Characteristics of young, violent offenders

1983 ◽  
Vol 11 (2) ◽  
pp. 137-149 ◽  
Author(s):  
Alayne Yates ◽  
Larry E. Beutler ◽  
Marjorie Crago

Three groups of young, violent, incarcerated male offenders were compared through an analysis of semistructured interviews. These 339 young offenders described the early relationships with their fathers as more important than the early relationships with their mothers. Person offenders were relatively similar to murderers but, compared to this collective group of violent offenders, property offenders had a history of more severely impaired relationships and were more likely to have been labeled as emotionally disturbed or as learning disabled in school records. This study emphasizes the importance of considering ethnicity and of including a property offender contrast group in studies of young violent offenders.

2020 ◽  
Vol 6 (1) ◽  
pp. 39-55
Author(s):  
Malin Hildebrand Karlén ◽  
Thomas Nilsson ◽  
Märta Wallinius ◽  
Eva Billstedt ◽  
Björn Hofvander

Substance abuse, conduct disorder (CD) and attention deficit/hyperactivity disorder (ADHD) are all known risk factors for developing aggressive behaviors, criminality, other psychiatric comorbidity and substance use disorders (SUD). Since early age of onset is important for aggravating the impact of several of these risk factors, the aim of the present study was to investigate whether young adult violent offenders with different patterns of early onset externalizing problems (here: substance use < age 15, ADHD, CD) had resulted in different criminality profiles, substance use problem profiles and psychiatric comorbidity in young adult age. A mixed-method approach was used, combining a variable-oriented approach (with Kruskal Wallis tests) and a person-oriented approach (with Configural frequency analysis). Overall, this combined approach indicated that persons with combined ADHD+CD and persons with CD + early onset of substance use had a more varied history of violent crimes, a more comprehensive history of aggressive behaviors in general, and more psychiatric comorbidity, as well as more varied SUD and destructive substance abuse in adult age, than persons without ADHD, CD or early SU. Results are in line with previous variable-oriented research, but also indicate that individuals in this group with heavy problem aggregation early in life have a wider spectrum of problems in young adult age. Importantly, among these young violent offenders, problem aggregation was the overwhelming norm, and not the exception, as in studies of the general population. This emphasizes the need for early coordinated interventions, but also that treatment within correctional facilities in adult age needs to be comprehensive and take individual patterns of comorbidity into account.


Criminologie ◽  
2005 ◽  
Vol 27 (2) ◽  
pp. 87-125 ◽  
Author(s):  
Michael Petrunik

The history of dangerous offender legislation reveals a selective focus on few sexual and violent offenders many of whom are not demonstrably more dangerous than most of the offenders from the larger pool of sexual and violent offenders from which they are drawn. To the extent such legislation draws attention from routine frequently occuring forms of violence in favour of the violence of a few predatory offenders it is clearly problematic. Nonetheless, there are good reasons such legislation is likely to be retained and perhaps modified to place a greater emphasis on community protection.


Author(s):  
Mark D. Griffiths ◽  
Daria J. Kuss ◽  
Angelica B. Ortiz de Gortari

There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb's palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challenges (including symptoms of depression) and boost their wellbeing (including boosting life satisfaction, self-efficacy and social support). This paper briefly and selectively examines a number of areas including: (1) videogames as physiotherapy and occupational therapy, (2) videogames as distractors in the role of pain management, (3) videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skills among the learning disabled, (5) videogames and impulsivity/attention deficit disorders, (6) videogames and therapeutic benefits in the elderly, (7) videogames in psychotherapeutic settings, (8) videogames and health care, (9) videogames and anxiety disorders, and (10) videogames and psychological wellbeing. It is concluded that there has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration.


2021 ◽  
pp. 088626052110629
Author(s):  
Julia Hosie ◽  
Ashley Dunne ◽  
Katrina Simpson ◽  
Michael Daffern

This study explored the frequency, recency, content, severity, and targets of aggressive scripts reported by 94 incarcerated Australian males. The scripts of participants who reported a history of repeated and severe aggression were compared with the scripts of participants who reported a history of less severe and less frequent aggression. As hypothesized, participants with a history of more frequent and severe aggressive behavior reported more severe aggressive script content and more frequent script rehearsal. Furthermore, participants with a history of more frequent and severe aggressive behavior reported feelings of anticipation and excitement when they rehearsed aggressive scripts as well as an increase in the severity of aggressive scripts rehearsed over time. These results have important implications for risk assessment and treatment of violent offenders.


Author(s):  
Mark Griffiths ◽  
Daria J. Kuss ◽  
Angelica B. Ortiz de Gortari

There is a long history of using videogames in a therapeutic capacity, including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb’s palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, and autistic children. This chapter briefly examines a number of areas including: (1) videogames as physiotherapy and occupational therapy, (2) videogames as distractors in the role of pain management, (3) videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skills among the learning disabled, (5) videogames and impulsivity/attention deficit disorders, (6) videogames and therapeutic benefits in the elderly, (7) videogames in psychotherapeutic settings, (8) videogames and health care, and (9) videogames and anxiety disorders. It is concluded that there has been considerable success when games are designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration.


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