As is common in quasi-experiments, Centerwall could not control many other factors,
such as violent social movements happening at the same time (the civil rights and
antiwar movements in the United States, and the antiapartheid movement in South
Africa). However, the data still suggest a link between TV and violence.
• Longitudinal studies have also shown that TV violence increases violent behavior.
• For example, in 1977 about 600 first- and third-grade children from the Chicago area
were interviewed about their TV viewing habits.
• About two thirds of them were interviewed again between 1992 and 1995, when they
were 21 to 23 years old.
• The amount of violent TV they watched in 1977 predicted their level of violence 15
years later better than their childhood aggression levels did.
• This relationship remained strong even after controlling for other factors such as
parents’ aggression levels, socioeconomic status, and intelligence.
• Experimental studies are the best method for proving cause-and-effect relationships.
• Many experiments have shown a clear link between TV violence and aggressive
behavior.
• A meta-analysis of 230 experimental studies involving more than 100,000 participants
found that exposure to media violence consistently increased various forms of
aggressive behavior.
• However, most experiments were done in laboratories, and the aggressive acts
measured were less severe than real-world violence.
• For example, some studies involved giving another person an electric shock or a loud
unpleasant sound.
• These behaviors are unpleasant but not as serious as physical assault or homicide.
• One limitation of research on media violence is that it has mainly focused on TV and
movies.
• Video games are more complex because players do not just watch violence; they
actively participate in it.
• Early critics were especially concerned about video games because players are actively
involved in violent actions.
• Research shows that playing or even watching violent video games can have similar
effects to watching violent TV.
• This research area is very controversial, with some researchers arguing that video
games do not affect aggressive behavior.
• Much video game research has been overly simple in how it understands gaming.
• One limitation is that studies have mostly focused on solo game play.
• This focus may be due to early video games being designed mainly for solo players.
• Today, most video games, especially violent ones, offer multiplayer and cooperative
options.
• Surveys show that most players prefer cooperative play against the game or other
players.
• An important question is whether cooperative play has the same effects as competitive
or solo violent play, and research suggests it does not.
• Cooperative play reduces the impact of violent content, so players who play alone or
competitively show more aggression than those who play cooperatively.
• Some studies show that cooperative players do not become more aggressive than people
who did not play video games at all.
• Cooperative play can also increase cooperative behavior after the game.
• Research also shows that games promoting prosocial actions, such as helping others or
cleaning the environment, increase prosocial behavior in adolescents.
• Players often can choose whether to act aggressively or prosocially in games.
• Some researchers argue that focusing only on game content ignores the role of the
player.
• Oswald, Prorock, and Murphy (2014) suggest that to understand the link between video
games and violence, researchers must also study players’ personal experiences.
• They conducted a qualitative study to understand how players find meaning in video
game play.
• The goal was to add deeper insight to the mostly numerical (quantitative) research on
video games.
• Participants were recruited from a university and online message boards.
• They were asked to write about their most recent video game experience.
• The researchers used content analysis to group similar ideas into themes.
• Content analysis organizes written descriptions into meaningful categories to better
understand an experience.
• Six main themes were identified.
• The most common theme was emotional responses.
• Players described positive emotions such as excitement and humor.
• Some mentioned negative emotions like frustration, but these were less common.
• Players also described video gaming as a social experience.
• They played with friends and interacted with strangers online.
• Even violent games often included cooperation and social interaction.
• Goal achievement was another important theme.
• Players described working toward specific goals, alone or with others.
• Even when describing violent games, participants focused on positive emotions, social
interaction, and goal achievement rather than aggression.
• These findings suggest that traditional research may overlook important aspects of
gaming.
• People may play violent video games for reasons that are not always considered in
quantitative studies.
• This may explain why research results linking video games to aggression are sometimes
inconsistent.
• Finally, aggression is overdetermined, meaning it has many causes.
• A behavior is overdetermined when multiple factors contribute to it.
• Many different factors can lead someone to act aggressively.
• For example, males tend to be more aggressive than females.
• Some people have aggressive personality traits that increase their chances of acting
aggressively.
• Other factors that influence aggression include frustration, anger, stress, arousal, high
temperature, loud noise, and childhood abuse.
• Culture also plays an important role in aggression.
• Rates of violence are higher in the United States than in Canada, even though TV
programming is similar in both countries.
• This difference exists because the United States has a more aggressive culture.
Imitation of Violence
On March 9, 2001, Lionel Tate was found guilty of murdering Tiffany Eunick. She was 6 years
old when she died. In causing Tiffany’s death, Lionel used wrestling moves he had seen
performed by one of his favorite TV wrestling stars. Tiffany’s injuries from the wrestling moves
were similar to injuries from falling from a three-story building. Lionel was 14 years old when
he was convicted of murder and sentenced to life in prison.
• You may have heard about some early studies on copying TV violence where children
watched a short film of a child hitting a bobo doll.
• A bobo doll is a large inflatable doll, often shaped like a clown, and used as a punching
toy.
• Later, when the children were allowed to play, they copied the child in the film and also
hit the bobo doll.
• In one experiment studying imitated violence (David Hicks, 1965), children watched
an 8-minute film of a person hitting a bobo doll.
• The person was either an adult man, an adult woman, a boy their age, or a girl their age.
The person hit the bobo doll with a bat, hit it with a mallet, threw balls at it, and sat on
it while punching it.
• A final control group of children did not watch any film.
• The children were then placed in a room with toys that included a bobo doll, a bat, a
mallet, and balls.
• The researcher observed how much the children copied the violence they had seen in
the film.
• After six months, the children returned to the laboratory to play again in the same room
with the same toys.
• Once again, the researcher observed how much the children copied the violence they
had seen in the film six months earlier.
• The design of this experiment was a 2 (age: adult or child model) × 2 (sex: male or
female model) × 2 (time of imitation: immediately or six months later) with a control
group.
• Children who watched either children or adults behave aggressively toward a bobo doll
copied that violence when given a chance to play immediately after watching the film
and also six months later when they returned to the lab.
• Remember that a control group of children did not watch anyone hit the bobo doll.
• Their data are not shown in the figure because they did not behave aggressively at all
either the first time they played with the toys or six months later.
• People often criticize these studies, saying that children naturally hit the bobo doll
because that is what people usually do with a bobo doll (although the control children
did not hit it).
• The research is much more detailed than this simple criticism suggests.
• When children see another child behave aggressively in a movie and that aggressive
child is either rewarded or punished, the children are more likely to act aggressively
later when the aggressive child was rewarded rather than punished.
• Many studies have shown that people are more likely to perform behaviors for which
they are rewarded.
• However, Bandura showed in the bobo doll experiments that even watching someone
else being rewarded for a behavior increases the chance that the observer will perform
that behavior.
• Performing a behavior because you see someone else being rewarded for it is called
vicarious learning.
• Vicarious learning is the base of Bandura’s social cognitive theory of mass
communication.
• Bandura argued that much of what you learn is learned indirectly through the media.
• According to his social cognitive theory, four processes must occur for vicarious
learning to happen.
• The first process is attention. To learn by watching, people must pay attention to what
is being modeled.
• Factors that affect attention include how noticeable and attractive the behavior is.
• Media violence is very common, exciting, and attention-grabbing, so it easily attracts
viewers.
• The second process is the representational process, which involves remembering the
modeled behavior. People cannot copy a behavior they do not remember.
• This process also includes mentally practicing the behavior, which increases the chance
that it will be remembered later.
• Many young children act out violent scenes they saw on TV.
• Through pretend play, they are mentally practicing the behavior.
• The third process is the behavioral production process, which focuses on learning how
to perform the observed behavior.
• This includes learning how to apply the behavior to new but similar situations.
• For example, a child may see a Bobo Doll being hit with a mallet and later apply that
behavior by hitting a sibling with a similar object, or by hitting the Bobo Doll with a
different object like a baseball bat.
• The final part of Bandura’s model is the motivational process.
• People do not copy every behavior they see. They copy behaviors they are motivated
to perform.
• This explains why children copy rewarded behavior but not punished behavior. The
reward provides indirect motivation to perform the behavior.
• According to social cognitive theory, viewers are more likely to act aggressively if they
watch media violence, remember it, learn how to perform it, practice it, and are
motivated to perform it.
• Much research on Bandura’s social cognitive theory of mass media has focused on the
motivational process.
• One factor that increases motivation and the likelihood of violent behavior is seeing
violent behavior rewarded.
• A second factor that increases motivation is when viewers see the violent behavior as
justified.
• Examples of justified violence include self-defense, revenge, or violence against a very
unpleasant person.
• A third factor is when viewers see the violence as realistic.
• A final factor is when viewers identify with or like the person committing the violence.
• If a child identifies with mixed martial arts fighters like Anderson Silva, that child is
more likely to copy the fighting moves seen in the Ultimate Fighting Championship
events or other mixed martial arts competitions.
• Another important factor in motivating violent behavior is desensitization.
• People may learn aggressive behaviors indirectly, but moral beliefs and social rules
usually stop them from acting violently.
• However, if people become desensitized to violence, they are less likely to see violence
as morally wrong.
• Unfortunately, TV and video game violence can desensitize people to violence.
• People who watch a lot of violent TV or have just watched a violent program show
lower physical reactions to media or real violence.
• An experiment by Drabman and Thomas (1974) showed that children desensitized by
violent TV were less likely to help other children who were being hurt.
• In their study, 22 boys and 22 girls came to the lab and either watched a clip from a
violent cowboy film or watched nothing.
• Then they were asked to watch two younger children on a video monitor while the
experimenter left briefly.
• The children were actually watching a film clip of two children becoming increasingly
aggressive toward each other.
• This experiment had a 2 (exposure: violent film or no film) × 2 (sex: boys or girls)
design.
• As predicted by the desensitization idea, boys and girls who had watched the violent
film took much longer to tell an adult about the fight than those who had not watched
the film.
• Research also shows that playing violent video games can cause desensitization.
• Desensitization increases tolerance for violence and reduces the motivation to avoid
aggression, increasing the likelihood of violent behavior.
• Concern for children and society suggests that action should be taken to reduce the
effects of violent TV.
• Currently, rating systems indicate whether programs contain violence and whether they
are suitable for children.
• Social psychological theory suggests that rating systems may backfire and increase
children’s and adolescents’ desire to watch violent programs.
• When people are told they cannot do something, they often want to do it even more.
• This reaction is called psychological reactance.
• “Forbidden fruit” often seems more attractive. Research shows that rating systems
identifying programs as inappropriate actually increase adolescents’—especially
boys’—desire to watch them.
• However, other research based on Bandura’s social cognitive theory suggests a way to
reduce the effects of violent TV.
• Watching rewarded violence increases aggressive behavior, but if children see violence
as not rewarding, they may be indirectly conditioned not to act violently.
• One way to reduce the reward value of violence is to encourage children to think from
the victim’s point of view.
• To test this idea, Amy Nathanson and Joanne Cantor (2000) conducted an experiment
in which two groups of boys and two groups of girls watched a Woody Woodpecker
cartoon containing violence.
• One group simply watched the cartoon.
• A second group was told to think about how the victim of Woody Woodpecker’s actions
felt. A third group did not watch TV.
• The design was a 2 (empathy: just watch or watch and think about the victim) × 2 (sex:
girls or boys) with a separate control group (no TV).
• Nathanson and Cantor found that children who were told to think about the victim’s
feelings enjoyed the violence less than children who simply watched.
• Aggression was measured by asking children about their attitudes toward aggressive
actions, such as “If another kid tried to take something that was mine, I might push or
hit that kid.”
• Boys who thought about the victim’s feelings expressed less aggressive attitudes than
boys who simply watched the cartoon.
• The empathy instruction had no effect on girls’ aggression.
• However, females are generally less influenced by media violence than boys.
• This finding suggests that parents and teachers should talk with children about how
victims of violence and their families feel.
• In other words, we should increase children’s sensitivity to violence.
• There is very little research on the effects of erotica, except that it increases sexual
arousal.
• Some suggest erotica may help in sex therapy, but research results are inconsistent.
• One consistent finding is that erotica increases the likelihood of masturbation.
• Short-term exposure (less than one hour) to nonviolent pornography shows mixed
results.
• Sometimes it increases callousness toward women, and sometimes it does not.
• Some research suggests the effects are subtle.
• Men who briefly watched nonviolent pornography were more dominant and less
anxious when solving a task with a female partner.
• These men may not have been openly callous, but they showed more subtle dominance.
• There is little research on violent pornography because of ethical concerns.
• However, it is likely that violent pornography has similar effects to embedded violent
sexual material because both show sexual violence.
Effects of Long-Term Exposure to Nonviolent Pornography
• During the 1980s, the U.S. government formed a commission to study the effects of
erotica and nonviolent pornography.
• In 1986, the U.S. Department of Justice released a report called the Attorney General’s
Commission on Pornography Final Report.
• The report concluded that substantial exposure to nonviolent pornography is causally
related to increases in sexual violence and sexual coercion.
• Long-term or substantial exposure means watching about five hours of material over a
six-week period.
• This amount of exposure is less than many people might expect.
• The commission could not agree about whether erotica is harmful.
• However, it concluded that erotica does not have a causal relationship with acts of
sexual violence.
• At that time, research results were more mixed than the government report suggested.
• Most experimental research focused on attitudes and beliefs rather than actual physical
violence.
• This was done because of ethical concerns.
• It was also done because attitudes and beliefs influence behavior.
• Some early studies found:
o More lenient judgments toward rapists in rape cases.
o Increased sexual callousness.
• Other studies did not find these effects.
• Researchers found several reasons for these mixed results.
• Participants were usually told that watching films and answering questionnaires were
two separate studies.
• If participants believed the films were related to the questionnaires, the link between
pornography and beliefs was less likely to appear.
• Participants may have tried to “fake good” to avoid looking influenced by pornography.
• Also, when rape trial situations were made more realistic, the films were less likely to
affect participants.
• Newer research gives clearer results, especially about attitudes and beliefs.
• This research uses meta-analysis.
• Meta-analysis is a statistical method that combines results from many different studies.
• Two meta-analyses (with male participants only) found a small but consistent
relationship between exposure to nonviolent pornography and negative attitudes toward
women.
• One meta-analysis measured how much pornography adult men consumed.
• It also measured how strongly they held negative attitudes toward women.
• The relationship was small but statistically significant.
• The relationship was positive.
• This means the more pornography a man consumed, the more likely he was to hold
negative attitudes toward women.
• However, this does not prove that pornography causes negative attitudes.
• It could be the opposite.
• Men who already have negative attitudes may choose to consume more pornography.
• Recent research suggests that negative attitudes may come before pornography
consumption.
• This pattern appears in both adult men and adolescent boys.
• To determine causation, experiments are needed.
• In experiments, one group watches nonviolent pornography.
• Another group (control group) does not.
• Attitudes toward women are measured after exposure.
• If attitudes are more negative in the pornography group, it suggests pornography causes
negative attitudes.
• A meta-analysis of experimental studies found this effect.
• Men exposed to nonviolent pornography showed more negative attitudes toward
women than men in the control group.
• The effect was much stronger for men who already had anger problems or hostility
toward women.
• This means men who are already hostile toward women may become even more hostile
after watching pornography.
• Therefore, men who already have hostility toward women should avoid both nonviolent
and violent pornography.
• Long-term exposure to nonviolent pornography also affects attitudes about family
values.
• Family values include commitment to family and caring for children.
• Nonviolent pornography shows the opposite.
• It presents short-term relationships focused on sexual pleasure without emotional
involvement.
• This creates a conflict between family values and pornography values.
• Research shows this conflict does matter.
• Both correlational and experimental research support this conclusion.
• In one experiment, 70 men and 70 women participated.
• One group watched nonviolent pornography rented from adult video stores.
• The other group watched nonsexual, nonviolent videos.
• Participants watched six one-hour videos over six weeks.
• About one week after the final viewing, they participated in what they believed was an
unrelated study about the American family and personal happiness.
Participants who watched nonviolent pornography:
• Were less sexually satisfied.
• Were more accepting of myths about health risks of sexual repression.
• Were more accepting of nonexclusive sexual relationships.
• Were more accepting of premarital and extramarital sex.
• Thought being faithful was less important.
• Wanted fewer children.
These findings were considered surprising and significant.
• Another study tested whether long-term exposure increases interest in other types of
pornography.
• 80 men and 80 women were randomly assigned to two groups.
• Group 1 watched one hour of comedy each week for six weeks.
• Group 2 watched one hour of commonly available pornography each week for six
weeks.
• Two weeks after the final session, participants returned to the lab.
• The experimenter said there would be a 15-minute delay.
• Participants were told they could watch any of six videotapes while waiting.
• They were assured they would not be interrupted.
The six videotapes included:
• A G-rated movie.
• An R-rated movie.
• A nonviolent pornography movie.
• Three violent pornography movies (bondage, sadomasochism, and bestiality).
• Participants who had watched six hours of nonviolent pornography were more likely to
choose the violent pornography tapes.
• They showed more interest in less common sexual practices such as bondage,
sadomasochism, and bestiality.
• Participants who had watched nonsexual videos were less likely to choose these tapes.
Effects of Exposure to Embedded Violent Sexual Material
• The combination of sex and violence has especially disturbing effects on people’s
thoughts, intentions, and behaviors.
• Research reviews show that even a few minutes of exposure to embedded violent sexual
material can cause many harmful effects.
• This is different from nonviolent pornography, which usually shows effects after longer
exposure.
• Most research participants in these studies are men.
• Therefore, the conclusions mainly apply to men.
Research shows the following effects on men:
• Increase in sexual arousal.
• Increase in rape fantasies.
• Decrease in sensitivity to violent sexual acts shown in the material.
• Increase in acceptance of rape myths.
• Increase in acceptance of violence toward women.
• Increase in tolerance toward rapists.
• In simple terms, normal males (who do not normally show a tendency to rape) develop
lower opinions of women and become more accepting of violence toward women after
viewing embedded sexual violence.
• Some men report that they would rape if they could get away with it.
• After watching embedded violent sexual acts, these men:
o Show more aggression toward women in laboratory settings.
o Show more callous attitudes about rape.
o Believe more strongly in rape myths.
o Show higher sexual arousal to rape scenes.
• These effects are stronger compared to men who report a lower likelihood of raping.
• The effects of embedded violent sexual material have been studied extensively in
laboratory settings.
• However, there is no evidence that watching embedded violent sexual material or
violent pornography directly causes rape or assaults against women.
• There are strong ethical limits in studying the causes of rape experimentally.
• To directly test this, researchers would have to show violent pornography to men
(possibly men already prone to violence) and then wait to see if they commit rape.
• This would be unethical and harmful.
• Researchers do not want to cause harm.
• Instead, they aim to prevent violence against women.
• That is why researchers focus on understanding the effects of violent sexual portrayals.
• Their goal is to find ways to reduce or lessen the harmful effects of both embedded and
explicit violent sexual material.
• There are four general ways to reduce or eliminate the harmful effects of exposure to
violent sexual material (both embedded and explicit).
• One way is to legally ban the distribution and sale of these materials.
• If you think about this seriously, you can see that this is not practical except for extreme
forms of these materials, such as snuff films.
• To ban all violent sexual materials would mean that many R-rated films—the slasher
type—would also be banned.
• In the United States, any law to ban these materials would likely violate the First
Amendment, which protects freedom of speech. Many other countries have similar
rights.
• A second way to reduce the harmful effects is to teach critical viewing skills.
• These skills help people become more careful and thoughtful consumers of media.
• Although there are no studies directly about viewing violent pornography, other studies
have shown strong reductions in violent behavior in children after critical viewing
training.
• The study by Leonard Eron and L. Rowell Huesmann (1983) involved children who
regularly watched violent TV shows.
• Half of the children received critical viewing training that focused on violent TV shows
(training group), and the other half discussed nonviolent TV shows (control group).
• The training stressed that the behaviors shown in violent TV programs do not represent
how most people act (that is, they are not normal behavior), that the aggressive acts
were illusions created by camera angles and special effects, and that the average person
uses other ways to solve problems like those shown in the programs.
• In other words, the children were taught to see the violence as unrealistic.
• When they were tested two years later, these children were less aggressive than children
in the control group.
• The training had a positive effect on their lives, and the effect lasted a long time.
• It would be very interesting to see whether the benefits of critical viewing skills also
apply to sexualized violence shown in R-rated slasher films.
• A third way to reduce the effects is to debrief people after they view violent sexual
material.
• The debriefing is similar to the training described in Huesmann and colleagues’ (1983)
study, but it is much shorter.
• The debriefing usually involves telling participants about the likely negative effects of
exposure to violent sexual material, including information that challenges rape myths.
• All studies that use embedded violent sexual material include some type of debriefing.
It would be unethical not to do so.
• Researchers try to undo any possible harm caused by their experiments.
• To answer the question of whether debriefings actually work, a meta-analysis was
conducted that examined all studies measuring the effectiveness of debriefings by
comparing rape myth scores after debriefing with either scores before debriefing or
scores from a control group.
• The researchers found that debriefing was effective in reversing the negative effects of
exposure to this material. In all the studies reviewed, educational debriefings canceled
out the impact of exposure to embedded violent sexual material.
• One clear problem with debriefings, however, is that it would probably be unrealistic
to add a debriefing to all, or even most, commercially available media.
• Many producers would likely not include debriefings unless they were legally required
to do so. Even if producers added them, would viewers stay after a movie to watch one?
Probably not.
• A fourth (and better) way to reduce the harmful effects of exposure is to inform people
about the effects before they are exposed to the material.
• This would protect them against the effects ahead of time.
• These prebriefings are mainly educational. One type involves clearly warning people
about the possible effects of exposure to violent embedded or explicit sexual material,
especially the desensitization and emotional coldness that may occur.
• Another type includes sex education programs that focus on similarities and
differences between female and male sexual responses, including differences in what
each sex considers to be sexual signals, communication skills, and consideration for
one’s partner.
• This kind of education is meant to make people less vulnerable to myths presented in
the media. Another version includes movies, DVDs, or YouTube videos made for large
audiences that aim to raise awareness and understanding about rape (for example, A
Scream from Silence; Behind Closed Doors) and violent pornography (The Price of
Pleasure).
• As with debriefings, the question is whether these prebriefings reduce the negative
effects of exposure to violent sexual material. The answer is yes. In the meta-analysis
by Allen and colleagues (1996), prebriefings were found to be even more effective than
debriefings.
• In summary, there are three types of pornography: erotica, nonviolent pornography, and
violent pornography; they differ from embedded sexual material because they show sex
explicitly and are mainly intended to sexually arouse the viewer.
• There is little research on erotica except that it arouses both men and women.
• Heavy exposure to nonviolent pornography mainly affects attitudes about family
values, happiness, and views about women.
• In contrast, even brief exposure to violent sexual material, including R-rated slasher
films, increases callousness and acceptance of violence toward women. Fortunately,
educational programs that emphasize respect for others, especially one’s partner, reduce
these negative effects.
Drive Theories
• When social psychologists rejected the instinct views of aggression proposed by Freud
and Lorenz, they countered with an alternative of their own: the view that aggression
stems mainly from an externally elicited drive to harm others.
• This approach is reflected in several different drive theories of aggression.
• These theories propose that external conditions—especially frustration— arouse a
strong motive to harm others.
• This aggressive drive, in turn, leads to overt acts of aggression.
• It can be initiated by several factors (e.g., provocations from others), or even by the
presence of a weapon in the room.
• By far the most famous of these theories is the well-known frustration-aggression
hypothesis.
• Here, we just want to note that this theory suggests that frustration— anything that
prevents us from reaching goals we are seeking—leads to the arousal of a drive whose
primary goal is that of harming some person or object—primarily the perceived cause
of frustration.
• Furthermore, the theory suggests that frustration is the strongest, or perhaps the only,
cause of aggression.
• Social psychologists now realize that this theory is somewhat misleading, but it still
enjoys widespread acceptance outside our field, and you may sometimes hear your
friends refer to it in such statements as, “He was so frustrated that he finally blew up”
or “She was feeling frustrated, so she took it out on her roommate.”
Modern Theories of Aggression
• Model Unlike earlier views, modern theories of aggression not focus on a single factor
(instincts, drives, frustration) as the primary cause of aggression.
• Rather, they draw on advances in many areas of psychology in order to gain added
insight into the factors that play a role in the occurrence of such behavior.
• One such theory, known as the social learning perspective, begins with a very
reasonable idea: Human beings are not born with a large array of aggressive responses
at their disposal.
• Rather, they must acquire these in the much the same way that they acquire other
complex forms of social behavior: through direct experience or by observing the
behavior of others (i.e., social models—live people or characters on television, in
movies, or even in video games who behave aggressively.
• Thus, depending on their past experience and the cultures in which they live, individuals
learn (1) various ways of seeking to harm others, (2) which people or groups are
appropriate targets for aggression, (3) what actions by others justify retaliation or
vengeance on their part, and (4) what situations or contexts are ones in which aggression
is permitted or even approved.
• In short, the social learning perspective suggests that whether a specific person will
aggress in a given situation depends on many factors, including the person’s past
experience, the current rewards associated with past or present aggression, and attitudes
and values that shape this person’s thoughts concerning the appropriateness and
potential effects of such behavior.
• Building on the social learning perspective, a newer framework known as the general
aggression model (GAM) (Anderson & Bushman, 2002) provides an even more
complete account of the foundations of human aggression.
• According to this theory, a chain of events that may ultimately lead to overt aggression
can be initiated by two major types of input variables: (1) factors relating to the current
situation (situational factors) and (2) factors relating to the people involved (person
factors).
• 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), and virtually anything that causes individuals
to experience discomfort—everything from uncomfortably high temperatures to a
dentist’s drill or even an extremely dull lecture.
• 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).
• According to the general aggression model (GAM), these situational and individual
(personal) variables lead to overt aggression through their impact on basic processes:
arousal—they may increase physiological arousal or excitement; affective states—they
can arouse hostile feelings and outward signs of these (e.g., angry facial expressions);
and cognitions—they can induce individuals to think hostile thoughts or can bring
beliefs and attitudes about aggression to mind.
• Depending on individuals’ inter pretations (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.
• Bushman and Anderson (2002) have expanded this theory to explain why individuals
who are exposed to high levels of aggression—either directly, in the actions of others,
or in films and video games— may tend to become increasingly aggressive themselves.
• Repeated exposure to such stimuli serves to strengthen knowledge structures related to
aggression— beliefs, attitudes, schemas, and scripts relevant to aggression.
• The GAM is certainly more complex than earlier theories of aggression.
• In addition, because it fully reflects recent progress in the field—growing
understanding of the fact that what people think is crucial in deter mining in what they
actually do—it seems much more likely to provide an accurate view of the nature of
human aggression than these earlier theories—and that, of course, is what scientific
progress is all about.
• Excitation transfer theory explains how arousal from one situation can increase
aggression in a later, unrelated situation.
• According to excitation transfer theory, when a person experiences physiological
arousal (such as increased heart rate, adrenaline, or emotional excitement), that arousal
does not disappear immediately.
• Instead, it can remain in the body for a short period of time.
• If another event occurs during that time, the leftover arousal can be transferred to the
new situation.
• The person may misinterpret this leftover arousal as being caused by the second event.
• As a result, their emotional reaction to the second event becomes stronger than it
normally would be.
• In terms of aggression: If someone becomes physiologically aroused (for example,
through exercise, fear, excitement, or even watching an intense movie), and then
experiences a provocation shortly afterward, the leftover arousal can intensify their
anger. This makes aggressive behavior more likely.
Causes of Human Aggression (Determinants)
Here’s an actual incident that occurred not very long ago in a bar. Charles Barkley, a
professional basketball player, entered a local bar at the same time as another man. (Barkley
stands 6’ 6” and weighs 252 pounds.) Both stepped up to the bar and Barkley ordered a drink.
Seemingly, without provocation, the other fellow picked up a glass of water and hurled the
contents at Barkley. What should Barkley do? Water is harmless and will dry very quickly; the
two men are strangers who will probably never see each other again. In addition, Barkley is a
stranger in town and it is possible that the water-throwing offender has many friends standing
by, ready to help him; in other words, it could be a setup for Barkley—something professional
athletes sometimes encounter from fans of rival teams. Rationally, therefore, Barkley should
just look the other way and avoid trouble, right? What do you think he actually did? Without
hesitation, he simply picked up the offender and threw him through the front window of the bar.
What would you do in a similar situation? Would you, too, lose your temper and react strongly?
Or would you follow a less dangerous course of action, such as leaving the scene? This would
probably depend on many factors: Are you as tall and powerful as Barkley, so that you easily
handle people like this stranger who annoyed you? Have you already had several drinks or
none? Who else is present—friends, strangers, perhaps undercover police officers? Are you in
a good mood or a bad one? Is it pleasant in the bar, or hot, steamy, and uncomfortable? What
explanations for this stranger’s provocation pass through your mind?
Research by social psychologists has shown that all of these factors—and many others, too—
can play a role. In other words, aggression doesn’t stem from one primary factor or just a few;
rather, as modern theories of aggression suggest, it is influenced by a wide range of social,
cultural, personal, and situational conditions. We now review some of the most important of
these factors—conditions that increase the likelihood that people will engage in some form of
aggression.
Basic Sources of Aggression
Aggression, like other forms of social behavior, is often a response to something in the social
world around us. In other words, it often occurs in response to something other people have
said or done. Here are several ways in which this can—and often does—occur.
FRUSTRATION
• Suppose that you asked 20 people you know to name the single most important cause
of aggression. What would they say? The chances are good that most would reply
frustration.
• And if you asked them to define frustration, many would state: “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,
at least in part, from the famous frustration-aggression hypothesis mentioned in our
discussion of drive theories of aggression.
• In its original form, this hypothesis made two sweeping assertions: (1) Frustration
always leads to some form of aggression and (2) aggression always stems from
frustration.
• In short, the theory held that frustrated people always engage in some type of aggression
and that all acts of aggression, in turn, result 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.
• When frustrated, individuals do not always respond with aggression.
• 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.
• Second, it is equally clear that not all aggression stems from frustration.
• In view of these basic facts, few social psychologists now accept the idea that frustration
is the only, or even the most important, cause of aggression.
• Instead, most believe that it is simply one of many factors that can potentially lead to
aggression.
• We should add that frustration can serve as a powerful determinant of aggression under
certain conditions—especially when it is viewed as illegitimate or unjustified.
• For instance, if a student believes that she deserves a good grade on a term paper but
then receives a poor one, with no explanation, she may conclude that she has been
treated very unfairly—that her legitimate needs have been thwarted.
• The result: She may have hostile thoughts, experience intense anger, and seek revenge
against the perceived source of such frustration—in this case, her professor.
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 irritated by another person is to do our best to ignore this treatment.
• 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.
• Existing evidence suggests that condescension—expressions of arrogance or disdain on
the part of others—is very powerful.
• Harsh and unjustified criticism, especially criti cism that attacks us rather than our
behavior, is another powerful form of provocation, and when exposed to it, most people
find it very difficult to avoid getting angry and retal iating in some manner, either
immediately or later on.
• 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.
• Teasing can range from mild, humorous remarks (e.g., “Hey—you look like your hair
just went through an elec tric mixer!”) 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.
• In addition, research findings indicate that actions by others that somehow threaten our
status or public image are important triggers of aggression.
• For instance, in one revealing study, participants (male and female college students)
were asked to describe the primary reason why they had performed the most recent act
of direct aggression against another person.
Social Causes of Aggression: Social Exclusion and Exposure to Media Violence
• What does it feel like to be excluded or rejected by others?
• It is clearly an unpleasant experience, and most of us would want to avoid it.
• Exclusion means we cannot enjoy the benefits of social relationships with others.
• It also harms our self-image.
• If other people do not want us around, it may seem like we have undesirable qualities
instead of desirable ones.
• Does rejection by others increase our chances of behaving aggressively toward them?
• Acting aggressively might feel like a way to “even the score.”
• However, aggressive people are often excluded or rejected because they are aggressive.
• Even so, research shows that social rejection is often a strong trigger for aggression.
• Being rejected or excluded often leads people to behave more aggressively toward those
who excluded them.
• This aggression can then lead to even more rejection.
• This creates a negative cycle that continues over time.
• One possible reason is that emotional pain caused by rejection leads people to “lash
out.”
• This sounds reasonable.
• However, studies testing this idea have not supported it.
• Negative emotions do not explain why rejection leads to aggression.
• Emotional distress does not act as the link between rejection and aggression.
• Another explanation is that rejection creates a hostile way of thinking.
• It activates mental structures that make us see unclear or neutral actions as hostile.
• It also makes us think aggression is common in social interactions.
• It makes aggression seem like an acceptable response.
• Evolutionary theory also supports this idea.
• In the past, humans needed others and group cooperation to survive.
• Being excluded from the group was very serious and threatening.
• Therefore, exclusion would likely be seen as a hostile act.
• To test whether hostile thinking explains the link between exclusion and aggression,
researchers conducted several studies.
• Some participants were told their partner refused to work with them.
• Others were told the partner could not work with them due to another appointment.
• Both groups were asked to complete word fragments.
• The fragments could form either aggressive or non-aggressive words.
• It was predicted that rejected participants would choose more aggressive words.
• The results supported this prediction.
• Rejected participants completed more words in aggressive ways.
• Violent video games have recently become the focus of intense research.
• These games are very popular and are played for many hours each day by millions of
people around the world.
• Many studies have examined whether playing violent video games produces effects
similar to watching violent films or television programs.
• The results are consistent and concerning.
• Playing violent video games increases aggressive thoughts, aggressive feelings such as
anger and hostility, and aggressive behavior.
• It also reduces empathy for others and reduces the tendency to act in helpful and
prosocial ways.
• These effects occur in both Eastern countries, such as Asian nations, and Western
countries, such as Europe and North America.
• The effects can last for a relatively long time.
• They are found in short-term laboratory studies as well as in long-term studies that
follow participants for months or years.
• Researchers conclude that video games are not naturally good or bad.
• However, people learn from what they experience.
• When the content they learn is aggressive, it is likely to have serious and widespread
negative effects on society.
• Another important question is why so many people enjoy playing violent video games.
• An early explanation was that people find violent content exciting and enjoyable,
especially because it occurs in the safe setting of a video game.
• This explanation has generally been accepted as the reason for the great popularity of
violent games.
• However, research suggests that this explanation may not be correct.
• According to cognitive evaluation theory, the appeal of violent games may not come
mainly from the violence itself.
• Instead, the appeal may come from the sense of autonomy and competence that the
games provide.
• In other words, people may enjoy violent video games because the games give them a
feeling of being in control and acting independently.
• The games also give players opportunities to feel skilled and capable by using their
abilities successfully.
• In research studies, members of an online gaming forum reported their feelings of
freedom and mastery while playing different games.
• They also rated how much they enjoyed the games, how absorbed they felt while
playing, and whether they would buy a sequel.
• Independent raters also evaluated how violent each game was, ranging from games with
no violence to games with realistic violence.
• The results showed that enjoyment, absorption, and interest in buying a sequel were
related to feelings of autonomy and competence.
• These outcomes were not strongly related to how violent the games were.
• In additional studies, researchers examined whether people who are naturally high in
aggressiveness prefer violent games.
• Participants played either a violent or nonviolent game and then rated their preference
for future play.
• People high in trait aggressiveness preferred violent games.
• People low in trait aggressiveness preferred nonviolent games.
• However, when feelings of mastery and competence were kept equal, this difference
disappeared.
• This suggests that violent content itself is not the main reason these games are
appealing, even for highly aggressive individuals.
The Effects of Media Violence
• By now, you may be asking a very basic question.
• Why does exposure to media violence, in many different forms, increase aggression in
the people who are exposed to it?
• A strong explanation has been provided by Brad Bushman and Craig Anderson.
• They suggest that the effects of media violence can be clearly understood using the
General Aggression Model (GAM).
• The model explains that both personal factors and situational factors influence a
person’s internal state.
• Internal states include:
o Feelings
o Thoughts
o Physical arousal
• These internal states then influence how a person understands or interprets a situation.
• They also influence the decision about how to behave in that situation.
• A person may decide to behave aggressively or nonaggressively.
• Repeated exposure to media violence can strongly influence thoughts related to
aggression.
• Over time, this repeated exposure gradually creates a hostile expectation bias.
• A hostile expectation bias means having a strong expectation that other people will
behave aggressively.
• Because of this bias, individuals begin to interpret many actions by others as
provocations.
• They may see hostility even when it is not actually present.
• As a result, they are more likely to respond aggressively.
• Studies designed to test this explanation have produced results that support it.
• The findings suggest that the General Aggression Model and the processes it describes
play an important role in explaining the effects of media violence.
THE EFFECTS OF MEDIA VIOLENCE
• Another important factor explaining the effects of media violence is desensitization to
violence.
• Desensitization means that after repeated exposure to violent content in television
programs, films, and video games, individuals become less sensitive to violence and its
harmful consequences.
• Research by Craig A. Anderson and colleagues (2003) suggests that desensitization
does occur as a result of exposure to media violence.
• Desensitization contributes to increased aggression among individuals exposed to
violent media.
• A study by Barbara Krahé and colleagues (2011) measured skin conductance, which is
an indicator of physiological arousal.
• Participants were divided into:
o Individuals who frequently watched violent media (films and violent games).
o Individuals who rarely watched violent media.
• Participants viewed either:
o A violent film, or
o A sad film.
• Results showed that individuals who frequently watched violent media displayed less
physiological arousal while viewing the violent film compared to those who were rarely
exposed.
• This indicates that repeated exposure to violent content reduces emotional reactions,
even to scenes of extreme violence.
• Stronger evidence for desensitization comes from research using a social neuroscience
perspective.
• A study by Bruce D. Bartholow, Brad J. Bushman, and Sestir (2006) provides a clear
example.
• In this study:
o Participants reported how often they had previously played violent and
nonviolent video games.
o They then took part in a competitive reaction time task.
• In the competitive task:
o Participants believed they were competing with another person.
o They could decide the loudness of unpleasant sounds delivered to the opponent
when the opponent lost.
o The opponent did not actually exist.
• Before this task, participants viewed:
o Neutral images (e.g., a man riding a bicycle).
o Violent images (e.g., a person holding a gun to another person’s head).
• While viewing the images, participants’ brain activity was recorded.
• Researchers focused on P300 activity, which is a type of event-related brain potential
(ERP).
• Event-related brain potentials are changes in brain activity that occur when certain types
of information are being processed.
• P300 activity reflects how strongly emotionally provoking stimuli are processed and
categorized.
• Researchers predicted that:
o If participants were desensitized due to frequent violent game exposure,
o Their P300 responses to violent images would be smaller.
• The results supported this prediction.
• Individuals who frequently played violent video games showed smaller P300 reactions
when viewing violent images compared to those who mainly played nonviolent games.
• This demonstrates that exposure to media violence leads to desensitization at the
neurological level.
• Additional findings from Bartholow et al. (2006) showed that:
o The degree of desensitization predicted the likelihood of aggressive behavior.
o Participants who were more desensitized were more likely to behave
aggressively in the competitive task.
Exposure to media violence increases aggression in several ways:
• It reduces emotional reactions to violent events.
• Violent events begin to seem normal or “nothing out of the ordinary.”
• It strengthens beliefs, expectations, and cognitive processes related to aggression.
• Individuals develop strong knowledge structures related to aggression.
• These knowledge structures include:
o Aggressive beliefs
o Expectations
o Schemas
o Scripts
• When these knowledge structures are activated by certain situations, individuals are
more likely to:
o Feel aggressively
o Think aggressively
o Act aggressively
• Aggressive behavior becomes something that has been learned and internalized.
• More than 40 years of research shows that exposure to media violence can have harmful
effects on society.
• Despite this evidence, violent content remains widespread in television, films, and
video games.
• The primary reason is that violence sells.
• Many people find violent content exciting and entertaining.
• Advertisers assume that violent content attracts viewers.
• As noted by Brad J. Bushman (1998), advertisers “put their money where the action
is.”
• Economic motives often take precedence over social concerns.
• If society truly wants to reduce violence, reducing exposure to media violence would
be necessary.
• However, as long as people continue to pay for violent entertainment, major reductions
in media violence are unlikely.
• Nevertheless, there is still room for optimism and hope for change.
Personality, Gender, and Aggression
• Are some people more likely to aggress than others? Informal observation suggests that
this is so.
• While some individuals rarely lose their tempers or engage in aggressive actions, others
seem to be forever “losing it,” with potentially serious consequences.
• And in fact, recent evidence by Justin M. Carré, McCormick, and Mondloch (2009)
indicates that we can even accurately estimate others’ aggressiveness from the
appearance of their faces.
• In this surprising research, participants looked at the photos of male strangers and then
estimated how aggressive they were likely to be.
• When aggression by these individuals was actually measured in a special laboratory
game involving the choice between taking points away from or giving them to an
opponent, their predictions of the stranger’s aggressiveness were found to be accurate.
• The width-to-height ratio of strangers’ faces (i.e., the wider they are relative to how
high they are).
• The larger this ratio, the more aggressive the strangers were predicted to be.
• And indeed, width-to-height ratios were significantly related to actual aggression.
• Perhaps, as an evolutionary perspective suggests, people with a large width-to-height
ratio appear more fierce and so are better able to drive away potential rivals for mates.
• Whatever the reason, even facial appearance can be a predictor of actual aggression, so
clearly, characteristics possessed by individuals are related to the occurrence of this
dangerous form of behavior.
The TASS Model: Traits as Sensitivities to Various Situations
• In everyday speech, we often talk about people as possessing discrete traits.
• For instance, we say, “She is very friendly,” “He is lazy,” or “She is really smart.”
• We often go further, assuming that others’ traits and characteristics largely determine
their behavior.
• Social psychologists, in contrast, hold a somewhat different view.
• They note that situations are important too, and that social behavior often derives from
a complex interaction between situational factors and personal traits or other
characteristics.
• One theory that takes careful account of this fact is known as the TASS model—the
traits as situational sensitivities model.
• This model suggests that many aspects of personality function in a threshold-like
manner: Only when situational factors are strong enough to trigger them do they
influence behavior.
• In contrast, a more traditional model of how personality factors influence behavior
suggests that such factors are most likely to exert strong or clear effects in ambiguous
or “weak” situations—ones that don’t require people to behave in certain ways.
• When applied to aggression, the TASS model makes the following prediction: The
tendency to behave aggressively (sometimes known as trait aggressiveness) will only
influence overt behavior when situational factors are strong enough to activate it.
• For people high in this trait, even weak provocations will stimulate an aggressive
reaction; for people low in this trait, in contrast, much stronger levels of provocation
are required to trigger aggression.
• Evidence for this view has recently been reported by Marshall and Brown (2006).
• They first measured the trait aggressiveness of a large number of students, and then
placed them in a situation where they were exposed to either no provocation from
another person, moderate provocation, or strong provocation.
• Then, participants in all three groups were given an opportunity to aggress against this
other person (by setting the intensity of bursts of noise this person would receive if she
lost on a competitive reaction time task).
• The researchers predicted that for people high in trait aggressiveness, even a moderate
level of provocation would trigger intense aggressive reactions; for people low in trait
aggressiveness, however, a moderate provocation would trigger little or no aggression.
• Only a strong provocation would result in overt aggression.
• This is precisely what happened.
• People high in the tendency to aggress (high in trait aggressiveness) literally “exploded”
when they received even a mild provocation from another person (a mildly negative
evaluation of an essay they wrote).
• In contrast, people low in trait aggressiveness showed little or no reaction to a mild
provocation, but they did respond with strong aggression when they received a very
powerful provocation (an unfairly negative evaluation of their work, describing it as
“the worst I’ve ever read”).
The Type A Behavior Pattern
• Do you know anyone you could describe as (1) extremely competitive, (2) always in a
hurry, and (3) especially irritable and aggressive?
• If so, this person shows the characteristics of what psychologists term the Type A
behavior pattern.
• At the opposite end of the continuum are people who do not show these
characteristics—individuals who are not highly competitive, who are more relaxed and
not always fighting the clock, and who do remain calm even in the face of strong
provocation; such people are described as showing the Type B behavior pattern.
• Given the characteristics mentioned above, it seems only reasonable to expect that Type
As would tend to be more aggressive than Type Bs in many situations.
• In fact, the results of several experiments indicate that this is actually the case.
• Additional findings indicate that Type As are truly hostile people; they don’t merely
aggress against others because this is a useful means for reaching other goals, such as
winning athletic contests or furthering their own careers.
• Rather, they are more likely than Type Bs to engage in what is known as hostile
aggression—aggression in which the prime objective is inflicting some kind of harm
on the victim.
• In view of this fact, it is not surprising to learn that Type As are more likely than Type
Bs to engage in such actions as child abuse or spousal abuse.
• In contrast, Type As are not more likely than Type Bs to engage in instrumental
aggression—aggression performed primarily to attain other goals aside from harming
the victim, goals such as control of valued resources or praise from others for behaving
in a “tough” manner.
Narcissism, Ego-Threat, and Aggression: On the Dangers of Wanting to Be Superior
• Do you know the story of Narcissus?
• He was a character in Greek mythology who fell in love with his own reflection in the
water and drowned trying to reach it.
• His name has now become a synonym for excessive self-love—for holding an
overinflated view of one’s own virtues or accomplishments—and research findings
indicate that this trait may be linked to aggression in important ways.
• Specifically, research findings indicate that people high in narcissism (ones who agree
with items such as “If I ruled the world it would be a much better place” and “I am more
capable than other people”) react with exceptionally high levels of aggression when
their egos are threatened—when other people say or do something that puts their
inflated self-image in danger.
• These findings raise important questions concerning the strategy, now used in many
schools, of attempting to boost students’ egos in various ways.
• In fact, it seems possible that raising students’ self-esteem to unrealistic levels might
increase their sensitivity to events that threaten their excessive egos.
• For instance, narcissistic people may react strongly to even mild provocations because
they believe that they are so much better than other people, and as a result, perceive
even very mild critical comments from others as strong slurs on their inflated self-
image.
• This latter possibility was investigated by McCullough, Fincham, and Tsang (2003).
• These researchers reasoned that narcissistic people, because of their inflated self-image,
perceive themselves as the victims of transgressions more often than nonnarcissistic
people.
• To test this prediction, they asked college students to complete a measure of narcissism,
and then to keep a diary for 14 days in which they recorded the number of times other
people offended them in some way.
• As expected, the higher participants scored in narcissism score of the participants, the
greater the number of transgressions by others they reported.
• This was especially true for one aspect of narcissism relating to exploiting others or
being entitled to wonderful treatment by them (e.g., strong agreement with statements
such as “I insist on getting the respect that is due me”).
• More recent studies have carried this work one step further, demonstrating that
activities that help restore threatened egos reduce aggression by narcissistic people.
Gender Differences in Aggression
• Are males more aggressive than females?
• Folklore suggests that they are, and research findings suggest that in this case, informal
observation is correct: when asked whether they have ever engaged in any of a wide
range of aggressive actions, males report a higher incidence of many aggressive
behaviors than do females.
• On close examination, however, the picture regarding gender differences in the
tendency to aggress becomes more complex.
• On the one hand, males are generally more likely than females both to perform
aggressive actions and to serve as the target for such behavior.
• Furthermore, this difference seems to persist throughout the lifespan, occurring even
among people in their 70s and 80s.
• On the other hand, the size of these differences appears to vary greatly across situations.
1. Role of Provocation
• First, gender differences in aggression are much larger in the absence of provocation
than in its presence.
• In other words, males are significantly more likely than females to aggress against
others when they have not been provoked in any manner.
• In situations where provocation is present, and especially when it is intense, such
differences tend to disappear.
2. Type of Aggression
• Second, the size—and even direction—of gender differences in aggression seems to
vary greatly with the type of aggression in question.
• Research findings indicate that men are more likely than women to engage in various
forms of direct aggression—actions aimed directly at the target that clearly stem from
the aggressor (e.g., physical assaults, pushing, shoving, throwing something at another
person, shouting, making insulting remarks)
• Interestingly, though, the size of such differences appears to be decreasing and rates of
direct aggression—including violent behavior—are increasing among women.
• Similarly, although it was once widely believed that large gender differences exist with
respect to various forms of indirect aggression—actions that allow the aggressor to
conceal his or her identity from the victim, and that, in some cases, make it difficult for
the victim to know that they have been the target of intentional harm-doing—such
differences, too, appear to be decreasing and may in fact have vanished.
• Indirect forms of aggression include spreading vicious rumors about the target person,
gossiping behind this person’s back, telling others not to associate with the intended
victim, making up stories to get them in trouble, and so on.
• Research findings indicate that while gender differences with respect to indirect
aggression are present among children, they may not persist into adulthood.
3. The “Bright Side” of Aggression
• Third, recent findings indicate that for women as well as men, being aggressive can be
a social “plus,” conferring high status and appeal on the people who demonstrate it.
• This is especially true for individuals who combine aggression with high levels of
relationship-enhancing actions (e.g., high social skills, high levels of extraversion).
• Such people combine high levels of aggression with prosocial, relationship-boosting
actions, which seems to reflect their overall high levels of extraversion.
• As a result, they are often very successful in gaining access to valued rewards (e.g.,
high status, approval from others) and become very popular with their peers.
• This pattern—which Hawley and her colleagues describe as “the bright side of bad
behavior”—is equally frequent among females and males.
• This fact suggests, too, that gender differences in aggression have been overstated in
the past.
Situational determinants of aggression
• Aggression is influenced not only by social factors and personality traits but also by
situational or contextual factors such as high temperature and alcohol consumption.
Temperature and Aggression
• Many common expressions such as “boiling mad,” “hot-tempered,” and “white-hot
rage” suggest a possible connection between heat and aggression.
• Many people report feeling more irritable and short-tempered on hot and humid days.
• Social psychologists have studied the relationship between heat and aggression for
more than three decades, and research methods have become increasingly sophisticated
over time.
• Early experimental studies, such as those conducted by Robert A. Baron (1972), were
carried out in controlled laboratory settings.
• In these experiments, temperature was manipulated as the independent variable.
• Participants were exposed either to comfortably pleasant temperatures (70–72°F) or to
uncomfortably hot temperatures (94–98°F).
• After exposure to these temperatures, participants were given opportunities to aggress
against another person, although they only believed they could harm the person since
ethical guidelines prevented actual harm.
• Surprisingly, results showed that high temperatures reduced aggression in both
provoked and unprovoked participants.
• The initial explanation was that extremely high temperatures were so uncomfortable
that participants focused on escaping the heat rather than retaliating against others.
• Researchers suggested that aggression might prolong unpleasant interactions, thereby
increasing discomfort, so participants chose to reduce aggression.
• When people feel extremely hot, they may become lethargic and concentrate on
reducing their discomfort instead of “evening the score” with others.
• These early studies had important limitations.
• Participants were exposed to high temperatures only for a few minutes, which does not
accurately represent real-life situations where heat exposure lasts much longer.
• Therefore, it was difficult to determine whether the findings truly reflected real-world
patterns.
• Later studies, including those by Craig A. Anderson (1989; 1996) used long-term
temperature records and police crime records instead of laboratory experiments.
• These researchers examined whether rates of aggressive crimes increased as
temperatures rose.
• A major study conducted by Craig A. Anderson, Brad J. Bushman, and Ralph Groom
(1997) analyzed average annual temperatures in 50 cities in the United States over a
45-year period (1950–1995).
• They also examined rates of violent crimes such as aggravated assault and homicide,
property crimes such as burglary and car theft, and rape.
• The results showed that hotter years were associated with higher rates of violent crimes.
• However, higher temperatures did not increase property crimes or rape.
• These findings remained significant even after controlling for other variables such as
poverty levels and age distribution of the population.
• These results strongly suggest that heat is linked specifically to violent aggression.
• Researchers questioned whether aggression increases indefinitely with temperature or
only up to a certain point.
• Earlier laboratory findings suggested a curvilinear relationship, meaning aggression
increases with heat up to a point and then declines when heat becomes extreme.
• Additional research by James Rotton and Ellen G. Cohn examined this issue carefully.
• They proposed that if people try to reduce discomfort when temperatures become
extremely high, aggression might decrease at peak heat levels.
• They predicted that the heat–aggression relationship would be stronger during evening
hours than at midday because evening temperatures are lower than peak midday
temperatures.
• Their findings supported this prediction.
• During the day, the relationship between heat and aggression followed a curvilinear
pattern.
• At night, the relationship was more linear, meaning aggression increased steadily as
temperature rose.
• Research by Richard P. Larrick and colleagues (2011) analyzed 57,293 major league
baseball games.
• They found that batters were more likely to be hit by pitched balls as the temperature
increased.
• This effect was especially strong when pitchers’ teammates had previously been hit,
showing that provocation combined with high temperature increased aggression.
• Research strongly suggests that heat increases irritability and the likelihood of
aggression, especially when individuals are provoked.
• However, when exposure to heat becomes extreme and prolonged, people may become
too lethargic to act aggressively.
• Therefore, the relationship between heat and aggression has limits.
• The phrase “heat of anger” contains substantial truth, as rising temperatures can also
lead to rising tempers.
• This issue has important social implications, especially in the context of global
warming, where people may increasingly be exposed to high temperatures.
Alcohol and Aggression
• It is widely believed that people become more aggressive when they consume alcohol.
• This belief is supported by the observation that bars and nightclubs are often scenes of
violence.
• However, although alcohol is consumed in these settings, other factors such as
competition for desirable partners, crowding, and cigarette smoke (where smoking is
legal) may also contribute to the fights and violent incidents that occur.
• Despite these alternative explanations, systematic research generally confirms that
there is a link between alcohol and aggression.
• In several experiments, participants who consumed substantial amounts of alcohol—
enough to make them legally intoxicated—behaved more aggressively and responded
more strongly to provocations than participants who did not consume alcohol.
• In a study conducted by Peter R. Giancola and colleagues (2009), male and female
participants consumed either alcoholic drinks (one gram per kilogram of body weight
for men and 0.90 grams per kilogram for women) or non-alcoholic drinks (with a few
drops of alcohol floated on top to equalize the smell).
• After consuming the drinks, participants played a reaction-time competition game
against what they believed was another participant.
• Both participants set electric shock levels for each other, believing they would receive
the shock if they lost a trial.
• In reality, there was no opponent, and the shocks were controlled by the experimenters.
• Initially, the “opponent” set very weak shocks, which participants received after giving
consent.
• Later, the “opponent” began setting extremely high shock levels.
• The researchers observed how participants responded to this provocation.
• Men were generally more aggressive than women in terms of the intensity of shocks
they selected.
• However, for both men and women, extreme aggression (selecting the strongest
possible shock) increased after alcohol consumption.
• The effect of alcohol on aggression was stronger for men than for women, but it was
present for both genders.
Researchers have proposed several explanations:
• Alcohol may reduce inhibitions, making individuals more likely to act impulsively and
engage in risky or aggressive behavior.
• Alcohol may increase sensitivity to provocation, making people more likely to interpret
actions as hostile and respond aggressively.
• Alcohol may lower the threshold for responding aggressively to provocation.
• While all of these explanations are plausible and supported by some evidence, recent
research suggests that alcohol’s effects on aggression may also stem from reduced
cognitive functioning.
• Research by Bruce D. Bartholow and colleagues (2003) indicates that alcohol impairs
higher-order cognitive processes such as the evaluation of stimuli and memory.
• Alcohol consumption may make it more difficult for individuals to accurately judge
others’ intentions as hostile or non-hostile.
• Alcohol may also impair individuals’ ability to consider the possible consequences of
their own aggressive actions.
• Individuals who consume alcohol show reduced ability to process positive information
about someone they initially dislike.
• For example, if a person who has consumed alcohol is provoked and then receives an
apology, they may be less able to process the apology carefully.
• As a result, they may remain aggressive despite the apology.
• Although some of these explanations are still speculative, they are consistent with other
research findings about alcohol’s impact on cognition and behavior.
The Prevention and Control of Aggression
• Aggression is not an inevitable or unchangeable behavior.
• Aggression results from a complex interaction between cognitions, situational factors,
and personal characteristics.
• Because aggression has multiple causes, it can be prevented or reduced.
• Several techniques, when used appropriately, can effectively reduce the frequency or
intensity of human aggression.
Punishment as a Major Social Technique
• In most societies, punishment—the delivery of aversive consequences—is a major
method used to reduce aggression.
• Individuals who engage in aggressive behavior may receive fines, imprisonment,
solitary confinement, or physical punishment.
• In extreme cases such as mass murder, punishment may involve capital punishment
(legal execution).
• Societies punish aggressive acts for two major reasons.
First Reason: Just Deserts (Retribution)
• There is a widespread belief that individuals who commit aggressive acts deserve
punishment.
• Aggressors have inflicted harm on others and on society, and they should suffer to
compensate for that harm.
• This perspective suggests that punishment should match the magnitude of harm caused.
• For example, breaking someone’s arm should result in less punishment than
permanently injuring or killing someone.
• The severity of punishment should also consider extenuating circumstances.
• For instance, aggressive acts committed in self-defense or in defense of one’s family
may be judged differently.
Second Reason: Deterrence
• The second reason for punishment is deterrence, which means preventing the offender
or others from committing aggressive acts in the future.
• From this perspective, the likelihood of detecting the crime is important.
• If aggressive acts are difficult to detect, they may need to be punished more severely to
discourage others.
• Public punishment may deter future crimes more effectively than private punishment,
especially in cultures where public shame is highly negative.
• Research by Kevin M. Carlsmith, John M. Darley, and Paul H. Robinson (2002)
suggests that most people favor the “just deserts” perspective over deterrence.
• Across many contexts, people generally believe that “the punishment should fit the
crime.”