Developmental origins of aggressive behavior

2002 ◽  
Author(s):  
Carollee Howes ◽  
Kay Sanders
2005 ◽  
Vol 21 (3) ◽  
pp. 173-181
Author(s):  
Francisco Gil ◽  
Jesús Sanz ◽  
María Paz García-Vera ◽  
José M. León ◽  
Silvia Medina ◽  
...  

Abstract. The quality of health services depends on the contribution of all the professionals involved in the system, including certain groups, usually forgotten and underrated, such as the health-transport technicians (HTT). With the aim of improving this group's performance, an intervention program, focusing on the development of the workers' technical and social skills, was designed in a collective of enterprises. Information about the first stage of this program, consisting of the assessment of these workers' social skills, is offered in this study. A specific questionnaire was developed: The Health-Transport Technicians Social Skills Questionnaire (HTT-SSQ), made up of three scales (assertive, passive, and aggressive behavior). It was administered to a large sample (N = 530) from the above-mentioned association. The psychometric properties of the questionnaire were analyzed, with quite satisfactory indexes of internal consistency and factor validity, and the group's deficiencies (excess or deficit) were evaluated.


2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


2001 ◽  
Author(s):  
T. N. Robinson ◽  
M. L. Wilde ◽  
L. C. Navracruz ◽  
K. Farish Haydel ◽  
A. Varady

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