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Sample records for performing violent acts

  1. Sex Differences in Violent versus Non-Violent Life-Threatening Altruism

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    Carey J. Fitzgerald

    2009-07-01

    Full Text Available Many studies on Hamilton's (1964 inclusive fitness theory have used the burning house and kidney donation examples of life-threatening altruism. However, these examples may not be sufficiently exhibiting the risk involved with life-threatening altruism that would have occurred in hunter-gatherer societies, such as fighting off attackers and/or predators. The present study examined participants' estimated likelihood to perform altruistic acts for specific kin members/friends in two violent life-threatening situations (i.e., being mugged and being chased and two non-violent life-threatening situations (i.e., the burning house and kidney donation examples. Participants were 216 undergraduate students who completed a questionnaire on altruism toward an actual kin member/friend. Each questionnaire contained four life-or-death scenarios (two violent and two non-violent in which either the participant's sibling, cousin, or best friend was in danger and needed help. Results indicated that people were more likely to help siblings than cousins and friends in both the violent and non-violent hypothetical scenarios. Participants indicated a greater likelihood to help people in violent situations than in non-violent situations. Women indicated a greater estimated likelihood than men to help people in non-violent situations while men indicated a greater estimated likelihood than women to help people in violent situations. Both male and female participants indicated a greater estimated likelihood to help women than men in violent situations.

  2. Psychometric Properties of the Lifetime Assessment of Violent Acts.

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    King, Alan R; Russell, Tiffany D; Bailly, Matthew D

    2017-12-01

    The Lifetime Assessment of Violent Acts (LAVA) inventory provides estimates of the frequency, triggers, and consequences (including injuries to others) of historic acts of aggression. The LAVA also identifies the situational contexts in which prior violence was triggered and allows classifications based on past reactive, intimate partner, alcoholrelated, and/or weapon-related violence. Normative and psychometric data were provided from a college (N = 1,133) and general population (N = 545) sample. Around 15% of the general population sample recalled inflicting 5 or more injuries on others at some time in the past. LAVA scores were significantly higher for women than men (d = .45), and respondents from the general population were more aggressive than those in the college sample (d = .41). The potential benefits, applications, and limitations of this retrospective self-report inventory are discussed.

  3. Exposure to violent and sexual media content undermines school performance in youth

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    Yakup Çetin

    2015-03-01

    Full Text Available Background: Humans are hard-wired to pay attention to violent and sexual cues. Because humans have limited attention capacity, attention allocated to violent and sexual cues decreases attention that can be allocated to encoding important information in school. This study examined the effects of exposure to violent and sexual media on general school performance and Test of English as a Foreign Language (TOEFL scores in Turkish youth. Methods: The relationship between exposure to violent and sexual media on school performance was assessed in a sample of 1545 Turkish adolescents. Then, we compared the TOEFL scores of 143 Turkish boys aged 14 to 18 divided in 71 living in dormitories in which consumption of media was strictly regulated and 72 living at home. Results: A significant negative relationship was found between exposure to violent/sexual media and school success. The effects remained significant even after controlling for the total amount of media exposure. In addition, boys living in the dormitory in which consumption of media was strictly regulated outscored those living at home on the TOEFL post-test immediately after the end of the study, and on a delayed post-test one week later. Conclusions: Because there was no difference between boys living at home and those living in a dormitory on the pre-test, the post-test and delayed post-test differences cannot be attributed to initial differences in English language proficiency. These results suggest that exposure to violent and sexual media impairs adolescent school performance and foreign language memory.

  4. Cruelty and Other Dimensions of Exceptionality in Discourses about Violent Acts

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    Marcela Perelman

    2008-01-01

    Full Text Available This study analyzes concepts related to violence in discourses in circulation. It is based on an analysis of discourses about the homicide of a pregnant young woman committed by the staff member of a police department in a poor neighborhood of Buenos Aires, Argentina. The textual marks that allow accessing the meanings exposed and supported around the concept of violence are analyzed. Special attention is given to the factors that appear as indications of a violent act of greater degree. Revealing that which is considered excessive, with exception, can help in the understand of that which is normally considered as violence.

  5. Differential profile and treatment development of drug-addicted patients depending on violent behaviours and/or criminal acts.

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    López-Goñi, José J; Fernández-Montalvo, Javier; Arteaga, Alfonso; Cacho, Raúl

    2015-01-01

    This study explored the prevalence of violent and/or criminal behaviors in drug-addicted patients. A sample of 252 drug-addicted patients who sought treatment was assessed. Information was collected on violent behaviors, criminal acts, socio-demographic factors, consumption factors, psychopathological factors, and personality variables. The sample was divided into 4 groups according to the presence of violence and/or criminal behaviors. There were significant differences between the groups on some variables. In general, patients associated with both violence and criminal behaviors showed a greater severity in drug consumption and maladjustment variables, as well as a higher rate of treatment dropout and re-entry.

  6. Violent Speech Acts in the South A and B areas of José Martí District

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    Massiel Hernández-González

    2018-03-01

    Full Text Available A new tendency in speakers to prefer nonpolite strategies can also include some rude speech acts and to get the control of the other person All these are the reasons that lead the autor of this paper to start this research that consist of an study case of the courtesy emphazizing in the verbal violence, taking also into account not only the spanish speech but the recent studies made in Cuba. The South A and B of Santiago community of José Martí District is an example of that and for that reason it became of special interest for the analysis of those violent samples in the use of the language. The objective of the paper is to describe the linguistic elements that characterized the violent speech acts in that neighbourhood with the aim to contribute to the sociocultural characterization of the community so a multidisciplinary intervention can be developed there. Uncovered recorders the work with the field study notebook and the application of a social habit tests were the techniques used. All the results obtained were triangled.

  7. Effects of Violent and Non-Violent Computer Game Content on Memory Performance in Adolescents

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    Maass, Asja; Kollhorster, Kirsten; Riediger, Annemarie; MacDonald, Vanessa; Lohaus, Arnold

    2011-01-01

    The present study focuses on the short-term effects of electronic entertainment media on memory and learning processes. It compares the effects of violent versus non-violent computer game content in a condition of playing and in another condition of watching the same game. The participants consisted of 83 female and 94 male adolescents with a mean…

  8. Childhood trauma, antisocial personality typologies and recent violent acts among inpatient males with severe mental illness: exploring an explanatory pathway.

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    Bruce, Matt; Laporte, Dionne

    2015-03-01

    Prevalence of childhood trauma is elevated among individuals with severe mental illness (SMI) compared to the general population and associated with poor prognosis, substance misuse, lower treatment compliance and violence. Antisocial personality disorder (ASPD) typologies (childhood vs adult onset) also represent possible mediating mechanisms to explain risk of violence among men with SMI. The current study aimed to explore an explanatory pathway linking childhood traumatic exposure, antisocial personality typologies and risk of violent behaviour among adult male inpatients with SMI. A total of 162 male inpatients with SMI were examined using a cross-sectional survey design. Information was extracted from medical files, interviews and official criminal records. Fifty-two participants (32.1%) reported experiencing a childhood trauma before 15. This group was 2.8 times more likely to engage in violent acts within the past 6months than those without such a history. Furthermore, those with childhood onset ASPD (early starters) were more likely to report childhood trauma and engage in violence compared to adult onset ASPD (late starters) and those without antisocial histories. Multivariate analyses revealed that early starter ASPD was the only variable that independently predicted violence and mediated the relationship between childhood trauma and recent violent acts. A significant subset of men reporting trauma and antisocial conduct from childhood (early starter ASPD) is at considerably elevated risk of engaging in violent behaviours. Assessment of antisocial typologies in men with SMI may assist effective and defensible case prioritisation, resource allocation and treatment planning. Copyright © 2014 Elsevier B.V. All rights reserved.

  9. Blood, Monstrosity and Violent Imagery: Grand-Guignol, the French Theatre of Horror as a Form of Violent Entertainment

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    Tanja Jurković

    2013-12-01

    Full Text Available During the sixty-year period of its existence, Grand-Guignol, the French theatre of horror, gained a status of a legendary theatre which dealt with horrors and terrors of human mind, successfully connecting faits divers (common, everyday facts with the erotic and titillating scenes of violence on stage. The performance style, the writing, the special effects, and the directorship over the course of years, made this theatre a legendary place where blood flowed in streams and people fainted during performances, in this way making its indelible mark in horror genre today. In this paper, the author is trying to focus the attention on the theatre of Grand-Guignol as a form of violent entertainment and the way the representations of violence and horror enacted on its stage affected the audience, through Goldstein’s theory of the importance of visual imagery in different media today. Furthermore, through comparison of violent acts presented on the stage of the Grand-Guignol and the atmosphere they create in the viewer’s mind with some of the aspects of Artaud’s vision of his theatre of cruelty, the author attempts to show how this form of violent entertainment in the theatrical media influences the vision of that same violence within the audience, with the sense of security as the main idea in which the viewers feel safe to enjoy, envision and in a way become the participants in the performances enacted on the small stage of the Grand-Guignol.

  10. Violent offending promotes appetitive aggression rather than posttraumatic stress - a replication study with Burundian ex-combatants

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    Anke eKöbach

    2015-12-01

    Full Text Available Research has identified appetitive aggression, i.e., the perception of committed, violent acts as appealing, exciting and fascinating, as a common phenomenon within populations living in precarious and violent circumstances. Investigating demobilized soldiers in the Democratic Republic of Congo demonstrated that violent offending is associated with appetitive aggression but not necessarily with symptoms of posttraumatic stress. In the present study we sought to replicate these results in an independent and larger sample of demobilized soldiers from Burundi. As with the Congolese ex-combatants, random forest regression revealed that the number of lifetime perpetrated violent acts is the most important predictor of appetitive aggression and the number of lifetime experienced traumatic events is the main predictor for posttraumatic stress. Perpetrated violent acts with salient cues of hunting (pursuing the victim, the sight of blood, etc. were most predictive for perceiving violent cues appealingly after demobilization. Moreover, the association of violent acts and appetitive aggression as well as traumatic events and posttraumatic stress remains strong even years after demobilization. Patterns of traumatic events and perpetrated acts as predictors for posttraumatic stress and appetitive aggression seem to be robust among different samples of ex-combatants who fought in civil wars. Psychotherapeutic interventions that address these complementary facets of combat-related disorders -- namely, posttraumatic stress and appetitive aggression -- are indispensable for a successful reintegration of those who fought in armed conflicts and to achieve a successful transition to peace.

  11. Violent Potentials

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    Mikkelsen, Henrik Hvenegaard; Søgaard, Thomas Friis

    2015-01-01

    ” plays a critical role in relation to Bugkalot men’s construction of hegemonic masculinity and the sustaining of complex egalitarian relations. The Bugkalot have a notoriously violent history; until the late 1970s more than half of the adult men engaged in ritual killings. While most Bugkalot men has...... that can also be used in other contexts to understand how men construct hegemonic masculinity by strategically adopting the interspace of civility and violence.......This article explores the social significance of violence as potentiality and performance among former headhunters. Taking its outset in an ethnographic study of violence and masculinity among the Philippine people known as the Bugkalot, we explore how violence as “performed violent potentiality...

  12. Violent potentials

    DEFF Research Database (Denmark)

    Mikkelsen, Henrik Hvenegaard; Friis Søgaard, Thomas

    2016-01-01

    as ‘performed violent potentiality’ plays a critical role in relation to Bugkalot men’s construction of hegemonic masculinity and the sustaining of complex egalitarian relations. The Bugkalot have a notoriously violent history; until the late 1970s more than half of the adult men engaged in ritual killings...... provide general insights that can also be used in other contexts to understand how men construct hegemonic masculinity by strategically adopting the interspace of civility and violence.......This article explores the social significance of violence as potentiality and performance among former headhunters engaged in ritual killings. Taking its outset in an ethnographic study of violence and masculinity among the Philippine people known as the Bugkalot, we explore how violence...

  13. When a victim becomes violent perpetrator: Violent victimization in childhood, violent criminal behavior in adulthood

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    Stevković Ljiljana

    2013-01-01

    Full Text Available Numerous international research has identified that direct or indirect exposure to violent victimization in a familial context during childhood is a risk factor for violent criminal behavior of victimized children in adulthood. Studies of violent victimization of children in Serbia are rare, and are mostly directed at determining the prevalence, the main characteristics of or the immediate physical, psychological and behavioral consequences of victimization. Empirical analysis of the criminological consequences of early violent victimization in adulthood are an exception in scientific studies in Serbia. The aim of the paper is to present the results of research into the influence of early violent victimization on violent crime of adult men and women. After the introduction a brief overview of the worldwide research confirming the correlation between the experience of violent victimization and subsequent violent behavior is given. The results of the research conducted by the author will then be discussed. The results illustrate the possibility of predicting violent criminal behavior in adulthood based on indicators of direct and indirect victimization in childhood. [Projekat Ministarstva nauke Republike Srbije, br. 179044: Razvoj metodologije evidentiranja kriminaliteta kao osnova kreiranja efikasnih mera za njegovo suzbijanje i prevenciju

  14. Violent and criminal manifestations in dementia patients.

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    Cipriani, Gabriele; Lucetti, Claudio; Danti, Sabrina; Carlesi, Cecilia; Nuti, Angelo

    2016-05-01

    Although the older adults have been studied as victims of violence, geriatric patients can display violent behavior. The purpose of the present review was to explore the phenomenon of criminal violations and violent acts in people with dementia. The authors used PubMed to search the MEDLINE database and other sources for original research and review articles on criminal and violent manifestation in demented patients combining the terms "criminal manifestation," "violence, aggressive behavior," "homicide," "suicide" and "homicide-suicide" together with "dementia". Possible biomarkers of violence are considered. The present review highlights the risk factors for violence in patients suffering from dementia, and reviews the literature about criminal violations and homicidal/suicidal behavior in this patient group. Geriatr Gerontol Int 2016; 16: 541-549. © 2015 Japan Geriatrics Society.

  15. Performance Evaluations and Victim Satisfaction With State Compensation for Violent Crime: A Prospective Study.

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    Kunst, M J J; Koster, N N; Van Heugten, J

    2015-07-29

    Satisfaction with a particular good or service represents an affective state in response to an individual's evaluation of the performance of that good or service. This evaluation involves a comparison between perceived actual performance and prior expectations. The current study used this theoretical idea to study violent crime victims' levels of satisfaction with services provided by a Dutch state compensation scheme. One hundred and seventy-seven victims of violent crime who had applied for compensation from the Dutch Violent Offences Compensation Fund (DVOCF) participated in two brief telephone interviews: one before receipt of the fund's decision upon their request for compensation and one after receipt of that decision. Based on the theories of distributive and procedural justice, measurement of prior expectations was differentiated in expectations about receipt of compensation, treatment by fund workers, and information provision. Results suggested that satisfaction with the DVOCF depended on fulfillment of expectations about treatment by fund workers and information provision, but not on fulfillment of expectations about receipt of compensation. Other predictors of victim satisfaction were as follows: duration of the application procedure, approval upon request for compensation, and satisfaction assessed during the first interview. Results were discussed in light of theory, policy implications, study limitations, and future research. © The Author(s) 2015.

  16. Medicolegal aspects of hospital treatment of violent mentally ill persons

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    Jovanović Aleksandar

    2009-01-01

    Full Text Available Introduction. This paper deals with medicolegal aspects of the hospital treatment of patients suffering from severe mental disorders and who are prone to violent behavior, dangerous to self and others. Violent acts in this study were defined as deliberate and nonconsensual acts of actual, attempted or threatened harm to a person or persons, and classified into categories of any type of violence, physical violence and nonphysical violence, which is in accordance with approaches used in other risk assessment researches. Outline of Cases. The authors present four cases of mentally ill inpatients whose violent behavior toward self or other persons resulted in self-destruction and physical aggression against other persons. The presented cases involved: 1 selfinjury in a patient with acute organic mental disorder after jumping through a hospital window, 2 suicide by drowning of a patient with acute mental disorder after escaping from intensive care unit, 3 suicide in a depressive patient after escaping from a low-security psychiatry unit, 4 physical violence against body and life of other persons in a patient with chronic mental disorder. Conclusion. The presented cases are considered to be rare in clinical practice and risk of violent behavior and the consequent danger of mentally ill inpatients may be efficiently predicted and prevented with appropriate hospital management based on 1 repeated escalation of violent behavior and 2 protection of the patient and others. Hence, if the physician, in order to prevent harmful consequences, does not apply all the necessary measures, including appropriate diagnostic and therapeutic procedures, as well as treatment in an adequate setting, such act is against the Criminal Law of the Republic of Serbia which sanctions physician's negligence. Also, according to the Law on Obligations of the Republic of Serbia this presents a legal ground for damage claim and the requirement of liability for nonmaterial damage

  17. Understanding the effects of violent video games on violent crime

    OpenAIRE

    Cunningham, A. Scott; Engelstätter, Benjamin; Ward, Michael R.

    2011-01-01

    Psychological studies invariably find a positive relationship between violent video game play and aggression. However, these studies cannot account for either aggressive effects of alternative activities video game playing substitutes for or the possible selection of relatively violent people into playing violent video games. That is, they lack external validity. We investigate the relationship between the prevalence of violent video games and violent crimes. Our results are consistent with t...

  18. Environmental changes and violent conflict

    International Nuclear Information System (INIS)

    Bernauer, Thomas; Böhmelt, Tobias; Koubi, Vally

    2012-01-01

    This letter reviews the scientific literature on whether and how environmental changes affect the risk of violent conflict. The available evidence from qualitative case studies indicates that environmental stress can contribute to violent conflict in some specific cases. Results from quantitative large-N studies, however, strongly suggest that we should be careful in drawing general conclusions. Those large-N studies that we regard as the most sophisticated ones obtain results that are not robust to alternative model specifications and, thus, have been debated. This suggests that environmental changes may, under specific circumstances, increase the risk of violent conflict, but not necessarily in a systematic way and unconditionally. Hence there is, to date, no scientific consensus on the impact of environmental changes on violent conflict. This letter also highlights the most important challenges for further research on the subject. One of the key issues is that the effects of environmental changes on violent conflict are likely to be contingent on a set of economic and political conditions that determine adaptation capacity. In the authors' view, the most important indirect effects are likely to lead from environmental changes via economic performance and migration to violent conflict. (letter)

  19. Sex differences in predictors of violent and non-violent juvenile offending.

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    Stephenson, Zoe; Woodhams, Jessica; Cooke, Claire

    2014-01-01

    In response to concerns regarding the rise in female juvenile violent crime and the dearth of gender-specific research, this study aimed to identify predictors of violent offending in female offenders. Data were extracted from risk assessments of 586 male and female juvenile offenders (aged 11-17 years) conducted between 2005 and 2009 by the Youth Offending Service in Gloucestershire, an English county. Information regarding the young people's living arrangements, family and personal relationships, education, emotional/mental health, thinking and behavior, and attitudes to offending was recorded. Comparisons were made between the violent male offenders (N = 185), the violent female offenders (N = 113), the non-violent male offenders (N = 150), and the non-violent female offenders (N = 138) for these variables. These were followed by a multinomial logistic regression analysis. The findings indicated that engaging in self-harm was the best predictor of being a female violent offender, with the predictors of giving into pressure from others and attempted suicide nearing significance. Furthermore, non-violent females were significantly less likely to lose control of their temper and more likely to give in to pressure from others than their violent counterparts. Non-violent males were significantly less likely to lose control of their temper and more likely to self-harm and give in to pressure from others than violent males. Although many similarities existed between sexes for predictors of violent offending, the findings of this study indicate that more attention needs to be paid to the mental health of female offenders. © 2013 Wiley Periodicals, Inc.

  20. Shift in U.S. payer responsibility for the acute care of violent injuries after the Affordable Care Act: Implications for prevention.

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    Coupet, Edouard; Karp, David; Wiebe, Douglas J; Kit Delgado, M

    2018-03-28

    Investment in violence prevention programs is hampered by lack of clearly identifiable stakeholders with a financial stake in prevention. We determined the total annual charges for the acute care of injuries from interpersonal violence and the shift in financial responsibility for these charges after the Medicaid expansion from the Affordable Care Act in 2014. We analyzed all emergency department (ED) visits from 2009 to 2014 with diagnosis codes for violent injury in the Nationwide Emergency Department Sample (NEDS). We used sample weights to estimate total charges with adjusted generalized linear models to estimate charges for the 15% of ED visits with missing charge data. We then calculated the share attributable by payer and determined the difference in proportion by payer from 2013 to 2014. Between 2009 and 2013, the uninsured accounted for 28.2-31.3% of annual charges for the acute care of violent injury, while Medicaid was responsible for a similar amount (29.0-31.0%). In 2014, there were $10.7 billion in total charges for violent injury. Medicaid assumed the greatest share, 39.8% (95% CI: 38.0-41.5%, $3.5-5.1 billion), while the uninsured accounted for 23.6% (95% CI: 22.2-24.9%, $2.0-3.0 billion), and Medicare accounted for 7.8% (95% CI: 7.7-8.0%, $0.7-1.0 billion). After Medicaid expansion, taxpayers are now accountable for nearly half of the $10.7 billion in annual charges for the acute care of violent injury in the U.S. These findings highlight the benefit to state Medicaid programs of preventing interpersonal violence. Published by Elsevier Inc.

  1. "Harder and Harder"? Is Mainstream Pornography Becoming Increasingly Violent and Do Viewers Prefer Violent Content?

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    Shor, Eran; Seida, Kimberly

    2018-04-18

    It is a common notion among many scholars and pundits that the pornography industry becomes "harder and harder" with every passing year. Some have suggested that porn viewers, who are mostly men, become desensitized to "soft" pornography, and producers are happy to generate videos that are more hard core, resulting in a growing demand for and supply of violent and degrading acts against women in mainstream pornographic videos. We examined this accepted wisdom by utilizing a sample of 269 popular videos uploaded to PornHub over the past decade. More specifically, we tested two related claims: (1) aggressive content in videos is on the rise and (2) viewers prefer such content, reflected in both the number of views and the rankings for videos containing aggression. Our results offer no support for these contentions. First, we did not find any consistent uptick in aggressive content over the past decade; in fact, the average video today contains shorter segments showing aggression. Second, videos containing aggressive acts are both less likely to receive views and less likely to be ranked favorably by viewers, who prefer videos where women clearly perform pleasure.

  2. Violent and Non-Violent Extremism: Two Sides of the Same Coin?

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    Alex P. Schmid

    2014-05-01

    Full Text Available In this Research Paper, Research Fellow Dr. Alex P. Schmid seeks to clarify some conceptual issues that tend to obscure the debate about how best to counter violent extremism. The main focus of this Research Paper is on obtaining a clearer understanding of what “Islamist extremism” entails in the context of the ongoing debate on allegedly “acceptable” non-violent extremists and “unacceptable” violent extremists. The author discusses a number of conceptualisations of religious extremism in the context of liberal democracies and also distinguishes, inter alia, between merely “not (yet violent” militancy and principled non-violent political activism in the Gandhian tradition. The author argues that the distinction between “non-violent extremism” and “violent extremism” is not a valid one. The paper provides a set of twenty indicators of extremism that can be used as an instrument for monitoring extremist statements and actions, with an eye to challenging and countering such non-democratic manifestations.

  3. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.

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    Alessandro Gabbiadini

    Full Text Available Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154 were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words.

  4. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims

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    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J.

    2016-01-01

    Empathy—putting oneself in another’s shoes—has been described as the “social glue” that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants’ gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words) PMID:27074057

  5. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.

    Science.gov (United States)

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J

    2016-01-01

    Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words).

  6. Patterns of urban violent injury: a spatio-temporal analysis.

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    Michael Cusimano

    2010-01-01

    Full Text Available Injury related to violent acts is a problem in every society. Although some authors have examined the geography of violent crime, few have focused on the spatio-temporal patterns of violent injury and none have used an ambulance dataset to explore the spatial characteristics of injury. The purpose of this study was to describe the combined spatial and temporal characteristics of violent injury in a large urban centre.Using a geomatics framework and geographic information systems software, we studied 4,587 ambulance dispatches and 10,693 emergency room admissions for violent injury occurrences among adults (aged 18-64 in Toronto, Canada, during 2002 and 2004, using population-based datasets. We created kernel density and choropleth maps for 24-hour periods and four-hour daily time periods and compared location of ambulance dispatches and patient residences with local land use and socioeconomic characteristics. We used multivariate regressions to control for confounding factors. We found the locations of violent injury and the residence locations of those injured were both closely related to each other and clearly clustered in certain parts of the city characterised by high numbers of bars, social housing units, and homeless shelters, as well as lower household incomes. The night and early morning showed a distinctive peak in injuries and a shift in the location of injuries to a "nightlife" district. The locational pattern of patient residences remained unchanged during those times.Our results demonstrate that there is a distinctive spatio-temporal pattern in violent injury reflected in the ambulance data. People injured in this urban centre more commonly live in areas of social deprivation. During the day, locations of injury and locations of residences are similar. However, later at night, the injury location of highest density shifts to a "nightlife" district, whereas the residence locations of those most at risk of injury do not change.

  7. Is violent radicalisation associated with poverty, migration, poor self-reported health and common mental disorders?

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    Kamaldeep Bhui

    Full Text Available BACKGROUND: Doctors, lawyers and criminal justice agencies need methods to assess vulnerability to violent radicalization. In synergy, public health interventions aim to prevent the emergence of risk behaviours as well as prevent and treat new illness events. This paper describes a new method of assessing vulnerability to violent radicalization, and then investigates the role of previously reported causes, including poor self-reported health, anxiety and depression, adverse life events, poverty, and migration and socio-political factors. The aim is to identify foci for preventive intervention. METHODS: A cross-sectional survey of a representative population sample of men and women aged 18-45, of Muslim heritage and recruited by quota sampling by age, gender, working status, in two English cities. The main outcomes include self-reported health, symptoms of anxiety and depression (common mental disorders, and vulnerability to violent radicalization assessed by sympathies for violent protest and terrorist acts. RESULTS: 2.4% of people showed some sympathy for violent protest and terrorist acts. Sympathy was more likely to be articulated by the under 20s, those in full time education rather than employment, those born in the UK, those speaking English at home, and high earners (>£75,000 a year. People with poor self-reported health were less likely to show sympathies for violent protest and terrorism. Anxiety and depressive symptoms, adverse life events and socio-political attitudes showed no associations. CONCLUSIONS: Sympathies for violent protest and terrorism were uncommon among men and women, aged 18-45, of Muslim heritage living in two English cities. Youth, wealth, and being in education rather than employment were risk factors.

  8. Finding the Middle Ground in Violent Video Game Research: Lessons From Ferguson (2015).

    Science.gov (United States)

    Markey, Patrick M

    2015-09-01

    Ferguson's comprehensive meta-analysis provides convincing data that violent video games have almost no effect on children's aggression. Although this finding is unlikely to bring unity to a divided field, Ferguson's article (2015, this issue) provides important rules that should aid all researchers. First, we need to be more accepting of results that are inconsistent with our own theories. Second, extraneous variables are often responsible for the relations previous studies have found between violent media and aggression. Third, we should avoid using unstandardized assessments of important variables whenever possible. Finally, caution is warranted when generalizing laboratory research findings to severe acts of violent in the "real world." It is hoped that, by accepting these basic rules, researchers and others will adopt less extreme positions concerning the effects of violent video games. © The Author(s) 2015.

  9. 91 The Natioral World and Violent Conflict in Nigeria: An Appraisal ...

    African Journals Online (AJOL)

    Ngozi Ezenwa-Ohaeto

    impact of conflicts on the natural environment in. Nigeria. It is to fill this lacuna that this ... examine in more detail the environmental consequences of violent conflicts. ..... Impact Assessment Act. Nigeria does not lack ideas about environmental ...

  10. Male Youth Perceptions of Violent Extremism: towards a Test of Rational Choice Theory.

    Science.gov (United States)

    Dhami, Mandeep K; Murray, Jennifer

    2016-09-20

    Understanding how people perceive the pros and cons of risky behaviors such as terrorism or violent extremism represents a first step in developing research testing rational choice theory aiming to explain and predict peoples' intentions to engage in, or support, these behaviors. Accordingly, the present study provides a qualitative, exploratory analysis of a sample of 57 male youths' perceptions of the benefits and drawbacks of: (a) accessing a violent extremist website, (b) joining a violent extremist group, and (c) leaving such a group. Youth perceived significantly more drawbacks than benefits of joining a violent extremist group (p = .001, d = .46) and accessing a violent extremist website (p = .001, d = .46). The perceived benefits of engagement referred to gaining knowledge/awareness, being part of a group/similar people, and fighting the enemy/for a cause. The drawbacks referred to being exposed to negative material and emotions, having violent/criminal beliefs and behaviors, and getting in trouble with the law. The perceived benefits of disengagement referred to no longer committing illegal acts, and regaining independence/not being manipulated. The drawbacks referred to exposing oneself to harm and reprisal. These findings provide an insight into how male youth think about (dis)engagement in violent extremism, and can inform future quantitative research designed to explain and predict (dis)engagement in violent extremism. Eventually, such research may inform the development of evidence-based prevention and intervention strategies.

  11. Homicidal/violent thoughts, suicidal ideation and violent behavior in adolescents with social phobia in Metropolitan Lima, Perú.

    Science.gov (United States)

    Vivar, Roxana; Morón, Giannina; Padilla, Martín; Alarcón, Renato D

    2014-09-01

    Social phobia and violent behavior are both important mental health problems among adolescent populations in different parts of the world. This study attempts to evaluate possible connections between social phobia, homicidal/violent thoughts, suicidal ideation, and subsequent violent behavior among adolescents living in the metropolitan area of Lima, Perú. A sample of 991 adolescents, part of the 2002 Epidemiological Study in Metropolitan Lima, conducted by the National Institute of Mental Health "Honorio Delgado-Hideyo Noguchi" (INSM "HD-HN") was studied. Social phobia was diagnosed on the basis of clinical assessment and the use of MINI, and suicidal ideation, homicidal/violent thoughts, and violent behavior were identified through the Mental Health Questionnaire. Odds ratio (OR) statistical analyses adjusted by logistic regression controlling for age and gender were performed. Variables associated with social phobia were homicidal thoughts in the last month (OR: 5.19, confidence interval [CI] at 95% 4.95-5.40), an impulse to hit known (OR: 1.56; 95% CI, 1.53-1.59) and unknown (OR: 3.98, 95% CI,3.89-4.07) persons, the wish to take revenge for a past offense (OR: 2.60, 95% CI 2.54-2.64), getting involved in fights with different kinds of weapons (OR: 1,78, 95% CI 1.70-1.87), suicidal ideation throughout lifetime (OR: 4.74, 95% CI 4.65-4.83), and life prevalence of suicidal attempt (OR: 5.39, 95% CI 5.23-5.55). Social phobia in adolescents of this Peruvian sample seems to be closely associated with both homicidal/violent thoughts, violent behavior, and suicidal ideation. © 2014 Wiley Publishing Asia Pty Ltd.

  12. Is basic personality related to violent and non-violent video game play and preferences?

    Science.gov (United States)

    Chory, Rebecca M; Goodboy, Alan K

    2011-04-01

    Based on the uses and gratifications perspective, personality was expected to relate to violent video game play frequency and game preferences. Participants completed measures of personality and frequency of violent video game play, and identified their most frequently played video games. Results indicate that individuals higher in openness but lower in agreeableness played violent video games more frequently. In addition, more open and extroverted but less agreeable and neurotic individuals generally preferred to play video games that are more violent. Results suggest personality may be more predictive of violent video game use than traditional media use, though the predictive personality dimensions may be consistent across media types.

  13. Violent entertainment pitched to adolescents: an analysis of PG-13 films.

    Science.gov (United States)

    Webb, Theresa; Jenkins, Lucille; Browne, Nickolas; Afifi, Abdelmonen A; Kraus, Jess

    2007-06-01

    The purpose of this study was to evaluate the violence content of the top-grossing PG-13 films of 1999 and 2000 to determine what percentage of it had potential for negative effects on young viewers and what percentage of it had potential for prosocial or beneficial effects. A large, multidimensional analytic instrument was designed for systematic coding of each act of violence and its contextualization by features that have been shown either to enhance or to protect against harmful effects that are associated with violent media exposure: perpetrators and victims of violence, motivation for violence, presence of weapons, degree of realism, and consequences of violence. Descriptive statistics by genre were performed for each film. An ordinal logistic regression model was used to examine the association between the seriousness of violence and weapons, motive, and genre. In the sample of 77 PG-13 films, a total of 2251 violent actions were observed with roughly half (47%) of lethal magnitude. A total of 118 acts contained justified violence that were initiated by major characters and were extremely serious, and approximately two thirds of the films (49 [64%]) were rated PG-13 for reasons other than violence. Violence permeated nearly 90% of the films in our study. Although only a small subset of this content contained violence that was associated with negative effects, only 1 film contained violence that was associated with protective or beneficial effects.

  14. Completed Suicide with Violent and Non-Violent Methods in Rural Shandong, China: A Psychological Autopsy Study

    Science.gov (United States)

    Sun, Shi-Hua; Jia, Cun-Xian

    2014-01-01

    Background This study aims to describe the specific characteristics of completed suicides by violent methods and non-violent methods in rural Chinese population, and to explore the related factors for corresponding methods. Methods Data of this study came from investigation of 199 completed suicide cases and their paired controls of rural areas in three different counties in Shandong, China, by interviewing one informant of each subject using the method of Psychological Autopsy (PA). Results There were 78 (39.2%) suicides with violent methods and 121 (60.8%) suicides with non-violent methods. Ingesting pesticides, as a non-violent method, appeared to be the most common suicide method (103, 51.8%). Hanging (73 cases, 36.7%) and drowning (5 cases, 2.5%) were the only violent methods observed. Storage of pesticides at home and higher suicide intent score were significantly associated with choice of violent methods while committing suicide. Risk factors related to suicide death included negative life events and hopelessness. Conclusions Suicide with violent methods has different factors from suicide with non-violent methods. Suicide methods should be considered in suicide prevention and intervention strategies. PMID:25111835

  15. VARIETIES OF VIOLENT BEHAVOR.

    Science.gov (United States)

    Widom, Cathy Spatz

    2014-08-01

    There is an implicit assumption of homogeneity across violent behaviors and offenders in the criminology literature. Arguing against this assumption, I draw on three distinct literatures [child abuse and neglect (CAN) and violence, violence and post-traumatic stress disorder (PTSD), and CAN and PTSD] to provide a rationale for an examination of varieties of violent behaviors. I use data from my prospective cohort design study of the long-term consequences of CAN to define three varieties of violent offenders using age of documented cases of CAN, onset of PTSD, and first violent arrest in a temporally correct manner [CAN → to violence, CAN → PTSD → violence (PTSD first), and CAN → violence → PTSD (violence first)], and a fourth variety, violence only. The results illustrate meaningful heterogeneity in violent behavior and different developmental patterns and characteristics. There are three major implications: First, programs and policies that target violence need to recognize the heterogeneity and move away from a "one-size-fits-all" approach. Second, violence prevention policies and programs that target abused and neglected children are warranted, given the prominent role of CAN in the backgrounds of these violent offenders. Third, criminologists and others interested in violence need to attend to the role of PTSD, which is present in about one fifth (21 percent) of these violent offenders, and not relegate the study of these offenders to the psychiatric and psychological literatures.

  16. VARIETIES OF VIOLENT BEHAVOR*

    Science.gov (United States)

    WIDOM, CATHY SPATZ

    2014-01-01

    There is an implicit assumption of homogeneity across violent behaviors and offenders in the criminology literature. Arguing against this assumption, I draw on three distinct literatures [child abuse and neglect (CAN) and violence, violence and post-traumatic stress disorder (PTSD), and CAN and PTSD] to provide a rationale for an examination of varieties of violent behaviors. I use data from my prospective cohort design study of the long-term consequences of CAN to define three varieties of violent offenders using age of documented cases of CAN, onset of PTSD, and first violent arrest in a temporally correct manner [CAN → to violence, CAN → PTSD → violence (PTSD first), and CAN → violence → PTSD (violence first)], and a fourth variety, violence only. The results illustrate meaningful heterogeneity in violent behavior and different developmental patterns and characteristics. There are three major implications: First, programs and policies that target violence need to recognize the heterogeneity and move away from a “one-size-fits-all” approach. Second, violence prevention policies and programs that target abused and neglected children are warranted, given the prominent role of CAN in the backgrounds of these violent offenders. Third, criminologists and others interested in violence need to attend to the role of PTSD, which is present in about one fifth (21 percent) of these violent offenders, and not relegate the study of these offenders to the psychiatric and psychological literatures. PMID:25505799

  17. Criminal Profiles of Violent Juvenile Sex and Violent Juvenile Non-Sex Offenders: An Explorative Longitudinal Study

    Science.gov (United States)

    van Wijk, Anton Ph.; Mali, Bas R. F.; Bullens, Ruud A. R.; Vermeiren, Robert R.

    2007-01-01

    Few studies have longitudinally investigated the criminal profiles of violent juvenile sex and violent juvenile non-sex offenders. To make up for this lack, this study used police records of juveniles to determine the nature of the criminal profiles of violent sex offenders (n = 226) and violent non-sex offenders (n = 4,130). All offenders…

  18. The Role of Violent Thinking in Violent Behavior: It's More About Thinking Than Drinking.

    Science.gov (United States)

    Bowes, Nicola; Walker, Julian; Hughes, Elise; Lewis, Rhiannon; Hyde, Gemma

    2017-08-01

    This article aims to explore and report on violent thinking and alcohol misuse; how these factors may predict self-reported violence. The role of violent thinking in violent behavior is both well established in theoretical models, yet there are few measures that explain this role. One measure that has been identified is the Maudsley Violence Questionnaire (MVQ). This is the first study to explore the use of the MVQ with a general (nonoffender) adult sample, having already been shown to be valid with young people (under 18 years old), adult male offenders, and mentally disordered offenders. This study involved 808 adult participants-569 female and 239 male participants. As figures demonstrate that around half of all violent crime in the United Kingdom is alcohol related, we also explored the role of alcohol misuse. Regression was used to explore how these factors predicted violence. The results demonstrate the important role of violent thinking in violent behavior. The MVQ factor of "Machismo" was the primary factor in regression models for both male and female self-reported violence. The role of alcohol in the regression models differed slightly between the male and female participants, with alcohol misuse involved in male violence. The study supports theoretical models including the role of violent thinking and encourages those hoping to address violence, to consider "Machismo" as a treatment target. The study also provides further validation of the MVQ as a helpful tool for clinicians or researchers who may be interested in "measuring" violent thinking.

  19. Anabolic-androgenic steroid use and involvement in violent behavior in a nationally representative sample of young adult males in the United States.

    Science.gov (United States)

    Beaver, Kevin M; Vaughn, Michael G; Delisi, Matt; Wright, John Paul

    2008-12-01

    We examined the effects of anabolic-androgenic steroid use on serious violent behavior. Multivariate models based on data from the National Longitudinal Study of Adolescent Health (N = 6823) were used to examine the association between lifetime and past-year self-reported anabolic-androgenic steroid use and involvement in violent acts. Compared with individuals who did not use steroids, young adult males who used anabolic-androgenic steroids reported greater involvement in violent behaviors after we controlled for the effects of key demographic variables, previous violent behavior, and polydrug use.

  20. Violent victimization in cyberspace: an analysis of place, conduct, perception, and law.

    OpenAIRE

    Morden, Hilary Kim

    2012-01-01

    The anonymity, affordability, and accessibility of the Internet can shelter individuals who perpetrate violent acts online. In Canada, some of these acts are prosecuted under existing criminal law statutes (e.g., cyber-stalking, under harassment, s. 264, and cyber-bullying, under intimidation, s. 423[1]). However, it is unclear whether victims of other online behaviours such as cyber-rape and organized griefing have any established legal recourse. Examples of virtual violence in social net...

  1. Management of the acutely violent patient.

    Science.gov (United States)

    Petit, Jorge R

    2005-09-01

    Violence in the work place is a new but growing problem for our profession. It is likely that at some point a psychiatrist will be confronted with a potentially violent patient or need to assess a violent patient. Understanding predictors and associated factors in violence as well as having a clear and well-defined strategy in approaching and dealing with the violent patient, thus, are crucial. Ensuring patient, staff, and personal safety is the most important aspect in the management of a violent patient. All of the staff must be familiar with management strategies and clear guidelines that are implemented and followed when confronted with a violent patient. The more structured the approach to the violent patient, the less likely a bad outcome will occur. Manipulating one's work environment to maximize safety and understanding how to de-escalate potentially mounting violence are two steps in the approach to the violent patient. Restraint, seclusion, and psychopharmacologic interventions also are important and often are necessary components to the management of the violent patient.

  2. Genetic background of extreme violent behavior.

    Science.gov (United States)

    Tiihonen, J; Rautiainen, M-R; Ollila, H M; Repo-Tiihonen, E; Virkkunen, M; Palotie, A; Pietiläinen, O; Kristiansson, K; Joukamaa, M; Lauerma, H; Saarela, J; Tyni, S; Vartiainen, H; Paananen, J; Goldman, D; Paunio, T

    2015-06-01

    In developed countries, the majority of all violent crime is committed by a small group of antisocial recidivistic offenders, but no genes have been shown to contribute to recidivistic violent offending or severe violent behavior, such as homicide. Our results, from two independent cohorts of Finnish prisoners, revealed that a monoamine oxidase A (MAOA) low-activity genotype (contributing to low dopamine turnover rate) as well as the CDH13 gene (coding for neuronal membrane adhesion protein) are associated with extremely violent behavior (at least 10 committed homicides, attempted homicides or batteries). No substantial signal was observed for either MAOA or CDH13 among non-violent offenders, indicating that findings were specific for violent offending, and not largely attributable to substance abuse or antisocial personality disorder. These results indicate both low monoamine metabolism and neuronal membrane dysfunction as plausible factors in the etiology of extreme criminal violent behavior, and imply that at least about 5-10% of all severe violent crime in Finland is attributable to the aforementioned MAOA and CDH13 genotypes.

  3. The animal in you: animalistic descriptions of a violent crime increase punishment of perpetrator.

    Science.gov (United States)

    Vasquez, Eduardo A; Loughnan, Steve; Gootjes-Dreesbach, Ellis; Weger, Ulrich

    2014-01-01

    Criminal acts are sometimes described using animal metaphors. What is the impact of a violent crime being described in an animalistic versus a non-animalistic way on the subsequent retribution toward the perpetrator? In two studies, we experimentally varied animalistic descriptions of a violent crime and examined its effect on the severity of the punishment for the act. In Study 1, we showed that compared to non-animalistic descriptions, animalistic descriptions resulted in significantly harsher punishment for the perpetrator. In Study 2, we replicated this effect and further demonstrated that this harsher sentencing is explained by an increase in perceived risk of recidivism. Our findings suggest that animalistic descriptions of crimes lead to more retaliation against the perpetrator by inducing the perception that he is likely to continue engaging in violence. © 2014 Wiley Periodicals, Inc.

  4. The intergenerational transmission of violent offending

    NARCIS (Netherlands)

    van de Weijer, S.G.A.; Bijleveld, C.C.J.H.; Blokland, A.A.J.

    2014-01-01

    The current study examines the intergenerational transmission and concentration of violent offending using conviction data of 3,440 persons from three consecutive generations from the Dutch Transfive study. Violent offending is more concentrated within nuclear families than non-violent offending,

  5. Combat high or traumatic stress: violent offending is associated with appetitive aggression but not with symptoms of traumatic stress

    Directory of Open Access Journals (Sweden)

    Anke eKöbach

    2015-01-01

    Full Text Available Former members of armed groups in eastern DRCongo had typically witnessed, experienced and perpetrated extreme forms of violence. Enhanced trauma-related symptoms had been shown in prior research. But also lashing out in self-defense is a familiar response to threat defined as reactive aggression. Another potential response is appetitive aggression, in which the perpetration of excessive violence is perceived as pleasurable (combat high. What roles do these forms of aggressive behavior play in modern warfare and how are they related to posttraumatic stress symptoms? To answer the question, we sought to determine predictors for appetitive aggressive and trauma-related mental illness, and investigated the frequency of psychopathological symptoms for high- and low-intensity conflict demobilization settings. To this end, we interviewed 213 former members of (paramilitary groups in the eastern Democratic Republic of Congo in regard to their combat exposure, posttraumatic stress, appetitive aggression, depression, suicidality, and drug dependence. Random forest regression embedded in a conditional inference framework revealed that perpetrated violent acts are not necessarily stressful. In fact, the experience of violent acts that typically implicated salient cues of hunting (e.g., blood, suffering of the victim, etc. had the strongest association with an appetite for aggression. Furthermore, the number of lifetime perpetrated violent acts was the most important predictor of appetitive aggression. However, the number of perpetrated violent acts did not significantly affect the posttraumatic stress. Greater intensity of conflict was associated with more severe posttraumatic stress symptoms and depression. Psychotherapeutic interventions that address appetitive aggression in addition to trauma-related mental illness, including drug dependence, therefore seem indispensible for a successful reintegration of those who fought in the current civil wars.

  6. Personality traits predict brain activation and connectivity when witnessing a violent conflict

    NARCIS (Netherlands)

    Van den Stock, Jan; Hortensius, R.; Sinke, Charlotte; Goebel, Rainer; de Gelder, Beatrice

    2015-01-01

    As observers we excel in decoding the emotional signals telling us that a social interaction is turning violent. The neural substrate and its modulation by personality traits remain ill understood. We performed an fMRI experiment in which participants watched videos displaying a violent conflict

  7. Association between Violent Crime and Psychosis in Men Serving Prison Terms.

    Science.gov (United States)

    Saavedra, Javier; López, Marcelino; Trigo, M Eva

    2017-06-27

    Psychosis has been associated with committing violent crimes. However, it has been reported that the association is mediated by toxin consumption, personality disorders, and positive symptoms. This study will examine the relationship between different psychological disorders and sociodemographic variables, and violent crime perpetration in a sample of 472 men serving prison terms in Andalusia, Spain. A correlation-based, retrospective study was conducted and data were analyzed through logistic regression. The sample is representative of the Andalusian prison population, with a 95% level of confidence and .02% precision. Inmates were sampled and diagnosed by expert clinicians using the SCID-I and the IPDE-II. We computed bivariate correlations between the aforementioned variables and perpetration of violent crimes (murder, homicide, attempted murder, and injury) to later apply logistic regression and find adjusted odds ratios. We confirmed the association between diagnosis of functional psychoses and violent crime, with a significant adjusted odds ratio in the last model (OR = 3.71; p = .010). Other significant variables that acted like risk factors include suicide attempts (OR = 2.04; p = .046), having received care at a mental health facility in the year before imprisonment (OR = 3.83; p = .008), and more strongly than the psychosis diagnosis, low level of education (OR = 10.32; p = .029). Toxin consumption and personality disorders were not significant in the final model.

  8. Assessment and treatment of violent forensic psychiatric patients with a conduct or an antisocial personality disorder in the Netherlands

    NARCIS (Netherlands)

    Hornsveld, R.H.J.

    2007-01-01

    Because a Dutch treatment program for so-called terbeschikkinggestelden or violent forensic psychiatric inpatients was lacking, we took to developing an Aggression Control Therapy (ACT) in 2000, which was based on Goldstein, Glick, and Gibbs' Aggression Replacement Training (ART). The ACT program

  9. Violent computer games, empathy, and cosmopolitanism

    NARCIS (Netherlands)

    Coeckelbergh, Mark

    2007-01-01

    Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided

  10. MAOA alters the effects of heavy drinking and childhood physical abuse on risk for severe impulsive acts of violence among alcoholic violent offenders.

    Science.gov (United States)

    Tikkanen, Roope; Ducci, Francesca; Goldman, David; Holi, Matti; Lindberg, Nina; Tiihonen, Jari; Virkkunen, Matti

    2010-05-01

    A polymorphism in the promoter region of the monoamine oxidase A gene (MAOA) has been shown to alter the effect of persistent drinking and childhood maltreatment on the risk for violent and antisocial behaviors. These findings indicate that MAOA could contribute to inter-individual differences in stress resiliency. Recidivism in severe violent crimes was assessed after 8 years of nonincarcerated follow-up in a male sample of 174 impulsive Finnish alcoholic violent offenders, the majority of whom exhibited antisocial (ASPD) or borderline personality disorder (BPD) or both. We examined whether MAOA genotype alters the effects of heavy drinking and childhood physical abuse (CPA) on the risk for committing impulsive recidivistic violent crimes. Logistic regression analyses showed that both heavy drinking and CPA were significant independent predictors of recidivism in violent behavior (OR 5.2, p = 0.004 and OR 5.3, p = 0.003) among offenders having the high MAOA activity genotype (MAOA-H), but these predictors showed no effect among offenders carrying the low MAOA activity genotype (MAOA-L). Carriers of the MAOA-H allele have a high risk to commit severe recidivistic impulsive violent crimes after exposure to heavy drinking and CPA.

  11. Violent Comic Books Influence Relational Aggression.

    Science.gov (United States)

    Kirsh, Steven J.; Olczak, Paul V.

    This paper assesses the impact that reading violent comic books has on hostile attributional bias using relationally aggressive scenarios. College students (N=85) read either very violent or mildly violent comic books. Participants rated the comic books on levels of violence, humor, interest level, and overall likeability. They also read five…

  12. The relation between bystanders’ behavioral reactivity to distress and later helping behavior during a violent conflict in virtual reality

    Science.gov (United States)

    Neyret, Solène; Slater, Mel; de Gelder, Beatrice

    2018-01-01

    The occurrence of helping behavior is thought to be automatically triggered by reflexive reactions and promoted by intuitive decisions. Here, we studied whether reflexive reactions to an emergency situation are associated with later helping behavior in a different situation, a violent conflict. First, 29 male supporters of F.C. Barcelona performed a cued-reaction time task with a low and high cognitive load manipulation, to tap into reflexive and reflective processes respectively, during the observation of an emergency. Next, participants entered a bar in Virtual Reality and had a conversation with a virtual fellow supporter. During this conversation, a virtual Real Madrid supporter entered and started an aggressive argument with the fellow supporter that escalated into a physical fight. Verbal and physical interventions of the participant served as measures of helping behavior. Results showed that faster responses to an emergency situation during low, but not during high cognitive load, were associated with more interventions during the violent conflict. However, a tendency to describe the decision to act during the violent conflict as intuitive and reflex-like was related to more interventions. Further analyses revealed that a disposition to experience sympathy, other-oriented feelings during distressful situations, was related to self-reported intuitive decision-making, a reduced distance to the perpetrator, and higher in the intervening participants. Taken together, these results shed new light on helping behavior and are consistent with the notion of a motivational system in which the act of helping is dependent on a complex interplay between intuitive, reflexive and deliberate, reflective processes. PMID:29672638

  13. The relation between bystanders' behavioral reactivity to distress and later helping behavior during a violent conflict in virtual reality.

    Science.gov (United States)

    Hortensius, Ruud; Neyret, Solène; Slater, Mel; de Gelder, Beatrice

    2018-01-01

    The occurrence of helping behavior is thought to be automatically triggered by reflexive reactions and promoted by intuitive decisions. Here, we studied whether reflexive reactions to an emergency situation are associated with later helping behavior in a different situation, a violent conflict. First, 29 male supporters of F.C. Barcelona performed a cued-reaction time task with a low and high cognitive load manipulation, to tap into reflexive and reflective processes respectively, during the observation of an emergency. Next, participants entered a bar in Virtual Reality and had a conversation with a virtual fellow supporter. During this conversation, a virtual Real Madrid supporter entered and started an aggressive argument with the fellow supporter that escalated into a physical fight. Verbal and physical interventions of the participant served as measures of helping behavior. Results showed that faster responses to an emergency situation during low, but not during high cognitive load, were associated with more interventions during the violent conflict. However, a tendency to describe the decision to act during the violent conflict as intuitive and reflex-like was related to more interventions. Further analyses revealed that a disposition to experience sympathy, other-oriented feelings during distressful situations, was related to self-reported intuitive decision-making, a reduced distance to the perpetrator, and higher in the intervening participants. Taken together, these results shed new light on helping behavior and are consistent with the notion of a motivational system in which the act of helping is dependent on a complex interplay between intuitive, reflexive and deliberate, reflective processes.

  14. Much Ado about Nothing: The Misestimation and Overinterpretation of Violent Video Game Effects in Eastern and Western Nations--Comment on Anderson et al. (2010)

    Science.gov (United States)

    Ferguson, Christopher J.; Kilburn, John

    2010-01-01

    The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression…

  15. Effects of MAOA-genotype, alcohol consumption, and aging on violent behavior.

    Science.gov (United States)

    Tikkanen, Roope; Sjöberg, Rickard L; Ducci, Francesca; Goldman, David; Holi, Matti; Tiihonen, Jari; Virkkunen, Matti

    2009-03-01

    Environmental factors appear to interact with a functional polymorphism (MAOA-LPR) in the promoter region of the monoamine oxidase A gene (MAOA) in determining some forms of antisocial behavior. However, how MAOA-LPR modulates the effects of other factors such as alcohol consumption related to antisocial behavior is not completely understood. This study examines the conjunct effect of MAOA-LPR, alcohol consumption, and aging on the risk for violent behavior. Recidivism in severe impulsive violent behavior was assessed after 7 to 15 years in a sample of 174 Finnish alcoholic offenders, the majority of whom exhibited antisocial or borderline personality disorder or both, and featured impulsive temperament traits. The risk for committing new acts of violence increased by 2.3% for each kilogram of increase in yearly mean alcohol consumption (p = 0.004) and decreased by 7.3% for every year among offenders carrying the high activity MAOA genotype. In contrast, alcohol consumption and aging failed to affect violent behavior in the low activity MAOA genotyped offenders. MAOA-LPR showed no main effect on the risk for recidivistic violence. Violent offenders carrying the high activity MAOA genotype differ in several ways from carriers with the low activity MAOA risk allele previously associated with antisocial behavior. Finnish high activity MAOA genotyped risk alcoholics exhibiting antisocial behavior, high alcohol consumption, and abnormal alcohol-related impulsive and uncontrolled violence might represent an etiologically distinct alcohol dependence subtype.

  16. Disentangling the Effects of Violent Victimization, Violent Behavior, and Gun Carrying for Minority Inner-City Youth Living in Extreme Poverty

    Science.gov (United States)

    Spano, Richard; Bolland, John

    2013-01-01

    Two waves of longitudinal data were used to examine the sequencing between violent victimization, violent behavior, and gun carrying in a high-poverty sample of African American youth. Multivariate logistic regression results indicated that violent victimization T1 and violent behavior T1 increased the likelihood of initiation of gun carrying T2…

  17. Are violent video games harmful?

    Science.gov (United States)

    Porter, Guy; Starcevic, Vladan

    2007-10-01

    The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.

  18. Violent Women: Are They Catching Up To Violent Men or Have They Surpassed Them?

    Science.gov (United States)

    Flowers, R. Barri

    Current statistics on arrests, convictions, and prison inmates and recent studies on violence by women indicate that the number of women who commit violent crimes is rising. Violent crimes include murder, rape, terrorism, gang participation, domestic violence, and prostitution. The first section, "Women Who Kill," discusses women who…

  19. Modelling and evaluating against the violent insider

    International Nuclear Information System (INIS)

    Fortney, D.S.; Al-Ayat, R.A.; Saleh, R.A.

    1991-01-01

    The violent insider threat poses a special challenge to facilities protecting special nuclear material from theft or diversion. These insiders could potentially behave as nonviolent insiders to deceitfully defeat certain safeguards elements and use violence to forcefully defeat hardware or personnel. While several vulnerability assessment tools are available to deal with the nonviolent insider, very limited effort has been directed to developing analysis tools for the violent threat. In this paper, the authors present an approach using the results of a vulnerability assessment for nonviolent insiders to evaluate certain violent insider scenarios. Since existing tools do not explicitly consider violent insiders, the approach is intended for experienced safeguards analysts and relies on the analyst to brainstorm possible violent actions, to assign detection probabilities, and to ensure consistency. The authors then discuss our efforts in developing an automated tool for assessing the vulnerability against those violent insiders who are willing to use force against barriers, but who are unwilling to kill or be killed. Specifically, the authors discuss our efforts in developing databases for violent insiders penetrating barriers, algorithms for considering the entry of contraband, and modelling issues in considering the use of violence

  20. Modelling and evaluating against the violent insider

    International Nuclear Information System (INIS)

    Fortney, D.S.; Al-Ayat, R.A.; Saleh, R.A.

    1991-07-01

    The violent insider threat poses a special challenge to facilities protecting special nuclear material from theft or diversion. These insiders could potentially behave as nonviolent insiders to deceitfully defeat certain safeguards elements and use violence to forcefully defeat hardware or personnel. While several vulnerability assessment tools are available to deal with the nonviolent insider, very limited effort has been directed to developing analysis tools for the violent threat. In this paper, we present an approach using the results of a vulnerability assessment for nonviolent insiders to evaluate certain violent insider scenarios. Since existing tools do not explicitly consider violent insiders, the approach is intended for experienced safeguards analysts and relies on the analyst to brainstorm possible violent actions, to assign detection probabilities, and to ensure consistency. We then discuss our efforts in developing an automated tool for assessing the vulnerability against those violent insiders who are willing to use force against barriers, but who are unwilling to kill or be killed. Specifically, we discuss our efforts in developing databases for violent insiders penetrating barriers, algorithms for considering the entry of contraband, and modelling issues in considering the use of violence

  1. ANOTHER "LETHAL TRIAD"-RISK FACTORS FOR VIOLENT INJURY AND LONG-TERM MORTALITY AMONG ADULT VICTIMS OF VIOLENT INJURY.

    Science.gov (United States)

    Laytin, Adam D; Shumway, Martha; Boccellari, Alicia; Juillard, Catherine J; Dicker, Rochelle A

    2018-04-14

    Mental illness, substance abuse, and poverty are risk factors for violent injury, and violent injury is a risk factor for early mortality that can be attenuated through hospital-based violence intervention programs. Most of these programs focus on victims under the age of 30 years. Little is known about risk factors or long-term mortality among older victims of violent injury. To explore the prevalence of risk factors for violent injury among younger (age < 30 years) and older (age 30 ≥ years) victims of violent injury, to determine the long-term mortality rates in these age groups, and to explore the association between risk factors for violent injury and long-term mortality. Adults with violent injuries were enrolled between 2001 and 2004. Demographic and injury data were recorded on enrollment. Ten-year mortality rates were measured. Descriptive analysis and logistic regression were used to compare older and younger subjects. Among 541 subjects, 70% were over age 30. The overall 10-year mortality rate was 15%, and was much higher than in the age-matched general population in both age groups. Risk factors for violent injury including mental illness, substance abuse, and poverty were prevalent, especially among older subjects, and were each independently associated with increased risk of long-term mortality. Mental illness, substance abuse, and poverty constitute a "lethal triad" that is associated with an increased risk of long-term mortality among victims of violent injury, including both younger adults and those over age 30 years. Both groups may benefit from targeted risk-reduction efforts. Emergency department visits offer an invaluable opportunity to engage these vulnerable patients. Copyright © 2018 Elsevier Inc. All rights reserved.

  2. Violent comic books and judgments of relational aggression.

    Science.gov (United States)

    Kirsh, Steven J; Olczak, Paul V

    2002-06-01

    This study investigated the effects of reading extremely violent versus mildly violent comic books on the interpretation of relational provocation situations. One hundred and seventeen introductory psychology students read either an extremely violent comic book or a mildly violent comic book. After reading the comic books, participants read five hypothetical stories in which a child, caused a relationally aggressive event to occur to another child, but the intent of the provocateur was ambiguous. After each story, participants were asked a series of questions about the provocateur's intent; potential retaliation toward the provocateur; and the provocateur's emotional state. Responses were coded in terms of amount of negative and violent content. Results indicated that participants reading the extremely violent comic books ascribed more hostile intent to the provocateur, suggested more retaliation toward the provocateur, and attributed a more negative emotional state to the provocateur than participants reading the mildly violent comic book. These data suggest that social information processing of relationally aggressive situations is influenced by violent comic books, even if the comic books do not contain themes of relational aggression.

  3. Neuroimaging studies of aggressive and violent behavior: current findings and implications for criminology and criminal justice.

    Science.gov (United States)

    Bufkin, Jana L; Luttrell, Vickie R

    2005-04-01

    With the availability of new functional and structural neuroimaging techniques, researchers have begun to localize brain areas that may be dysfunctional in offenders who are aggressive and violent. Our review of 17 neuroimaging studies reveals that the areas associated with aggressive and/or violent behavioral histories, particularly impulsive acts, are located in the prefrontal cortex and the medial temporal regions. These findings are explained in the context of negative emotion regulation, and suggestions are provided concerning how such findings may affect future theoretical frameworks in criminology, crime prevention efforts, and the functioning of the criminal justice system.

  4. Charging Neutral Cues with Aggressive Meaning through Violent Video Game Play

    Directory of Open Access Journals (Sweden)

    Barbara Krahé

    2013-11-01

    Full Text Available When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions.

  5. Childhood adversity, mental health, and violent crime.

    Science.gov (United States)

    Brewer-Smyth, Kathleen; Cornelius, Monica E; Pickelsimer, E Elisabeth

    2015-01-01

    Little is understood about childhood traumatic brain injury (TBI) and lifetime violent crime perpetration. The purpose was to evaluate TBI before the age of 15 years and other childhood environmental factors, mental health, and lifetime history of committing a violent crime. A cross-sectional study of 636 male and female offenders from a southeastern state prison population was conducted using Chi-squared tests, t tests, and logistic regression to determine factors associated with ever committing a violent crime. Committing a violent crime was associated with male gender, younger age, greater childhood sexual abuse (CSA), greater childhood emotional abuse, no TBI by the age of 15 years, and greater neighborhood adversity during childhood. Although TBI has been related to violent and nonviolent crime, this study showed that absence of TBI by the age of 15 years was associated with lifetime violent crime when adjusting for CSA, childhood emotional abuse, and neighborhood adversity during childhood. This builds upon neurobehavioral development literature suggesting that CSA and the stress of violence exposure without direct physical victimization may play a more critical role in lifetime violent criminal behavior than childhood TBI. Violence risk reduction must occur during childhood focusing on decreasing adversity, especially violence exposure as a witness as well as a direct victim.

  6. Association of low-activity MAOA allelic variants with violent crime in incarcerated offenders.

    Science.gov (United States)

    Stetler, Dean A; Davis, Chad; Leavitt, Kathryn; Schriger, Ilana; Benson, Katie; Bhakta, Samir; Wang, Lam Chee; Oben, Cynthia; Watters, Matthew; Haghnegahdar, Tara; Bortolato, Marco

    2014-11-01

    The main enzyme for serotonin degradation, monoamine oxidase (MAO) A, has recently emerged as a key biological factor in the predisposition to impulsive aggression. Male carriers of low-activity variants of the main functional polymorphism of the MAOA gene (MAOA-uVNTR) have been shown to exhibit a greater proclivity to engage in violent acts. Thus, we hypothesized that low-activity MAOA-uVNTR alleles may be associated with a higher risk for criminal violence among male offenders. To test this possibility, we analyzed the MAOA-uVNTR variants of violent (n = 49) and non-violent (n = 40) male Caucasian and African-American convicts in a correctional facility. All participants were also tested with the Childhood Trauma Questionnaire (CTQ), Barratt Impulsivity Scale (BIS-11) and Buss-Perry Aggression Questionnaire (BPAQ) to assess their levels of childhood trauma exposure, impulsivity and aggression, respectively. Our results revealed a robust (P crime. This association was replicated in the group of Caucasian violent offenders (P crime charges were not associated with CTQ, BIS-11 and BPAQ scores, carriers of low-activity alleles exhibited a mild, yet significant (P genetic determinant for criminal violence. Further studies are required to confirm these results in larger samples of inmates and evaluate potential interactions between MAOA alleles and environmental vulnerability factors. Copyright © 2014 Elsevier Ltd. All rights reserved.

  7. National Violent Death Reporting System (NVDRS)

    Data.gov (United States)

    U.S. Department of Health & Human Services — The National Violent Death Reporting System (NVDRS) provides states and communities with a clearer understanding of violent deaths to guide local decisions about...

  8. Race, Ethnicity, and Adolescent Violent Victimization.

    Science.gov (United States)

    Tillyer, Marie Skubak; Tillyer, Rob

    2016-07-01

    The risk of adolescent violent victimization in the United States varies considerably across racial and ethnic populations; it is unknown whether the sources of risk also vary by race and ethnicity. This study examined the correlates of violent victimization for White, Black, and Hispanic youth. Data collected from 11,070 adolescents (51 % female, mean age = 15.04 years) during the first two waves of the National Longitudinal Study of Adolescent to Adult Health were used to estimate group-specific multilevel logistic regression models. The results indicate that male, violent offending, peer deviance, gang membership, and low self-control were significantly associated with increased odds of violent victimization for all groups. Some activities-including getting drunk, sneaking out, and unstructured socializing with peers-were risk factors for Black adolescents only; skipping school was a risk factor only for Hispanic adolescents. Although there are many similarities across groups, the findings suggest that minority adolescents are particularly vulnerable to violent victimization when they engage in some activities and minor forms of delinquency.

  9. School Violent Crime and Academic Achievement in Chicago.

    Science.gov (United States)

    Burdick-Will, Julia

    2013-10-01

    Educational outcomes vary dramatically across schools in the United States. Many under-performing schools, especially in Chicago, also deal with high levels of violent crime on school grounds. Exposure to this type of frequent violence may be an important factor shaping already disadvantaged students' educational experiences. However, estimating the effect of school violence on learning is difficult due to potential selection bias and the confounding of other school-level problems. Using detailed crime data from the Chicago Police Department, complete administrative records from the Chicago Public Schools, and school climate surveys conducted by the Consortium on Chicago School Research (2002-10), this study exploits variation in violent crime rates within schools over time to estimate its effect on academic achievement. School and neighborhood fixed-effects models show that violent crime rates have a negative effect on test scores, but not on grades. This effect is more likely related to direct reductions in learning, through cognitive stress and classroom disruptions, than changes in perceived safety, general school climate, or discipline practices.

  10. Does Movie Violence Increase Violent Crime?

    OpenAIRE

    Gordon Dahl; Stefano DellaVigna

    2007-01-01

    Laboratory experiments in psychology find that media violence increases aggression in the short run. We analyze whether media violence affects violent crime in the field. We exploit variation in the violence of blockbuster movies from 1995 to 2004, and study the effect on same-day assaults. We find that violent crime decreases on days with larger theater audiences for violent movies. The effect is partly due to voluntary incapacitation: between 6PM and 12AM, a one million increase in the audi...

  11. Playing violent video games increases intergroup bias.

    Science.gov (United States)

    Greitemeyer, Tobias

    2014-01-01

    Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.

  12. Adolescent Violent Victimization and Precocious Union Formation.

    Science.gov (United States)

    C Kuhl, Danielle; Warner, David F; Wilczak, Andrew

    2012-11-01

    This article bridges scholarship in criminology and family sociology by extending arguments about "precocious exits" from adolescence to consider early union formation as a salient outcome of violent victimization for youths. Research indicates that early union formation is associated with several negative outcomes; yet the absence of attention to union formation as a consequence of violent victimization is noteworthy. We address this gap by drawing on life course theory and data from the National Longitudinal Study of Adolescent Health (Add Health) to examine the effect of violent victimization ("street" violence) on the timing of first co-residential union formation-differentiating between marriage and cohabitation-in young adulthood. Estimates from Cox proportional hazard models show that adolescent victims of street violence experience higher rates of first union formation, especially marriage, early in the transition to adulthood; however, this effect declines with age, as such unions become more normative. Importantly, the effect of violent victimization on first union timing is robust to controls for nonviolent delinquency, substance abuse, and violent perpetration. We conclude by discussing directions for future research on the association between violent victimization and coresidential unions with an eye toward the implications of such early union formation for desistance.

  13. Thinking about the future as a way to succeed in the present: a longitudinal study of future orientation and violent behaviors among African American youth.

    Science.gov (United States)

    Stoddard, Sarah A; Zimmerman, Marc A; Bauermeister, José A

    2011-12-01

    Previous research has linked higher levels of hopelessness about one's future to violent behavior during adolescence; however, little is known about this relationship over time for adolescents. Using growth curve modeling, we tested the association between future orientation and violent behavior across the high school years of adolescence in a sample of African American youth (n = 681). Variation based on demographic characteristics (i.e., sex, SES, previous violence) was explored. At baseline, differences in violent behavior varied by demographic characteristics. Overall, violent behavior decreased with age. Higher levels of future orientation were associated with greater decreases in violent behavior over time. Demographic characteristics were not associated with change in violent behavior overtime. Our findings suggest that future orientation can act as a promotive factor for at risk African American youth. Interventions that help support the development of future goals and aspirations could play a vital role in violence prevention efforts.

  14. Exposure to violent video games increases automatic aggressiveness.

    Science.gov (United States)

    Uhlmann, Eric; Swanson, Jane

    2004-02-01

    The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above and beyond self-reported aggression. Results suggest that playing violent video games can lead to the automatic learning of aggressive self-views.

  15. Anger expression, violent behavior, and symptoms of depression among male college students in Ethiopia.

    Science.gov (United States)

    Terasaki, Dale J; Gelaye, Bizu; Berhane, Yemane; Williams, Michelle A

    2009-01-12

    Depression is an important global public health problem. Given the scarcity of studies involving African youths, this study was conducted to evaluate the associations of anger expression and violent behavior with symptoms of depression among male college students. A self-administered questionnaire was used to collect information on socio-demographic and lifestyle characteristics and violent behavior among 1,176 college students in Awassa, Ethiopia in June, 2006. The questionnaire incorporated the Spielberger Anger-Out Expression (SAOE) scale and symptoms of depression were evaluated using the Patient Health Questionnaire (PHQ-9). Multivariable logistic regression procedures were used to calculate adjusted odds ratios (OR) and 95% confidence intervals (95%CI). Symptoms of depression were evident in 23.6% of participants. Some 54.3% of students reported committing at least one act of violence in the current academic year; and 29.3% of students reported high (SAOE score > or = 15) levels of anger-expression. In multivariate analysis, moderate (OR = 1.97; 95%CI 1.33-2.93) and high (OR = 3.23; 95%CI 2.14-4.88) outward anger were statistically significantly associated with increased risks of depressive symptoms. Violent behavior was noted to be associated with depressive symptoms (OR = 1.82; 95%CI 1.37-2.40). Further research should be conducted to better characterize community and individual level determinants of anger-expression, violent behavior and depression among youths.

  16. Schizophrenia, substance abuse, and violent crime.

    Science.gov (United States)

    Fazel, Seena; Långström, Niklas; Hjern, Anders; Grann, Martin; Lichtenstein, Paul

    2009-05-20

    Persons with schizophrenia are thought to be at increased risk of committing violent crime 4 to 6 times the level of general population individuals without this disorder. However, risk estimates vary substantially across studies, and considerable uncertainty exists as to what mediates this elevated risk. Despite this uncertainty, current guidelines recommend that violence risk assessment should be conducted for all patients with schizophrenia. To determine the risk of violent crime among patients diagnosed as having schizophrenia and the role of substance abuse in mediating this risk. Longitudinal designs were used to link data from nationwide Swedish registers of hospital admissions and criminal convictions in 1973-2006. Risk of violent crime in patients after diagnosis of schizophrenia (n = 8003) was compared with that among general population controls (n = 80 025). Potential confounders (age, sex, income, and marital and immigrant status) and mediators (substance abuse comorbidity) were measured at baseline. To study familial confounding, we also investigated risk of violence among unaffected siblings (n = 8123) of patients with schizophrenia. Information on treatment was not available. Violent crime (any criminal conviction for homicide, assault, robbery, arson, any sexual offense, illegal threats, or intimidation). In patients with schizophrenia, 1054 (13.2%) had at least 1 violent offense compared with 4276 (5.3%) of general population controls (adjusted odds ratio [OR], 2.0; 95% confidence interval [CI], 1.8-2.2). The risk was mostly confined to patients with substance abuse comorbidity (of whom 27.6% committed an offense), yielding an increased risk of violent crime among such patients (adjusted OR, 4.4; 95% CI, 3.9-5.0), whereas the risk increase was small in schizophrenia patients without substance abuse comorbidity (8.5% of whom had at least 1 violent offense; adjusted OR, 1.2; 95% CI, 1.1-1.4; Pgenetic or early environmental) confounding of the

  17. Violent deaths of media workers associated with conflict in Iraq, 2003–2012

    Directory of Open Access Journals (Sweden)

    Lucie Collinson

    2014-05-01

    Full Text Available Background. The violent deaths of media workers is a critical issue worldwide, especially in areas of political and social instability. Such deaths can be a particular concern as they may undermine the development and functioning of an open and democratic society.Method. Data on the violent deaths of media workers in Iraq for ten years (2003–2012 were systematically collated from five international databases. Analyses included time trends, weapons involved, nationality of the deceased, outcome for perpetrators and location of death.Results. During this ten-year period, there were 199 violent deaths of media workers in Iraq. The annual number increased substantially after the invasion in 2003 (peaking at n = 47 in 2007 and then declined (n = 5 in 2012. The peak years (2006–2007 for these deaths matched the peak years for estimated violent deaths among civilians. Most of the media worker deaths (85% were Iraqi nationals. Some were killed whilst on assignment in the field (39% and 28% involved a preceding threat. Common perpetrators of the violence were: political groups (45%, and coalition forces (9%, but the source of the violence was often unknown (29%. None of the perpetrators have subsequently been prosecuted (as of April 2014. For each violent death of a media worker, an average of 3.1 other people were also killed in the same attack (range 0–100 other deaths.Discussion. This analysis highlights the high number of homicides of media workers in Iraq in this conflict period, in addition to the apparently total level of impunity. One of the potential solutions may be establishing a functioning legal system that apprehends offenders and puts them on trial. The relatively high quality of data on violent deaths in this occupational group, suggests that it could act as one sentinel population within a broader surveillance system of societal violence in conflict zones.

  18. Firearm Ownership and Violent Crime in the U.S.: An Ecologic Study.

    Science.gov (United States)

    Monuteaux, Michael C; Lee, Lois K; Hemenway, David; Mannix, Rebekah; Fleegler, Eric W

    2015-08-01

    Although some view the ownership of firearms as a deterrent to crime, the relationship between population-level firearm ownership rates and violent criminal perpetration is unclear. The purpose of this study is to test the association between state-level firearm ownership and violent crime. State-level rates of household firearm ownership and annual rates of criminal acts from 2001, 2002, and 2004 were analyzed in 2014. Firearm ownership rates were taken from a national survey and crime data were taken from the Federal Bureau of Investigation Uniform Crime Reports. Rates of criminal behavior were estimated as a function of household gun ownership using negative binomial regression models, controlling for several demographic factors. Higher levels of firearm ownership were associated with higher levels of firearm assault and firearm robbery. There was also a significant association between firearm ownership and firearm homicide, as well as overall homicide. The findings do not support the hypothesis that higher population firearm ownership rates reduce firearm-associated criminal perpetration. On the contrary, evidence shows that states with higher levels of firearm ownership have an increased risk for violent crimes perpetrated with a firearm. Public health stakeholders should consider the outcomes associated with private firearm ownership. Copyright © 2015 American Journal of Preventive Medicine. Published by Elsevier Inc. All rights reserved.

  19. Research Less Violent? Or the Ethics of Performative Social Science

    Directory of Open Access Journals (Sweden)

    Sabi Redwood

    2008-05-01

    Full Text Available In this paper I construct an argument which positions research as an inherently violent activity in which the strange is made to appear familiar thereby forcing the otherness of the other into some kind of order, and transforming the unknown into the knowable. Through organising data and imposing an order—which is arguably the point of any analysis and representation—the wild profusion of things is tamed (to use a Foucauldian metaphor. Thus ambiguity and difference are flattened out, and indeterminacy is overlaid with "findings". Furthermore, research can also be seen as an activity in which the moral choices, ethical and analytical decisions, and personal investments of the researcher are secreted away and so are made to appear natural and innocent. I argue that there is an opportunity for performative social science research to remember the ethical consequences of analysis and representation and to take responsibility for the violence of taming the wild profusion of data. This opportunity resides in its potential to show, not tell; to be open to the future, another happening, another event rather than to settle for one final conclusion and close down other possibilities; and to provoke critique, resistance and political action rather than appeal for agreement, conformity and indifference. URN: urn:nbn:de:0114-fqs0802608

  20. High prevalence of brain pathology in violent prisoners: a qualitative CT and MRI scan study.

    Science.gov (United States)

    Schiltz, Kolja; Witzel, Joachim G; Bausch-Hölterhoff, Josef; Bogerts, Bernhard

    2013-10-01

    The aim of this study was to determine the frequency and extent of brain anomalies in a large sample of incarcerated violent offenders not previously considered neuropsychiatrically ill, in comparison with non-violent offenders and non-offending controls. MRI and CT brain scans from 287 male prison inmates (162 violent and 125 non-violent) not diagnosed as mentally ill before that were obtained due to headache, vertigo or psychological complaints during imprisonment were assessed and compared to 52 non-criminal controls. Brain scans were rated qualitatively with respect to evidence of structural brain damage. Each case received a semiquantitative rating of "normal" (=0), "questionably abnormal" (=1) or "definitely abnormal" (=2) for the lateral ventricles, frontal/parietal cortex and medial temporal structures bilaterally as well as third ventricle. Overall, offenders displayed a significantly higher rate of morphological abnormality, with the violent offenders scoring significantly higher than non-violent offenders and controls. This difference was statistically detectable for frontal/parietal cortex, medial temporal structures, third ventricle and the left but not the right lateral ventricle. The remarkable prevalence of brain pathology in convicted violent prisoners detectable by neuroradiological routine assessment not only highlights the importance of frontal and temporal structures in the control of social, and specifically of violent behaviour, but also raises questions on the legal culpability of violent offenders with brain abnormalities. The high proportion of undetected presence of structural brain damage emphasizes the need that in violent criminals, the comprehensive routine neuropsychiatric assessment usually performed in routine forensic psychiatric expertises should be complemented with brain imaging.

  1. Adolescent Violent Victimization and Precocious Union Formation*

    Science.gov (United States)

    C. Kuhl, Danielle; Warner, David F.; Wilczak, Andrew

    2013-01-01

    This article bridges scholarship in criminology and family sociology by extending arguments about “precocious exits” from adolescence to consider early union formation as a salient outcome of violent victimization for youths. Research indicates that early union formation is associated with several negative outcomes; yet the absence of attention to union formation as a consequence of violent victimization is noteworthy. We address this gap by drawing on life course theory and data from the National Longitudinal Study of Adolescent Health (Add Health) to examine the effect of violent victimization (“street” violence) on the timing of first co-residential union formation—differentiating between marriage and cohabitation—in young adulthood. Estimates from Cox proportional hazard models show that adolescent victims of street violence experience higher rates of first union formation, especially marriage, early in the transition to adulthood; however, this effect declines with age, as such unions become more normative. Importantly, the effect of violent victimization on first union timing is robust to controls for nonviolent delinquency, substance abuse, and violent perpetration. We conclude by discussing directions for future research on the association between violent victimization and coresidential unions with an eye toward the implications of such early union formation for desistance. PMID:24431471

  2. Exposure to Violent Video Games Increases Automatic Aggressiveness

    Science.gov (United States)

    Uhlmann, Eric; Swanson, Jane

    2004-01-01

    The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games…

  3. Violent and non-violent methods of attempted and completed suicide in Swedish young men: the role of early risk factors.

    Science.gov (United States)

    Stenbacka, Marlene; Jokinen, Jussi

    2015-08-14

    There is a paucity of studies on the role of early risk factors for the choice of methods for violent suicide attempts. Adolescent risk factors for the choice of violent or non-violent methods for suicide attempts and the risk of subsequent suicide were studied using a longitudinal design. A national Swedish cohort of 48 834 18-20-year-old young men conscripted for military service from 1969 to 1970 was followed through official registers during a 37-year period. Two questionnaires concerning their psychosocial background were answered by each conscript. Cox proportional hazard regression analyses were used to estimate the risk for different methods of attempted suicide and later suicide. A total of 1195 (2.4 %) men had made a suicide attempt and of these, 133 (11.1 %) committed suicide later. The number of suicide victims among the non-attempters was 482 (1 %). Half of the suicides occurred during the same year as the attempt. Suicide victims had earlier onset of suicidal behaviour and had more often used hanging as a method of attempted suicide than those who did not later commit suicide. The early risk factors for both violent and non-violent methods of suicide attempt were quite similar. Violent suicide attempts, especially by hanging, are associated with a clearly elevated suicide risk in men and require special clinical and public health attention. The early risk factors related to the choice of either a violent or a non-violent suicide attempt method are interlinked and circumstantial factors temporally close to the suicide attempt, such as access to a specific method, may partly explain the choice of method.

  4. Impact of a universal school-based violence prevention program on violent delinquency: distinctive benefits for youth with maltreatment histories.

    Science.gov (United States)

    Crooks, Claire V; Scott, Katreena; Ellis, Wendy; Wolfe, David A

    2011-06-01

    Child maltreatment constitutes a strong risk factor for violent delinquency in adolescence, with cumulative experiences of maltreatment creating increasingly greater risk. Our previous work demonstrated that a universal school-based violence prevention program could provide a protective impact for youth at risk for violent delinquency due to child maltreatment history. In this study we conducted a follow-up to determine if participation in a school-based violence prevention program in grade 9 continued to provide a buffering effect on engaging in acts of violent delinquency for maltreated youth, 2 years post-intervention. Secondary analyses were conducted using data from a cluster randomized controlled trial of a comprehensive school-based violence prevention program. Students (N=1,722; 52.8% female) from 20 schools participated in 21 75-min lessons in grade 9 health classes. Individual data (i.e., gender, child maltreatment experiences, and violent delinquency in grade 9) and school-level data (i.e., student perception of safety averaged across students in each school) were entered in a multilevel model to predict violent delinquency at the end of grade 11. Individual- and school-level factors predicting violent delinquency in grade 11 replicated previous findings from grade 9: being male, experiencing child maltreatment, being violent in grade 9, and attending a school with a lower perceived sense of safety among the entire student body increased violent delinquency. The cross-level interaction of individual maltreatment history and school-level intervention was also replicated: in non-intervention schools, youth with more maltreatment in their background were increasingly likely to engage in violent delinquency. The strength of this relationship was significantly attenuated in intervention schools. Follow-up findings are consistent with the buffering effect of the prevention program previously found post-intervention for the subsample of youth with maltreatment

  5. Dopaminergic Polymorphisms, Academic Achievement, and Violent Delinquency.

    Science.gov (United States)

    Yun, Ilhong; Lee, Julak; Kim, Seung-Gon

    2015-12-01

    Recent research in the field of educational psychology points to the salience of self-control in accounting for the variance in students' report card grades. At the same time, a novel empirical study from molecular genetics drawing on the National Longitudinal Study of Adolescent Health (Add Health) data has revealed that polymorphisms in three dopaminergic genes (dopamine transporter [DAT1], dopamine D2 receptor [DRD2], and dopamine D4 receptor [DRD4]) are also linked to adolescents' grade point averages (GPAs). Juxtaposing these two lines of research, the current study reanalyzed the Add Health genetic subsample to assess the relative effects of these dopaminergic genes and self-control on GPAs. The results showed that the effects of the latter were far stronger than those of the former. The interaction effects between the dopaminergic genes and a set of environmental factors on academic performance were also examined, producing findings that are aligned with the "social push hypothesis" in behavioral genetics. Finally, based on the criminological literature on the link between academic performance and delinquency, we tested whether dopaminergic effects on violent delinquency were mediated by GPAs. The results demonstrated that academic performance fully mediated the linkage between these genes and violent delinquency. © The Author(s) 2014.

  6. Values, Attitudes Toward Interpersonal Violence, and Interpersonal Violent Behavior.

    Science.gov (United States)

    Seddig, Daniel; Davidov, Eldad

    2018-01-01

    The relevance of human values for the study of the motivational sources of interpersonal violent behavior was investigated in various fields of the social sciences. However, several past studies mixed up values with other dimensions like attitudes, norms, or beliefs, and only a few systematically assessed the effect of values on violent behavior relying on a value theory. Furthermore, in other studies, violence was often analyzed as a composite index of different forms of delinquent behavior rather than as violence per se . In the current study we address these gaps in the literature by building upon Schwartz' theory of basic human values. We use it to explain attitudes toward interpersonal violence and interpersonal violent behavior. We analyze data of young people ( n = 1,810) drawn from a German study in Duisburg, Germany, which assessed various types of self-reported violent behavior as well as values and attitudes toward violence. We test structural equation models in which we explain interpersonal violent behavior with basic human values, and where attitudes toward interpersonal violent behavior mediate this relation. Results show that self-transcendence and conservation values are associated negatively and power and stimulation values positively with interpersonal violent behavior. In addition, attitudes operate as a partial mediator for the former and as a full mediator for the latter in the relation between values and violent behavior. Despite a dominant association between attitudes and behavior, values themselves can significantly contribute to the explanation of violent behavior.

  7. Values, Attitudes Toward Interpersonal Violence, and Interpersonal Violent Behavior

    Directory of Open Access Journals (Sweden)

    Daniel Seddig

    2018-05-01

    Full Text Available The relevance of human values for the study of the motivational sources of interpersonal violent behavior was investigated in various fields of the social sciences. However, several past studies mixed up values with other dimensions like attitudes, norms, or beliefs, and only a few systematically assessed the effect of values on violent behavior relying on a value theory. Furthermore, in other studies, violence was often analyzed as a composite index of different forms of delinquent behavior rather than as violence per se. In the current study we address these gaps in the literature by building upon Schwartz’ theory of basic human values. We use it to explain attitudes toward interpersonal violence and interpersonal violent behavior. We analyze data of young people (n = 1,810 drawn from a German study in Duisburg, Germany, which assessed various types of self-reported violent behavior as well as values and attitudes toward violence. We test structural equation models in which we explain interpersonal violent behavior with basic human values, and where attitudes toward interpersonal violent behavior mediate this relation. Results show that self-transcendence and conservation values are associated negatively and power and stimulation values positively with interpersonal violent behavior. In addition, attitudes operate as a partial mediator for the former and as a full mediator for the latter in the relation between values and violent behavior. Despite a dominant association between attitudes and behavior, values themselves can significantly contribute to the explanation of violent behavior.

  8. Universal bursty behaviour in human violent conflicts

    Science.gov (United States)

    Picoli, S.; Castillo-Mussot, M. Del; Ribeiro, H. V.; Lenzi, E. K.; Mendes, R. S.

    2014-04-01

    Understanding the mechanisms and processes underlying the dynamics of collective violence is of considerable current interest. Recent studies indicated the presence of robust patterns characterizing the size and timing of violent events in human conflicts. Since the size and timing of violent events arises as the result of a dynamical process, we explore the possibility of unifying these observations. By analyzing available catalogs on violent events in Iraq (2003-2005), Afghanistan (2008-2010) and Northern Ireland (1969-2001), we show that the inter-event time distributions (calculated for a range of minimum sizes) obeys approximately a simple scaling law which holds for more than three orders of magnitude. This robust pattern suggests a hierarchical organization in size and time providing a unified picture of the dynamics of violent conflicts.

  9. Anger expression, violent behavior, and symptoms of depression among male college students in Ethiopia

    Directory of Open Access Journals (Sweden)

    Berhane Yemane

    2009-01-01

    Full Text Available Abstract Background Depression is an important global public health problem. Given the scarcity of studies involving African youths, this study was conducted to evaluate the associations of anger expression and violent behavior with symptoms of depression among male college students. Methods A self-administered questionnaire was used to collect information on socio-demographic and lifestyle characteristics and violent behavior among 1,176 college students in Awassa, Ethiopia in June, 2006. The questionnaire incorporated the Spielberger Anger-Out Expression (SAOE scale and symptoms of depression were evaluated using the Patient Health Questionnaire (PHQ-9. Multivariable logistic regression procedures were used to calculate adjusted odds ratios (OR and 95% confidence intervals (95%CI. Results Symptoms of depression were evident in 23.6% of participants. Some 54.3% of students reported committing at least one act of violence in the current academic year; and 29.3% of students reported high (SAOE score ≥ 15 levels of anger-expression. In multivariate analysis, moderate (OR = 1.97; 95%CI 1.33–2.93 and high (OR = 3.23; 95%CI 2.14–4.88 outward anger were statistically significantly associated with increased risks of depressive symptoms. Violent behavior was noted to be associated with depressive symptoms (OR = 1.82; 95%CI 1.37–2.40. Conclusion Further research should be conducted to better characterize community and individual level determinants of anger-expression, violent behavior and depression among youths.

  10. Extreme Overvalued Beliefs: How Violent Extremist Beliefs Become "Normalized".

    Science.gov (United States)

    Rahman, Tahir

    2018-01-12

    Extreme overvalued beliefs (EOB) are rigidly held, non-deusional beliefs that are the motive behind most acts of terrorism and mass shootings. EOBs are differentiated from delusions and obsessions. The concept of an overvalued idea was first described by Wernicke and later applied to terrorism by McHugh. Our group of forensic psychiatrists (Rahman, Resnick, Harry) refined the definition as an aid in the differential diagnosis seen in acts of violence. The form and content of EOBs is discussed as well as group effects, conformity, and obedience to authority. Religious cults such as The People's Temple, Heaven's Gate, Aum Shinrikyo, and Islamic State (ISIS) and conspiracy beliefs such as assassinations, moon-hoax, and vaccine-induced autism beliefs are discussed using this construct. Finally, some concluding thoughts on countering violent extremism, including its online presence is discussed utilizing information learned from online eating disorders and consumer experience.

  11. The Narrative Labyrinth of Violent Dying

    Science.gov (United States)

    Rynearson, E. K.

    2005-01-01

    This essay outlines the dynamics of retelling the violent death of a loved one and the narrative "dilemma" of vulnerable family members fixated on retelling. To counter this fixation, the author presents a mythic retelling of violent death (the Myth of Theseus) as narrative basis for developing a restorative retelling. The essay begins by…

  12. Violent Video Games and Children’s Aggressive Behaviors

    Directory of Open Access Journals (Sweden)

    Luca Milani

    2015-08-01

    Full Text Available The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure to violent video games is linked to problems of aggression in a sample of Italian children. Four questionnaires were administered to 346 children between 7 and 14 years of age, attending primary and secondary schools in Northern Italy. Variables measured were externalization, quality of interpersonal relationships, aggression, quality of coping strategies, and parental stress. Participants who preferred violent games showed higher scores for externalization and aggression. The use of violent video games and age were linked to higher levels of aggression, coping strategies, and the habitual video game weekly consumption of participants. Our data confirm the role of violent video games as risk factors for problems of aggressive behavior and of externalization in childhood and early adolescence.

  13. Autism and Convictions for Violent Crimes: Population-Based Cohort Study in Sweden.

    Science.gov (United States)

    Heeramun, Ragini; Magnusson, Cecilia; Gumpert, Clara Hellner; Granath, Sven; Lundberg, Michael; Dalman, Christina; Rai, Dheeraj

    2017-06-01

    Recent systematic reviews have highlighted that the relationship between autism and violent offending is still unclear, but some cases have received extensive media scrutiny. We investigated whether autism is associated with convictions for violent crimes, and studied the associated risk and protective factors. We analyzed data from the Stockholm Youth Cohort, a total population-based record-linkage cohort in Stockholm County comprising 295,734 individuals followed up between 15 and 27 years of age. Of these, 5,739 individuals had a recorded autism diagnosis. The main outcome measure was a conviction for violent crimes identified using the Swedish National Crime Register. Individuals with autism, particularly those without intellectual disability, initially appeared to have a higher risk of violent offending (adjusted relative risk = 1.39, 95% CI = 1.23-1.58). However, these associations markedly attenuated after co-occurring attention-deficit/hyperactivity disorder (ADHD) or conduct disorder were taken into account (adjusted relative risk = 0.85, 95% CI = 0.75-0.97). Among individuals with autism, male sex and psychiatric conditions were the strongest predictors of violent criminality, along with parental criminal and psychiatric history and socioeconomic characteristics. There was some evidence that a delayed diagnosis of autism was associated with a greater risk of violent crime. Better school performance and intellectual disability appeared to be protective. An initially observed association between autism and violent crimes at a population level was explained by comorbidity with ADHD and conduct disorder. Better understanding and management of comorbid psychopathology in autism may potentially help preventive action against offending behaviors in people with autism. Copyright © 2017 American Academy of Child and Adolescent Psychiatry. Published by Elsevier Inc. All rights reserved.

  14. Experience and Perpetration of Violent Behaviours among ...

    African Journals Online (AJOL)

    Journal Home · ABOUT THIS JOURNAL · Advanced Search · Current Issue · Archives ... Worldwide, adolescents are disproportionately affected by violent ... and perpetration of physical, sexual and psychological violent behaviours among ... of violence among males were use of alcohol, witnessing domestic violence, ...

  15. Neuromodulation can reduce aggressive behavior elicited by violent video games.

    Science.gov (United States)

    Riva, Paolo; Gabbiadini, Alessandro; Romero Lauro, Leonor J; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J

    2017-04-01

    Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we focused on a brain area involved in the regulation of aggressive impulses-the right ventrolateral prefrontal cortex (rVLPFC). We tested the hypothesis that brain polarization through anodal transcranial direct current stimulation (tDCS) over rVLPFC reduces aggression related to violent video games. Participants (N = 79) were randomly assigned to play a violent or a nonviolent video game while receiving anodal or sham stimulation. Afterward, participants aggressed against an ostensible partner using the Taylor aggression paradigm (Taylor Journal of Personality, 35, 297-310, 1967), which measures both unprovoked and provoked aggression. Among those who received sham stimulation, unprovoked aggression was significantly higher for violent-game players than for nonviolent-game players. Among those who received anodal stimulation, unprovoked aggression did not differ for violent- and nonviolent-game players. Thus, anodal stimulation reduced unprovoked aggression in violent-game players. No significant effects were found for provoked aggression, suggesting tit-for-tat responding. This experiment sheds light on one possible neural underpinning of violent-media-related aggression-the rVLPFC, a brain area involved in regulating negative feelings and aggressive impulses.

  16. Neuromodulation can reduce aggressive behavior elicited by violent video games

    NARCIS (Netherlands)

    Riva, Paolo; Gabbiadini, Alessandro; Romero Lauro, Leonor J.; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J.

    2017-01-01

    Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we

  17. Violent Video Games Exposed: A Blow by Blow Account of Senseless Violence in Games.

    Science.gov (United States)

    Krantz, Andrew; Shukla, Vipul; Knox, Michele; Schrouder, Karyssa

    2017-01-02

    Violent video game (VVG) use has repeatedly been found to be associated with hostile expectations about others, desensitization to violence, decreased empathy and prosocial behavior, and aggressive thoughts and behaviors. Although these research findings have been widely publicized, VVGs remain the most extensively played games and represent a multi-billion dollar industry. Although VVGs are typically rated "mature," indicating they are not suitable for youths, they are often purchased for youths. This may be in part because there is currently no system available to consumers that thoroughly describes the content of video games, and much of the public is unaware of the types of violence that characterize game play. The purpose of this paper is to describe the violent content of some of the top VVGs, based on sales. For the purposes of this issue, acts of senseless, unprovoked violence will be described in detail.

  18. Extreme Overvalued Beliefs: How Violent Extremist Beliefs Become “Normalized”

    Directory of Open Access Journals (Sweden)

    Tahir Rahman

    2018-01-01

    Full Text Available Extreme overvalued beliefs (EOB are rigidly held, non-deusional beliefs that are the motive behind most acts of terrorism and mass shootings. EOBs are differentiated from delusions and obsessions. The concept of an overvalued idea was first described by Wernicke and later applied to terrorism by McHugh. Our group of forensic psychiatrists (Rahman, Resnick, Harry refined the definition as an aid in the differential diagnosis seen in acts of violence. The form and content of EOBs is discussed as well as group effects, conformity, and obedience to authority. Religious cults such as The People’s Temple, Heaven’s Gate, Aum Shinrikyo, and Islamic State (ISIS and conspiracy beliefs such as assassinations, moon-hoax, and vaccine-induced autism beliefs are discussed using this construct. Finally, some concluding thoughts on countering violent extremism, including its online presence is discussed utilizing information learned from online eating disorders and consumer experience.

  19. Extreme Overvalued Beliefs: How Violent Extremist Beliefs Become “Normalized”

    Science.gov (United States)

    Rahman, Tahir

    2018-01-01

    Extreme overvalued beliefs (EOB) are rigidly held, non-deusional beliefs that are the motive behind most acts of terrorism and mass shootings. EOBs are differentiated from delusions and obsessions. The concept of an overvalued idea was first described by Wernicke and later applied to terrorism by McHugh. Our group of forensic psychiatrists (Rahman, Resnick, Harry) refined the definition as an aid in the differential diagnosis seen in acts of violence. The form and content of EOBs is discussed as well as group effects, conformity, and obedience to authority. Religious cults such as The People’s Temple, Heaven’s Gate, Aum Shinrikyo, and Islamic State (ISIS) and conspiracy beliefs such as assassinations, moon-hoax, and vaccine-induced autism beliefs are discussed using this construct. Finally, some concluding thoughts on countering violent extremism, including its online presence is discussed utilizing information learned from online eating disorders and consumer experience. PMID:29329259

  20. Media Violence And Violent Behaviour of Nigerian Youths ...

    African Journals Online (AJOL)

    Media Violence And Violent Behaviour of Nigerian Youths: Intervention Strategies. ... linking frequent exposure to violent media in child hood with aggressive later in life. Characteristics of viewers, social environments and media content, were ...

  1. Childhood neurodevelopmental disorders and violent criminality: a sibling control study.

    Science.gov (United States)

    Lundström, Sebastian; Forsman, Mats; Larsson, Henrik; Kerekes, Nora; Serlachius, Eva; Långström, Niklas; Lichtenstein, Paul

    2014-11-01

    The longitudinal relationship between attention deficit hyperactivity disorder (ADHD) and violent criminality has been extensively documented, while long-term effects of autism spectrum disorders (ASDs), tic disorders (TDs), and obsessive compulsive disorder (OCD) on criminality have been scarcely studied. Using population-based registers of all child and adolescent mental health services in Stockholm, we identified 3,391 children, born 1984-1994, with neurodevelopmental disorders, and compared their risk for subsequent violent criminality with matched controls. Individuals with ADHD or TDs were at elevated risk of committing violent crimes, no such association could be seen for ASDs or OCD. ADHD and TDs are risk factors for subsequent violent criminality, while ASDs and OCD are not associated with violent criminality.

  2. Advancing paternal age and offspring violent offending: a sibling-comparison study.

    Science.gov (United States)

    Kuja-Halkola, Ralf; Pawitan, Yudi; D'Onofrio, Brian M; Långström, Niklas; Lichtenstein, Paul

    2012-08-01

    Children born to older fathers are at higher risk to develop severe psychopathology (e.g., schizophrenia and bipolar disorder), possibly because of increased de novo mutations during spermatogenesis with older paternal age. Because severe psychopathology is correlated with antisocial behavior, we examined possible associations between advancing paternal age and offspring violent offending. Interlinked Swedish national registers provided information on fathers' age at childbirth and violent criminal convictions in all offspring born from 1958 to 1979 (N = 2,359,921). We used ever committing a violent crime and number of violent crimes as indices of violent offending. The data included information on multiple levels; we compared differentially exposed siblings in within-family analyses to rigorously test causal influences. In the entire population, advancing paternal age predicted offspring violent crime according to both indices. Congruent with a causal effect, this association remained for rates of violent crime in within-family analyses. However, in within-family analyses, we found no association with ever committing a violent crime, suggesting that factors shared by siblings (genes and environment) confounded this association. Life-course persistent criminality has been proposed to have a partly biological etiology; our results agree with a stronger biological effect (i.e., de novo mutations) on persistent violent offending.

  3. Sexually Violent Predators and Civil Commitment Laws

    Science.gov (United States)

    Beyer Kendall, Wanda D.; Cheung, Monit

    2004-01-01

    This article analyzes the civil commitment models for treating sexually violent predators (SVPs) and analyzes recent civil commitment laws. SVPs are commonly defined as sex offenders who are particularly predatory and repetitive in their sexually violent behavior. Data from policy literature, a survey to all states, and a review of law review…

  4. This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure

    NARCIS (Netherlands)

    Engelhardt, C.R.; Bartholow, B.D.; Kerr, G.T.; Bushman, B.J.

    2011-01-01

    Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and

  5. Neural Mechanisms Underlying Affective Theory of Mind in Violent Antisocial Personality Disorder and/or Schizophrenia.

    Science.gov (United States)

    Schiffer, Boris; Pawliczek, Christina; Müller, Bernhard W; Wiltfang, Jens; Brüne, Martin; Forsting, Michael; Gizewski, Elke R; Leygraf, Norbert; Hodgins, Sheilagh

    2017-10-21

    Among violent offenders with schizophrenia, there are 2 sub-groups, one with and one without, conduct disorder (CD) and antisocial personality disorder (ASPD), who differ as to treatment response and alterations of brain structure. The present study aimed to determine whether the 2 groups also differ in Theory of Mind and neural activations subsuming this task. Five groups of men were compared: 3 groups of violent offenders-schizophrenia plus CD/ASPD, schizophrenia with no history of antisocial behavior prior to illness onset, and CD/ASPD with no severe mental illness-and 2 groups of non-offenders, one with schizophrenia and one without (H). Participants completed diagnostic interviews, the Psychopathy Checklist Screening Version Interview, the Interpersonal Reactivity Index, authorized access to clinical and criminal files, and underwent functional magnetic resonance imaging while completing an adapted version of the Reading-the-Mind-in-the-Eyes Task (RMET). Relative to H, nonviolent and violent men with schizophrenia and not CD/ASPD performed more poorly on the RMET, while violent offenders with CD/ASPD, both those with and without schizophrenia, performed similarly. The 2 groups of violent offenders with CD/ASPD, both those with and without schizophrenia, relative to the other groups, displayed higher levels of activation in a network of prefrontal and temporal-parietal regions and reduced activation in the amygdala. Relative to men without CD/ASPD, both groups of violent offenders with CD/ASPD displayed a distinct pattern of neural responses during emotional/mental state attribution pointing to distinct and comparatively successful processing of social information. © The Author 2017. Published by Oxford University Press on behalf of the Maryland Psychiatric Research Center. All rights reserved. For permissions, please email: journals.permissions@oup.com.

  6. Genetic risk for violent behavior and environmental exposure to disadvantage and violent crime: the case for gene-environment interaction.

    Science.gov (United States)

    Barnes, J C; Jacobs, Bruce A

    2013-01-01

    Despite mounds of evidence to suggest that neighborhood structural factors predict violent behavior, almost no attention has been given to how these influences work synergistically (i.e., interact) with an individual's genetic propensity toward violent behavior. Indeed, two streams of research have, heretofore, flowed independently of one another. On one hand, criminologists have underscored the importance of neighborhood context in the etiology of violence. On the other hand, behavioral geneticists have argued that individual-level genetic propensities are important for understanding violence. The current study seeks to integrate these two compatible frameworks by exploring gene-environment interactions (GxE). Two GxEs were examined and supported by the data (i.e., the National Longitudinal Study of Adolescent Health). Using a scale of genetic risk based on three dopamine genes, the analysis revealed that genetic risk had a greater influence on violent behavior when the individual was also exposed to neighborhood disadvantage or when the individual was exposed to higher violent crime rates. The relevance of these findings for criminological theorizing was considered.

  7. Does Violent Crime Deter Physical Activity?

    OpenAIRE

    Janke, Katharina; Propper, Carol; Shields, Michael

    2013-01-01

    Crime has potentially important externalities. We investigate the relationship between recorded violent crime at the local area level and individuals’ participation in their local area through walking and physical activity. We use a sample of nearly 1 million people residing in over 320 local areas across England over the period 2005 to 2011. We show that concerns about personal safety co-move with police recorded violent crime. Our analysis controls for individual-level characteristics, no...

  8. Are experiences of family and of organized violence predictors of aggression and violent behavior? A study with unaccompanied refugee minors.

    Science.gov (United States)

    Mueller-Bamouh, Veronika; Ruf-Leuschner, Martina; Dohrmann, Katalin; Schauer, Maggie; Elbert, Thomas

    2016-01-01

    There is strong support for familial abuse as a risk factor for later delinquency and violent offending, whereas empirical evidence about the contribution of experienced organized violence to the cycle of violence is less clear. Nevertheless not all abused children do become violent offenders. This raises the question of which factors influence these children's risk of future aggressive behavior. Recent evidence suggests that the trait of appetitive aggression plays an important role in the prediction of aggressive behavior. The focus of the study is to investigate whether exposures to 1) organized; and 2) family violence equally contribute to aggressive behavior and how this is related to a trait of appetitive aggression. Furthermore it is of interest to uncover how the severity of posttraumatic stress disorder (PTSD) symptoms modulates associations between violent experiences and aggression. To answer these questions, we investigated unaccompanied refugee minors who had been exposed to varying levels of both violence types. Using structured interviews, experiences of organized and familial violence, self-committed aggressive acts, the trait of appetitive aggression, and PTSD symptoms were assessed in 49 volunteers. A sequential regression analysis revealed that the trait of appetitive aggression and experienced family violence were independent and significant predictors of self-committed aggressive acts, altogether accounting for 70% of the variance. Exposure to organized violence, however, was not significantly associated with aggressive acts or appetitive aggression. PTSD symptom severity was not correlated with measures of aggression but with the exposure to familial and organized violence. Results suggest that in addition to the impact of family violence, an elevated trait of appetitive aggression plays a crucial role in aggressive behavior and should be considered in psychotherapeutic treatment.

  9. The “Moral Disengagement in Violent Videogames” model

    NARCIS (Netherlands)

    Hartmann, T.

    2017-01-01

    How do violent videogames, as entertainment products, communicate violence in the context of warfare and in other settings? Also, why do users enjoy virtual violence? The present article introduces the Moral Disengagement in Violent Videogames model to tackle these important questions. The model

  10. Violent Extremism, Community-Based Violence Prevention, and Mental Health Professionals.

    Science.gov (United States)

    Weine, Stevan M; Stone, Andrew; Saeed, Aliya; Shanfield, Stephen; Beahrs, John; Gutman, Alisa; Mihajlovic, Aida

    2017-01-01

    New community-based initiatives being developed to address violent extremism in the United States are utilizing mental health services and leadership. This article reviews current approaches to preventing violent extremism, the contribution that mental illness and psychosocial problems can make to violent extremism, and the rationale for integrating mental health strategies into preventing violent extremism. The authors describe a community-based targeted violence prevention model and the potential roles of mental health professionals. This model consists of a multidisciplinary team that assesses at-risk individuals with comprehensive threat and behavioral evaluations, arranges for ongoing support and treatment, conducts follow-up evaluations, and offers outreach, education, and resources for communities. This model would enable mental health professionals in local communities to play key roles in preventing violent extremism through their practice and leadership.

  11. Alcohol Outlets and Violent Crime in Washington D.C.

    Directory of Open Access Journals (Sweden)

    Pan, William K

    2010-08-01

    Full Text Available Objective: Alcohol is more likely than any other drug to be involved in substance-related violence. In 2000 violence-related and self-directed injuries accounted for an estimated $37 billion and $33 billion in productivity losses and medical treatment, respectively. A review of emergency department data revealed violence and clinically identified trauma-related injuries have the strongest correlation among alcohol-dependent injuries. At the environmental level there is a relationship between alcohol outlet density and violent crime. A limited number of studies have examined the relationship between alcohol outlet type and the components of violent crime. The aim of this study is to examine the relationship between the aggregate components of violent crime and alcohol outlet density by type of outlet.Methods: For this study we used Washington, D.C. census tract data from the 2000 census to examine neighborhood characteristics. Alcohol outlet, violent crime, and population-level data for Washington, D.C. were drawn from various official yet publicly available sources. We developed an analytic database to examine the relationship between alcohol outlet category and four types of violent crime. After estimating spatial correlation and determining spatial dependence, we used a negative binomial regression analysis to assess the alcohol availability-violent crime association, while controlling for structural correlates of violence.Results: Independent of alternative structural correlates of violent crime, including the prevalence of weapons and illicit drugs, community-level alcohol outlet density is significantly associated with assaultive violence. Outlets were significantly related to robbery, assault, and sexual offenses. In addition, the relationship among on-premise and off-premise outlets varied across violent crime categories.Conclusion: In Washington, D.C., alcohol outlet density is significantly associated with the violent crimes. The

  12. Does playing violent video games cause aggression? A longitudinal intervention study.

    Science.gov (United States)

    Kühn, Simone; Kugler, Dimitrij Tycho; Schmalen, Katharina; Weichenberger, Markus; Witt, Charlotte; Gallinat, Jürgen

    2018-03-13

    It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.

  13. Violent video games stress people out and make them more aggressive.

    Science.gov (United States)

    Hasan, Youssef; Bègue, Laurent; Bushman, Brad J

    2013-01-01

    It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac coherence would mediate the link between exposure to violent video games and subsequent aggression. Specifically, we predicted that playing a violent video game would decrease cardiac coherence, and that cardiac coherence, in turn, would correlate negatively with aggression. Participants (N = 77) played a violent or nonviolent video game for 20 min. Cardiac coherence was measured before and during game play. After game play, participants had the opportunity to blast a confederate with loud noise through headphones during a reaction time task. The intensity and duration of noise blasts given to the confederate was used to measure aggression. As expected, violent video game players had lower cardiac coherence levels and higher aggression levels than did nonviolent game players. Cardiac coherence, in turn, was negatively related to aggression. This research offers another possible reason why violent games can increase aggression-by inducing stress. Cardiac coherence can be a useful tool to measure stress induced by violent video games. Cardiac coherence has several desirable methodological features as well: it is noninvasive, stable against environmental disturbances, relatively inexpensive, not subject to demand characteristics, and easy to use. © 2012 Wiley Periodicals, Inc.

  14. Violent video games stress people out and make them more aggressive

    NARCIS (Netherlands)

    Hasan, Y.; Bègue, L.; Bushman, B.J.

    2013-01-01

    It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress

  15. The effect of online violent video games on levels of aggression.

    Science.gov (United States)

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

  16. The Interaction of Extremist Propaganda and Anger as Predictors of Violent Responses.

    Science.gov (United States)

    Shortland, Neil; Nader, Elias; Imperillo, Nicholas; Ross, Kyrielle; Dmello, Jared

    2017-12-01

    In this study, and with a view to extending upon existing findings on the effects of general violent media on violent cognitions, we experimentally measured the relationship between exposure to extremist propaganda and violent cognitions. Our results countered our hypotheses and the wider findings of violent media and aggression that exposure to violent stimuli increases violent thoughts and that this effect is moderated by trait aggression. Specifically, this study found that participants with low and medium trait aggression became more pro-social after being exposed to extremist propaganda. We discuss these results with reference to theories of terror management and mortality salience, as well as the implications of these results for wider theories of the role of online extremist material in the wider "radicalization" process.

  17. Violent Video Games Alter Brain Function in Young Men

    Science.gov (United States)

    ... feed News from the RSNA Annual Meeting Violent Video Games Alter Brain Function in Young Men At A ... functional MRI, researchers have found that playing violent video games for one week causes changes in brain function. ...

  18. The 1% of the population accountable for 63% of all violent crime convictions.

    Science.gov (United States)

    Falk, Orjan; Wallinius, Märta; Lundström, Sebastian; Frisell, Thomas; Anckarsäter, Henrik; Kerekes, Nóra

    2014-04-01

    Population-based studies on violent crime and background factors may provide an understanding of the relationships between susceptibility factors and crime. We aimed to determine the distribution of violent crime convictions in the Swedish population 1973-2004 and to identify criminal, academic, parental, and psychiatric risk factors for persistence in violent crime. The nationwide multi-generation register was used with many other linked nationwide registers to select participants. All individuals born in 1958-1980 (2,393,765 individuals) were included. Persistent violent offenders (those with a lifetime history of three or more violent crime convictions) were compared with individuals having one or two such convictions, and to matched non-offenders. Independent variables were gender, age of first conviction for a violent crime, nonviolent crime convictions, and diagnoses for major mental disorders, personality disorders, and substance use disorders. A total of 93,642 individuals (3.9%) had at least one violent conviction. The distribution of convictions was highly skewed; 24,342 persistent violent offenders (1.0% of the total population) accounted for 63.2% of all convictions. Persistence in violence was associated with male sex (OR 2.5), personality disorder (OR 2.3), violent crime conviction before age 19 (OR 2.0), drug-related offenses (OR 1.9), nonviolent criminality (OR 1.9), substance use disorder (OR 1.9), and major mental disorder (OR 1.3). The majority of violent crimes are perpetrated by a small number of persistent violent offenders, typically males, characterized by early onset of violent criminality, substance abuse, personality disorders, and nonviolent criminality.

  19. Playing a violent television game affects heart rate variability.

    Science.gov (United States)

    Ivarsson, Malena; Anderson, Martin; Akerstedt, Torbjörn; Lindblad, Frank

    2009-01-01

    To investigate how playing a violent/nonviolent television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing. In total, 19 boys, 12-15 years of age, played television games on two occasions in their homes and participated once without gaming. Heart rate, heart rate variability (HRV) and physical activity were measured during gaming/participating and the night to follow using a portable combined heart rate and movement sensor. A sleep diary and questionnaires about gaming experiences and session-specific experiences were filled in. Criteria for Selection of Games: Violent game involves/rewards direct physical violence (no handguns) against another person, and nonviolent game involves/rewards no violence; same game design ('third-person game'); conducted in the same manner; no differences concerning motor activity; similar sound and light effects; no sexual content, violence against women or racial overtones. During violent (vs. nonviolent) gaming, there was significantly higher activity of the very low frequency component of the HRV and total power. During the night after playing, very low frequency, low frequency and high frequency components were significantly higher during the violent (vs. nonviolent) condition, just as total power. There were no significant differences between the three conditions (violent/nonviolent/no gaming) with respect to an index reflecting subjectively perceived sleep difficulties. Nor was there any difference between violent and nonviolent condition for any single sleep item. Violent gaming induces different autonomic responses in boys compared to nonviolent gaming--during playing and during the following night--suggesting different emotional responses. Subjectively perceived sleep quality is not influenced after a single gaming experience. Future studies should address the development of the autonomic balance after gaming over longer

  20. Are experiences of family and of organized violence predictors of aggression and violent behavior? A study with unaccompanied refugee minors

    Science.gov (United States)

    Mueller-Bamouh, Veronika; Ruf-Leuschner, Martina; Dohrmann, Katalin; Schauer, Maggie; Elbert, Thomas

    2016-01-01

    Background There is strong support for familial abuse as a risk factor for later delinquency and violent offending, whereas empirical evidence about the contribution of experienced organized violence to the cycle of violence is less clear. Nevertheless not all abused children do become violent offenders. This raises the question of which factors influence these children's risk of future aggressive behavior. Recent evidence suggests that the trait of appetitive aggression plays an important role in the prediction of aggressive behavior. Objective The focus of the study is to investigate whether exposures to 1) organized; and 2) family violence equally contribute to aggressive behavior and how this is related to a trait of appetitive aggression. Furthermore it is of interest to uncover how the severity of posttraumatic stress disorder (PTSD) symptoms modulates associations between violent experiences and aggression. Method To answer these questions, we investigated unaccompanied refugee minors who had been exposed to varying levels of both violence types. Using structured interviews, experiences of organized and familial violence, self-committed aggressive acts, the trait of appetitive aggression, and PTSD symptoms were assessed in 49 volunteers. Results A sequential regression analysis revealed that the trait of appetitive aggression and experienced family violence were independent and significant predictors of self-committed aggressive acts, altogether accounting for 70% of the variance. Exposure to organized violence, however, was not significantly associated with aggressive acts or appetitive aggression. PTSD symptom severity was not correlated with measures of aggression but with the exposure to familial and organized violence. Conclusions Results suggest that in addition to the impact of family violence, an elevated trait of appetitive aggression plays a crucial role in aggressive behavior and should be considered in psychotherapeutic treatment. PMID:26886483

  1. Are experiences of family and of organized violence predictors of aggression and violent behavior? A study with unaccompanied refugee minors

    Directory of Open Access Journals (Sweden)

    Veronika Mueller-Bamouh

    2016-02-01

    Full Text Available Background: There is strong support for familial abuse as a risk factor for later delinquency and violent offending, whereas empirical evidence about the contribution of experienced organized violence to the cycle of violence is less clear. Nevertheless not all abused children do become violent offenders. This raises the question of which factors influence these children's risk of future aggressive behavior. Recent evidence suggests that the trait of appetitive aggression plays an important role in the prediction of aggressive behavior. Objective: The focus of the study is to investigate whether exposures to 1 organized; and 2 family violence equally contribute to aggressive behavior and how this is related to a trait of appetitive aggression. Furthermore it is of interest to uncover how the severity of posttraumatic stress disorder (PTSD symptoms modulates associations between violent experiences and aggression. Method: To answer these questions, we investigated unaccompanied refugee minors who had been exposed to varying levels of both violence types. Using structured interviews, experiences of organized and familial violence, self-committed aggressive acts, the trait of appetitive aggression, and PTSD symptoms were assessed in 49 volunteers. Results: A sequential regression analysis revealed that the trait of appetitive aggression and experienced family violence were independent and significant predictors of self-committed aggressive acts, altogether accounting for 70% of the variance. Exposure to organized violence, however, was not significantly associated with aggressive acts or appetitive aggression. PTSD symptom severity was not correlated with measures of aggression but with the exposure to familial and organized violence. Conclusions: Results suggest that in addition to the impact of family violence, an elevated trait of appetitive aggression plays a crucial role in aggressive behavior and should be considered in psychotherapeutic

  2. Losing the Plot: Narrative, Counter-Narrative and Violent Extremism

    Directory of Open Access Journals (Sweden)

    Andrew Glazzard

    2017-05-01

    Full Text Available Counter-terrorist practitioners and policy makers appear to be very interested in narrative. They often describe the worldview of violent Islamist groups and movements as the ‘jihadi narrative’, while their efforts to confront terrorist propaganda are usually labelled as ‘counter-narrative’ or ‘alternative narrative’. However, while the counter-narrative approach has gained widespread acceptance in governments, think-tanks and civil society organisations, it is built on very shaky theoretical and empirical foundations. Some valuable theoretical contributions to the study of violent extremist narrative have been made by psychologists in particular, but there is one discipline which is conspicuous by its absence from the field: literary studies. This paper makes a case for the value of studying violent extremist narratives as narratives in the literary sense. By employing the tools and techniques of literary criticism, violent extremist communication can be revealed as not only potentially persuasive, but also creative and aesthetically appealing: terrorists inspire their followers, they don’t merely persuade them. Understanding the creative sources of this inspiration is vital if counter-narrative is to succeed in presenting an alternative to the propaganda of violent extremist groups.

  3. The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance

    Science.gov (United States)

    Gentile, Douglas, A.; Lynch, Paul, J.; Linder, Jennifer Ruh; Walsh, David, A.

    2004-01-01

    Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The…

  4. Trolling new media: violent extremist groups recruiting through social media

    OpenAIRE

    Chang, Mark D.

    2015-01-01

    Approved for public release; distribution is unlimited With the advent and subsequent growth of several new media technologies, violent extremist groups have incorporated social media into recruiting strategies. How are violent extremist groups using social media for recruiting? This thesis explores several new media technologies—websites, blogs, social media, mobile phones, and online gaming—to determine if violent extremist groups rely on social media for recruiting. By comparing the com...

  5. Exposure of US adolescents to extremely violent movies.

    Science.gov (United States)

    Worth, Keilah A; Gibson Chambers, Jennifer; Nassau, Daniel H; Rakhra, Balvinder K; Sargent, James D

    2008-08-01

    Despite concerns about exposure to violent media, there are few data on youth exposure to violent movies. In this study we examined such exposure among young US adolescents. We used a random-digit-dial survey of 6522 US adolescents aged 10 to 14 years fielded in 2003. Using previously validated methods, we determined the percentage and number of US adolescents who had seen each of 534 recently released movies. We report results for the 40 that were rated R for violence by the Motion Picture Association of America, UK 18 by the British Board of Film Classification and coded for extreme violence by trained content coders. The 40 violent movies were seen by a median of 12.5% of an estimated 22 million US adolescents aged 10 to 14 years. The most popular violent movie, Scary Movie, was seen by >10 million (48.1%) children, 1 million of whom were 10 years of age. Watching extremely violent movies was associated with being male, older, nonwhite, having less-educated parents, and doing poorly in school. Black male adolescents were at particularly high risk for seeing these movies; for example Blade, Training Day, and Scary Movie were seen, respectively, by 37.4%, 27.3%, and 48.1% of the sample overall versus 82.0%, 81.0%, and 80.8% of black male adolescents. Violent movie exposure was also associated with measures of media parenting, with high-exposure adolescents being significantly more likely to have a television in their bedroom and to report that their parents allowed them to watch R-rated movies. This study documents widespread exposure of young US adolescents to movies with extreme graphic violence from movies rated R for violence and raises important questions about the effectiveness of the current movie-rating system.

  6. Exposure of US Adolescents to Extremely Violent Movies

    Science.gov (United States)

    Worth, Keilah A.; Chambers, Jennifer Gibson; Nassau, Daniel H.; Rakhra, Balvinder K.; Sargent, James D.

    2009-01-01

    Objective Despite concerns about exposure to violent media, there are few data on youth exposure to violent movies. In this study we examined such exposure among young US adolescents. Methods We used a random-digit-dial survey of 6522 US adolescents aged 10 to 14 years fielded in 2003. Using previously validated methods, we determined the percentage and number of US adolescents who had seen each of 534 recently released movies. We report results for the 40 that were rated R for violence by the Motion Picture Association of America, UK 18 by the British Board of Film Classification and coded for extreme violence by trained content coders. Results The 40 violent movies were seen by a median of 12.5% of an estimated 22 million US adolescents aged 10 to 14 years. The most popular violent movie, Scary Movie, was seen by >10 million (48.1%) children, 1 million of whom were 10 years of age. Watching extremely violent movies was associated with being male, older, nonwhite, having less-educated parents, and doing poorly in school. Black male adolescents were at particularly high risk for seeing these movies; for example Blade, Training Day, and Scary Movie were seen, respectively, by 37.4%, 27.3%, and 48.1% of the sample overall versus 82.0%, 81.0%, and 80.8% of black male adolescents. Violent movie exposure was also associated with measures of media parenting, with high-exposure adolescents being significantly more likely to have a television in their bedroom and to report that their parents allowed them to watch R-rated movies. Conclusions This study documents widespread exposure of young US adolescents to movies with extreme graphic violence from movies rated R for violence and raises important questions about the effectiveness of the current movie-rating system. PMID:18676548

  7. Playing violent video games and desensitization to violence.

    Science.gov (United States)

    Brockmyer, Jeanne Funk

    2015-01-01

    This article examines current research linking exposure to violent video games and desensitization to violence. Data from questionnaire, behavioral, and psychophysiologic research are reviewed to determine if exposure to violent video games is a risk factor for desensitization to violence. Real-world implications of desensitization are discussed. Copyright © 2015 Elsevier Inc. All rights reserved.

  8. The effect of online violent video games on levels of aggression.

    Directory of Open Access Journals (Sweden)

    Jack Hollingdale

    Full Text Available BACKGROUND: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS. Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM, has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. METHODS/PRINCIPAL FINDINGS: Participants (N = 101 were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. CONCLUSIONS/SIGNIFICANCE: These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

  9. Psycho-physiological reactions to violent video gaming : Experimental studies of heart rate variability, cortisol, sleep and emotional reactions in teenage boys

    OpenAIRE

    Ivarsson, Malena

    2014-01-01

    Playing violent video games may provoke aggression. Psycho-physiological methods may provide knowledge about the underlying psychological processes. Most previous studies have been performed in laboratory settings at daytime with adults. Thus the aim of this thesis was to investigate psycho-physiological (autonomic and HPA related reactions), sleep-related and emotional responses in teenage boys to playing a violent and a non-violent video game at home before going to sleep. In Study I the au...

  10. Association of Cumulative Childhood Adversity and Adolescent Violent Offending With Suicide in Early Adulthood.

    Science.gov (United States)

    Björkenstam, Emma; Hjern, Anders; Björkenstam, Charlotte; Kosidou, Kyriaki

    2018-02-01

    Childhood adversity (CA) is associated with an increased risk of suicide in young adulthood that might be explained by maladaptive trajectories during adolescence. Although adolescent violent offending is linked with suicide, little is known about its role in the association between CA and suicide. To examine whether adolescent violent offending mediates the association between CA and suicide in early adulthood. This population-based, longitudinal cohort study with a follow-up time spanning 5 to 9 years included 476 103 individuals born in Sweden between 1984 and 1988. The study population was prospectively followed up from 20 years of age until December 31, 2013, with respect to suicide. Data analysis was performed from January 1, 1984, to December 31, 2013. Register-based CAs included parental death, parental substance abuse and psychiatric disorder, parental criminal offending, parental separation, public assistance recipiency, child welfare intervention, and residential instability. Adolescent violent offending was defined as being convicted of a violent crime between the ages of 15 and 19 years. Estimates of risk of suicide after 20 years of age (from 2004 if born in 1984 and from 2008 if born in 1988) until the end of 2013 were calculated as incidence rate ratios (IRRs) with 95% CIs using Poisson regression analysis. Adjustments were made for demographics and psychiatric disorder. In addition, binary mediation analysis with logistic regression was used. A total of 476 103 individuals (231 699 [48.7%] female) were included in the study. Those with a conviction for violent offending had been exposed to all CAs to a greater extent than those with no violent offending. Cumulative CA was associated with risk of suicide in nonconvicted (adjusted IRR, 2.4; 95% CI, 1.5-3.9) and convicted youths, who had a higher risk of suicide (adjusted IRR, 8.5; 95% CI, 4.6-15.7). Adolescent violent offending partly mediated the association between CA and suicide. Individuals

  11. Violent and Non-Violent Criminal Behavior among Young Chinese Drug Users: A Mixed Methods Study.

    Science.gov (United States)

    Liu, Liu; Chui, Wing Hong; Chen, Ye

    2018-03-02

    Young drug users are found to be increasingly involved in criminal justice issues. This exploratory and descriptive study aims to analyze the criminal behaviors among young Chinese drug users through a mixed methods research design. Quantitative analysis indicates that young drug users with and without a history of criminality show significant differences in terms of several features. Male drug users, particularly, those who are older, with religious beliefs, and initiated into drug use at younger age were most likely to commit crimes. Among drug users with criminal experiences, those who committed crimes prior to drug initiation have a greater likelihood of committing violent crimes. Furthermore, young drug users with severe depression are more likely to commit crimes, especially violent ones. Qualitative analysis further illustrates that young male drug users often get involved in criminal conduct of the youth gang nature with propensity for engaging in violent crimes as compared to their female counterparts who are more likely to turn into drug dealers and traffickers, in addition to engaging in larceny. The research findings are consistent with developmental theories and "victim to offender cycle". Integrated mental health and substance use services are suggested for crime prevention among young Chinese drug users.

  12. Tridimensional Personality Questionnaire data on alcoholic violent offenders: specific connections to severe impulsive cluster B personality disorders and violent criminality.

    Science.gov (United States)

    Tikkanen, Roope; Holi, Matti; Lindberg, Nina; Virkkunen, Matti

    2007-07-30

    The validity of traditional categorical personality disorder diagnoses is currently re-evaluated from a continuous perspective, and the evolving DSM-V classification may describe personality disorders dimensionally. The utility of dimensional personality assessment, however, is unclear in violent offenders with severe personality pathology. The temperament structure of 114 alcoholic violent offenders with antisocial personality disorder (ASPD) was compared to 84 offenders without ASPD, and 170 healthy controls. Inclusion occurred during a court-ordered mental examination preceded by homicide, assault, battery, rape or arson. Participants underwent assessment of temperament with the Tridimensional Personality Questionnaire (TPQ) and were diagnosed with DSM-III-R criteria. The typical temperament profile in violent offender having ASPD comprised high novelty seeking, high harm avoidance, and low reward dependence. A 21% minority scored low in trait harm avoidance. Results, including the polarized harm avoidance dimension, are in accordance with Cloninger's hypothesis of dimensional description of ASPD. The low harm avoidance offenders committed less impulsive violence than high harm avoidance offenders. High harm avoidance was associated with comorbid antisocial personality disorder and borderline personality disorder. Results indicate that the DSM based ASPD diagnosis in alcoholic violent offenders associates with impulsiveness and high novelty seeking but comprises two different types of ASPD associated with distinct second-order traits that possibly explain differences in type of violent criminality. Low harm avoidance offenders have many traits in common with high scorers on the Hare Psychopathy Checklist-Revised (PCL-R). Results link high harm avoidance with broad personality pathology and argue for the usefulness of self-report questionnaires in clinical praxis.

  13. Violência durante o sono Violent behavior during sleep

    Directory of Open Access Journals (Sweden)

    Dalva Poyares

    2005-05-01

    Full Text Available Casos de comportamento violento (CV durante o sono são relatados na literatura. A incidência de comportamento violento durante o sono não é muito conhecida. Um estudo epidemiológico mostra que cerca de 2% da população geral apresentava comportamento violento dormindo e eram predominantemente homens. Neste artigo, os autores descrevem aspectos clínicos e médico-legais envolvidos na investigação do comportamento violento. O comportamento violento se refere a ferimentos auto-infligidos ou infligidos a um terceiro durante o sono. Ocorre, muito freqüentemente, seguindo um despertar parcial no contexto de um transtorno de despertar (parassonias. Os transtornos do sono predominantes diagnosticados são: transtorno de comportamento REM e sonambulismo. O comportamento violento poderia ser precipitado pelo estresse, uso de álcool e drogas, privação do sono ou febre.Cases of violent behavior during sleep have been reported in the literature. However, the incidence of violent behavior during sleep is not known. One epidemiological study showed that approximately 2% of the general population, predominantly males, presented violent behavior while asleep. In the present study, the authors describe clinical and medico-legal aspects involved in violent behavior investigation. Violent behavior refers to self-injury or injury to another during sleep. It happens most frequently following partial awakening in the context of arousal disorders (parasomnias. The most frequently diagnosed sleep disorders are REM behavior disorder and somnambulism. Violent behavior might be precipitated by stress, use of alcohol or drugs, sleep deprivation or fever.

  14. [Influence of violent TV upon children of a public school in Bogotá, Colombia].

    Science.gov (United States)

    Pérez-Olmos, Isabel; Pinzón, Angela María; González-Reyes, Rodrigo; Sánchez-Molano, Juliana

    2005-01-01

    To evaluate the impact that a violent and a non-violent movie may cause on scholars. In Bogotá, 125 public primary school students were surveyed, applying a questionnaire to learn both about their daily life violence and their attitude towards it. Two weeks later, they were shown one violent movie, and two weeks later a non-violent one. Children were asked to draw their families, express their opinions and answer a questionnaire after each movie. The initial survey showed that 23.6% of the children reported violent responses when they were offended, 39.8% reported some kind of familiar violence and 19.5% identified themselves with a violent figure. Boys were more prone to respond violently when offended and to identify themselves with a violent figure than girls (p=0.004). Compared with the non-violent movie, a greater percentage of children excluded themselves from the family drawing after watching the violent movie (Odds Ratio (OR): 2.55; 95% Interval Confidence (95% CI) 1.22-5.43, p=0.01). The family drawing after the violent movie also showed more emotional signs (OR: 3.13; 95% CI: 1.35-7.52; p=0.0053) and more aggressive signs (OR: 2.55; 95% CI: 1.22-5.43; p=0.01) than the family drawing after the non-violent movie. The family drawing test showed the immediate impact of television. Television violence negatively influences kids and should be avoided.

  15. Psychiatric Nurses' Attitudes Towards Violent Behaviour: A Brazilian Study.

    Science.gov (United States)

    Dias, Maraína Gomes Pires Fernandes; de Vargas, Divane

    2018-02-13

    This study examines nurses' attitudes towards violent behaviour and the management of aggressiveness. A convenience sample of 185 nurses working in psychiatric urgent care and emergency services in Brazil responded to the MAVAS-BR. The results show that nurses' attitudes are more reflective of the external and situational models of violent behaviour and the use of control methods to manage aggressiveness. The mapping of this phenomenon using the same tools in a different context from those traditionally studied while observing similar results suggests a pattern of attitudes towards violent behaviour and the management of aggressiveness among nurses around the world.

  16. NEIGHBORHOOD CONTEXT AND THE GENDER GAP IN ADOLESCENT VIOLENT CRIME.

    Science.gov (United States)

    Zimmerman, Gregory M; Messner, Steven F

    2010-12-01

    Although researchers consistently demonstrate that females engage in less criminal behavior than males across the life course, research on the variability of the gender gap across contexts is sparse. To address this issue, we examine the gender gap in self-reported violent crime among adolescents across neighborhoods. Multilevel models using data from the Project of Human Development in Chicago Neighborhoods (PHDCN) indicate that the gender gap in violent crime decreases as levels of neighborhood disadvantage increase. Further, the narrowing of the gender gap is explained by gender differences in peer influence on violent offending. Neighborhood disadvantage increases exposure to peer violence for both sexes, but peer violence has a stronger impact on violent offending for females than for males, producing the reduction in the gender gap at higher levels of disadvantage. We also find that the gender difference in the relationship between peer violence and offending is explained, in part, by (1) the tendency for females to have more intimate friendships than males, and (2) the moderating effect of peer intimacy on the relationship between peer violence and self-reported violent behavior.

  17. This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure

    OpenAIRE

    Engelhardt , Christopher R.; Bartholow , Bruce D.; Kerr , Geoffrey T.; Bushman , Brad J.

    2011-01-01

    International audience; Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and nonviolent photos while their brain activity was measured, and then gave an ostensible opponent unpleasant noise blasts. Participants low in previous exposure to video game ...

  18. Treatment and violent behavior in persons with first episode psychosis during a 10-year prospective follow-up study

    DEFF Research Database (Denmark)

    Langeveld, Johannes; Bjørkly, Stål; Auestad, Bjørn

    2014-01-01

    BACKGROUND: First episode psychosis (FEP) patients have an increased risk for violence and criminal activity prior to initial treatment. However, little is known about the prevalence of criminality and acts of violence many years after implementation of treatment for a first episode psychosis. AIM......: To assess the prevalence of criminal and violent behaviors during a 10-year follow-up period after the debut of a first psychosis episode, and to identify early predictors and concomitant risk factors of violent behavior. METHOD: A prospective design was used with comprehensive assessments of criminal...... follow-up period, 20% of subjects had been apprehended or incarcerated. At 10-year follow-up, 15% of subjects had exposed others to threats or violence during the year before assessment. Illegal drug use at baseline and five-year follow-up, and a longer duration of psychotic symptoms were found...

  19. Sports Fans, Alcohol Use, and Violent Behavior: A Sociological Review.

    Science.gov (United States)

    Ostrowsky, Michael K

    2016-08-31

    This review makes four contributions to the sociological study of sports fans, alcohol use, and violent behavior. First, this article focuses explicitly on the relationship between alcohol use and violent behavior among sports fans. This is a worldwide social problem, yet it is quite understudied. Second, this article synthesizes the fragmented literature on alcohol use and violent behavior among sports fans. Third, this article identifies four broad sets of risk factors-sociocultural, event/venue, police, and crowd-that appear to be closely related to violent behavior among sports fans. Finally, to help explain the possible correlation between alcohol and violence among sports fans, this article draws upon the key understandings from the literature on alcohol and violence in wider society. The article concludes with suggestions for future research. © The Author(s) 2016.

  20. Tridimensional Personality Questionnaire data on alcoholic violent offenders: specific connections to severe impulsive cluster B personality disorders and violent criminality

    Directory of Open Access Journals (Sweden)

    Lindberg Nina

    2007-07-01

    Full Text Available Abstract Background The validity of traditional categorical personality disorder diagnoses is currently re-evaluated from a continuous perspective, and the evolving DSM-V classification may describe personality disorders dimensionally. The utility of dimensional personality assessment, however, is unclear in violent offenders with severe personality pathology. Methods The temperament structure of 114 alcoholic violent offenders with antisocial personality disorder (ASPD was compared to 84 offenders without ASPD, and 170 healthy controls. Inclusion occurred during a court-ordered mental examination preceded by homicide, assault, battery, rape or arson. Participants underwent assessment of temperament with the Tridimensional Personality Questionnaire (TPQ and were diagnosed with DSM-III-R criteria. Results The typical temperament profile in violent offender having ASPD comprised high novelty seeking, high harm avoidance, and low reward dependence. A 21% minority scored low in trait harm avoidance. Results, including the polarized harm avoidance dimension, are in accordance with Cloninger's hypothesis of dimensional description of ASPD. The low harm avoidance offenders committed less impulsive violence than high harm avoidance offenders. High harm avoidance was associated with comorbid antisocial personality disorder and borderline personality disorder. Conclusion Results indicate that the DSM based ASPD diagnosis in alcoholic violent offenders associates with impulsiveness and high novelty seeking but comprises two different types of ASPD associated with distinct second-order traits that possibly explain differences in type of violent criminality. Low harm avoidance offenders have many traits in common with high scorers on the Hare Psychopathy Checklist-Revised (PCL-R. Results link high harm avoidance with broad personality pathology and argue for the usefulness of self-report questionnaires in clinical praxis.

  1. Violent breaking wave impacts

    DEFF Research Database (Denmark)

    Bredmose, Henrik; Peregrine, D.H.; Bullock, G.N.

    2009-01-01

    When an ocean wave breaks against a steep-fronted breakwater, sea wall or a similar marine structure, its impact on the structure can be very violent. This paper describes the theoretical studies that, together with field and laboratory investigations, have been carried out in order to gain a bet...

  2. When will collective action be effective? Violent and non-violent protests differentially influence perceptions of legitimacy and efficacy among sympathizers.

    Science.gov (United States)

    Thomas, Emma F; Louis, Winnifred R

    2014-02-01

    Collective action will be effective in achieving broader social change goals to the extent that it influences public opinion yet the degree to which collective action "works" in changing opinion is rarely studied. Experiment 1 (n = 158) showed that, consistent with a logic of strategic non-violence, non-violent collective action more effectively conveys a sense of the illegitimacy of the issue and the efficacy of the group, thereby promoting support for future non-violent actions. Experiment 2 (n = 139) explored the moderating role of allegations of corruption. A social context of corruption effectively undermined the efficacy and legitimacy of non-violent collective action, relative to support for violence, thereby promoting (indirectly) support for future extreme action. The implications of this research, for the logic of strategic non-violence and mobilizing supportive public opinion, are discussed.

  3. The Violent Accounts of Men Diagnosed With Comorbid Antisocial and Borderline Personality Disorders.

    Science.gov (United States)

    Falcus, Craig; Johnson, Darren

    2017-10-01

    This study explored the violent offence accounts of life-sentenced prisoners diagnosed with comorbid antisocial personality disorder (ASPD) and borderline personality disorder (BPD). The aim of the current study was to gain needed clinical insight into the mechanisms involved in this specific group offenders' use of violence against others. Six adult male personality-disordered offenders were interviewed via a semistructured interview schedule to collate individual offence accounts. Interview transcripts were analyzed by the lead researcher (first author) using interpretative phenomenological analysis (IPA) who compared and contrasted findings to develop superordinate themes across the group. External auditing analysis was conducted by the second researcher. Four superordinate themes resulted. These were "A victim of a hostile and rejecting world," "Self as unacceptable to others," "Unwanted emotions that cannot be tolerated or controlled," and "Violent revenge as catharsis." The results support the view that emotional dysregulation is central in driving acts of violence in those with comorbid ASPD/BPD; nevertheless, shame was particularly prevalent. Thus an argument is made for the adaptation of evidence-based treatments for this specific forensic population to ensure a particular focus on helping men tolerate feelings of shame. The limitations of the study are also discussed.

  4. Violent media exposure, aggression and CU traits in adolescence: Testing the selection and socialization hypotheses.

    Science.gov (United States)

    Rydell, Ann-Margret

    2016-10-01

    We investigated the role of exposure to violent action for later aggression and for later callous-unemotional traits in a sample of Swedish adolescents (N = 77-85), testing the selection and socialization hypotheses. Adolescents reported on violent delinquency and on callous-unemotional (CU) traits at age 15, on their media habits at age 16 and on reactive and proactive aggression and CU traits at age 18. The socialization hypothesis was supported with regard to aggression, that is, violent delinquency did not affect consumption of violent action, but controlling for violent delinquency, consumption of violent action added to proactive aggression and, marginally, to reactive aggression. The selection hypothesis was supported with regard to CU traits, that is, high levels of CU traits predicted frequent consumption of violent action, but consumption of violent action did not affect later levels of CU traits. Frequent violent media use was associated with later aggression. The associations between CU traits and violent media need further study. Copyright © 2016 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  5. Does Marijuana Use Lead to Aggression and Violent Behavior?

    Science.gov (United States)

    Ostrowsky, Michael K.

    2011-01-01

    Marijuana use and violent behavior are causing widespread public concern. This article reviews theory and research on the relation between marijuana use and aggressive/violent behavior. It is evident from the inconsistent findings in the literature that the exact nature of the relation remains unclear. This article identifies several possible…

  6. Violent online games exposure and cyberbullying/victimization among adolescents.

    Science.gov (United States)

    Lam, Lawrence T; Cheng, Zaohuo; Liu, Xinmin

    2013-03-01

    This population-based cross-sectional survey examined the association between exposure to violent online games and cyberbullying and victimization in adolescents recruited from two large cities utilizing a stratified two-stage random cluster sampling technique. Cyberbullying and victimization were assessed by the E-victimization and E-bullying scales validated in a previous study. Exposure to violent online games was measured by self-nomination of the degree of violent content in the games played. Results indicated that the majority (74.3 percent) of respondents did not experience any cyberbullying or victimization in the last 7 days before the survey, 14.4 percent reported to be victimized via cyberspace, 2.9 percent admitted that they had bullied others, and 8.4 percent reported to be both perpetrators- and- victims. One hundred and eighty seven (15.3 percent) considered games they were playing were of moderate to severe violence. Students who had been involved in cyberbullying as well as being victimized were two times as likely to have been exposed to violent online games, and nearly four times as likely for those involved in bullying others. Exposure to violent online games was associated with being a perpetrator as well as a perpetrator-and-victim of cyberbullying. Parents and clinicians need to be aware of the potential harm of these exposures. The policy implications of results were also discussed.

  7. Direct and vicarious violent victimization and juvenile delinquency: an application of general strain theory.

    Science.gov (United States)

    Lin, Wen-Hsu; Cochran, John K; Mieczkowski, Thomas

    2011-01-01

    Using a national probability sample of adolescents (12–17), this study applies general strain theory to how violent victimization, vicarious violent victimization, and dual violent victimization affect juvenile violent/property crime and drug use. In addition, the mediating effect and moderating effect of depression, low social control, and delinquent peer association on the victimization–delinquency relationship is also examined. Based on SEM analyses and contingency tables, the results indicate that all three types of violent victimization have significant and positive direct effects on violent/property crime and drug use. In addition, the expected mediating effects and moderating effects are also found. Limitations and future directions are discussed.

  8. NEIGHBORHOOD CONTEXT AND THE GENDER GAP IN ADOLESCENT VIOLENT CRIME*

    Science.gov (United States)

    Zimmerman, Gregory M.; Messner, Steven F.

    2011-01-01

    Although researchers consistently demonstrate that females engage in less criminal behavior than males across the life course, research on the variability of the gender gap across contexts is sparse. To address this issue, we examine the gender gap in self-reported violent crime among adolescents across neighborhoods. Multilevel models using data from the Project of Human Development in Chicago Neighborhoods (PHDCN) indicate that the gender gap in violent crime decreases as levels of neighborhood disadvantage increase. Further, the narrowing of the gender gap is explained by gender differences in peer influence on violent offending. Neighborhood disadvantage increases exposure to peer violence for both sexes, but peer violence has a stronger impact on violent offending for females than for males, producing the reduction in the gender gap at higher levels of disadvantage. We also find that the gender difference in the relationship between peer violence and offending is explained, in part, by (1) the tendency for females to have more intimate friendships than males, and (2) the moderating effect of peer intimacy on the relationship between peer violence and self-reported violent behavior. PMID:21709751

  9. Violent Video Games and Children’s Aggressive Behaviors

    OpenAIRE

    Luca Milani; Elena Camisasca; Simona C. S. Caravita; Chiara Ionio; Sarah Miragoli; Paola Di Blasio

    2015-01-01

    The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure to violent video games is linked to problems of aggression in a sample of Italian children. Four questionnaires were administered to 346 children between 7 and 14 years of age, attending primary and secondary schools in Nor...

  10. Advertising Violent Toys in Weekly Circulars of Popular Retailers in the United States

    Science.gov (United States)

    Basch, Corey H.; Guerra, Laura A.; Reeves, Rachel; Basch, Charles E.

    2015-01-01

    Background: Violence is a pervasive problem in the United States. Toys, far from trivial playthings, are a reflection of society, including its beliefs and values. The purpose of this study was to describe the extent to which violent toys are marketed in online weekly flyers of popular retailers, how the violence is manifested, and whether violent toys are marketed differentially to boys and girls. Methods: For this cross-sectional observational study, online circulars from 5 major retailers were downloaded and examined each week for 14 weeks during the fall of 2014. For each retailer, the total number of toys, as well as the total number of violent and non-violent toys, was recorded. In addition, each violent toy was categorized into one of five groups: picturing a figure with a weapon, a figure with intent to strike (with fists drawn or an angry face), a toy with a violent name, a toy that was a weapon itself, or a set of toys that included two or more of these criteria. Results: A total number of 3,459 toys were observed, of which 1,053 (30%) were deemed violent. Of the violent toys, 95% were marketed to boys (n=1,003) versus 5% to girls (n=50). The most prevalent violent category was a figure with a weapon such as a sword, knife or gun (29%), followed by figures with fists out and aggressive faces (26%). Conclusion: Parents should be mindful of toy retailer‟s marketing of violent toys, especially toward boys, and the potential for those toys to de-sensitize their children to violence PMID:26634197

  11. The Psychology of Violent Conflict in Failing States: A Review of the Scientific Literature (Psychologie des Conflits Violents au sein d’etats en Deroute: Analyse de Publications Scientifiques)

    Science.gov (United States)

    2010-12-01

    Sommaire ..... Psychologie des conflits violents au sein d’états en déroute: Analyse de publications scientifiques Donald M. Taylor; Michael J. A...in parenthesis at the end of the title) The Psychology of Violent Conflict in Failing States (U) Psychologie des conflits violents au sein d’états en

  12. Comparative Framework for Understanding Jewish and Christian Violent Fundamentalism

    Directory of Open Access Journals (Sweden)

    Arie Perliger

    2015-08-01

    Full Text Available Although most scholars agree that in the last couple of decades, religious fundamentalism has become the dominant ideological feature in the landscape of modern terrorism, many prefer to ignore the fact that this is not a development which is restricted to the Islamic world, and that other religious traditions have also experienced growth in groups which prefer to use violent strategies to promote their sacred visions. The current chapter strives to fill this gap by analyzing the emergence of violent religious groups in two distinct, non-Islamic, religious traditions. At first glance, the Christian Identity and the Religious-Zionist movements have very little in common. However, both movements served as a breeding ground for the emergence of violent fundamentalist groups aspiring to facilitate an apocalyptic/redemption scenario by engaging in illegal violent campaigns. Moreover, in both cases, the role of spiritual leaders was crucial in shaping the radicalization of the groups and their target selection, and the violence had a clear symbolic narrative. In other words, for the members of these violent groups, the violence served a clear role in the mobilization of potential supporters, and the branding and dissemination of the movement's ideology. Finally, while in general, terrorism is perceived as the weapon of the weak, in these two cases it was perpetrated by individuals/groups affiliated to communities belonging to the dominant religious framework in their respective polities (i.e., the Religious-Zionist and Christian Identity movements are perceived by their members as branches of Judaism and Christianity. Hence, by utilizing a comparative framework, the article will not just analyze the violent manifestations that emerged from these two movements, but also try to identify the unique factors that characterize and facilitate the emergence of religious groups within religious communities belonging to the dominant religious tradition in their

  13. Visual attention in violent offenders: Susceptibility to distraction.

    Science.gov (United States)

    Slotboom, Jantine; Hoppenbrouwers, Sylco S; Bouman, Yvonne H A; In 't Hout, Willem; Sergiou, Carmen; van der Stigchel, Stefan; Theeuwes, Jan

    2017-05-01

    Impairments in executive functioning give rise to reduced control of behavior and impulses, and are therefore a risk factor for violence and criminal behavior. However, the contribution of specific underlying processes remains unclear. A crucial element of executive functioning, and essential for cognitive control and goal-directed behavior, is visual attention. To further elucidate the importance of attentional functioning in the general offender population, we employed an attentional capture task to measure visual attention. We expected offenders to have impaired visual attention, as revealed by increased attentional capture, compared to healthy controls. When comparing the performance of 62 offenders to 69 healthy community controls, we found our hypothesis to be partly confirmed. Offenders were more accurate overall, more accurate in the absence of distracting information, suggesting superior attention. In the presence of distracting information offenders were significantly less accurate compared to when no distracting information was present. Together, these findings indicate that violent offenders may have superior attention, yet worse control over attention. As such, violent offenders may have trouble adjusting to unexpected, irrelevant stimuli, which may relate to failures in self-regulation and inhibitory control. Copyright © 2017 The Authors. Published by Elsevier B.V. All rights reserved.

  14. Exposure to violent media: the effects of songs with violent lyrics on aggressive thoughts and feelings.

    Science.gov (United States)

    Anderson, Craig A; Carnagey, Nicholas L; Eubanks, Janie

    2003-05-01

    Five experiments examined effects of songs with violent lyrics on aggressive thoughts and hostile feelings. Experiments 1, 3, 4 and 5 demonstrated that college students who heard a violent song felt more hostile than those who heard a similar but nonviolent song. Experiments 2-5 demonstrated a similar increase in aggressive thoughts. These effects replicated across songs and song types (e.g., rock, humorous, nonhumorous). Experiments 3-5 also demonstrated that trait hostility was positively related to state hostility but did not moderate the song lyric effects. Discussion centers on the potential role of lyric content on aggression in short-term settings, relation to catharsis and other media violence domains, development of aggressive personality, differences between long-term and short-term effects, and possible mitigating factors.

  15. Security, Violent Events, and Anticipated Surge Capabilities of Emergency Departments in Washington State

    Science.gov (United States)

    Weyand, Jonathan S.; Junck, Emily; Kang, Christopher S.; Heiner, Jason D.

    2017-01-01

    Introduction Over the past 15 years, violent threats and acts against hospital patients, staff, and providers have increased and escalated. The leading area for violence is the emergency department (ED) given its 24/7 operations, role in patient care, admissions gateway, and center for influxes during acute surge events. This investigation had three objectives: to assess the current security of Washington State EDs; to estimate the prevalence of and response to threats and violence in Washington State EDs; and to appraise the Washington State ED security capability to respond to acute influxes of patients, bystanders, and media during acute surge events. Methods A voluntary, blinded, 28-question Web-based survey developed by emergency physicians was electronically delivered to all 87 Washington State ED directors in January 2013. We evaluated responses by descriptive statistical analyses. Results Analyses occurred after 90% (78/87) of ED directors responded. Annual censuses of the EDs ranged from violent threats or acts occurring in their ED. Of these, 93% were directed towards nursing staff, 90% towards physicians, 74% towards security personnel, and 51% towards administrative personnel. Nearly half (48%) noted incidents directed towards another patient, and 50% towards a patient’s family or friend. These events were variably reported to the hospital administration. After an acute surge event, 35% believed the initial additional security response would not be adequate, with 26% reporting no additional security would be available within 15 minutes. Conclusion Our study reveals the variability of ED security staffing and a heterogeneity of capabilities throughout Washington State. These deficiencies and vulnerabilities highlight the need for other EDs and regional emergency preparedness planners to conduct their own readiness assessments. PMID:28435498

  16. Factors underlying male and female use of violent video games

    NARCIS (Netherlands)

    Hartmann, T.; Möller, I.; Krause, C.

    2015-01-01

    Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less

  17. Political Violence and the Mediating Role of Violent Extremist Propensities

    Directory of Open Access Journals (Sweden)

    Nele Schils

    2016-06-01

    Full Text Available Research into violent extremism is lacking integrated theoretical frameworks explaining individual involvement in politically or religiously motivated violence, resulting in a poor understanding of causal mechanisms. Building on situational action theory, the current study moves beyond the dominant risk factor approach and proposes an integrated model for the explanation of political/religious violence, distinguishing between direct mechanisms and “causes of the causes.” The model integrates mechanisms from different but complementary traditions. Following previous work, this study focusses on the causes of the causes influencing direct key mechanisms, violent extremist propensity, and exposure to violent extremist moral settings that explain political/religious violence. The theoretical model is tested using structural equation modelling. The analyses are based on a web survey (N = 6,020 among adolescents and young adults in Belgium. Results show that violent extremist propensity and exposure to violent extremist moral settings have direct effects on the likelihood of political/religious violence. These direct mechanisms are in turn determined by a series of exogenous factors: perceived injustice and poor social integration. The relationship between perceived injustice and poor social integration and political/religious violence is further mediated by perceived alienation, perceived procedural justice, and religious authoritarianism. The implications of these findings are discussed.

  18. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Science.gov (United States)

    Tear, Morgan J; Nielsen, Mark

    2013-01-01

    Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  19. 29 Has the licensing ACT 2003 affected levels of violence in England and Wales? A systematic review of hospital and police studies.

    Science.gov (United States)

    Callan, Caitríona; Boyle, Adrian

    2017-12-01

    Population-level legislation has been implemented in many countries to try and address alcohol misuse and related harms, including assault. Most violent incidents in the UK are alcohol-related, with alcohol misuse accounting for a substantial proportion of Accident and Emergency Department attendances. The Licensing Act 2003 aimed to reduce alcohol-related crime and disorder by abolishing set closing times and giving local authorities control over premises licensing in England and Wales. Concerns were raised, however, that greater availability of alcohol would lead to increased consumption and violence. This review examines primary research from hospital and police settings to evaluate whether the implementation of the Act in 2005 reduced or increased violence rates in England and Wales. We performed an inclusive systematic review of the major biomedical databases. We included original research that evaluated changes in violence rates before and after the implementation of the Licensing Act, including hospital- and police- defined measures for this primary outcome. Our secondary outcome was whether there was change in temporal distribution of violent incidents after implementation of the Act. We identified 184 studies. 15 studies were included. The evidence was of overall poor quality, with the majority of included studies being uncontrolled before-after studies. 8 of these studies were conducted in the hospital setting, and 7 were from the police setting. Overall, 7 studies found reduced violence rates after implementation of the Licensing Act, 3 found increased rates, and 5 found no significant change. A subset of 9 papers analysed temporal distribution of violent incidents, 8 finding evidence of temporal displacement of assaults further into the early hours of the morning. This is the most complete analysis to date of the effects of the Licensing Act on violence. There is no evidence for the Act having a significant or consistent effect on community violence

  20. Single-photon emission tomography imaging of monoamine transporters in impulsive violent behaviour

    International Nuclear Information System (INIS)

    Tiihonen, J.; Hallikainen, T.; Hakola, P.; Kuikka, J.T.; Bergstroem, K.A.; Yang, J.; Karhu, J.; Viinamaeki, H.; Lehtonen, J.

    1997-01-01

    Several studies have shown that impulsive violent and suicidal behaviour is associated with a central serotonin deficit, but until now it has not been possible to use laboratory tests with high sensitivity and specificity to study this kind of deficit or to localize the sites of serotonergic abnormalities in the living human brain. The aim of this study was to test the hypothesis that monoamine transporter density in brain is decreased in subjects with impulsive violent behaviour. We studied serotonin (5-HT) and dopamine (DA) transporter specific binding in 52 subjects (21 impulsive violent offenders, 21 age- and sex-matched healthy controls, and ten non-violent alcoholic controls) with single-photon emission tomography (SPET) using iodine-123-labelled 2β-carbomethoxy-3β(4-iodophenyl)tropane ([ 123 I]β-CIT) as the tracer. The blind quantitative analysis revealed that the 5-HT specific binding of [ 123 I]β-CIT in the midbrain of violent offenders was lower than that in the healthy control subjects (P<0.005; t test) or the non-violent alcoholics (P<0.05). The results imply that habitual impulsive aggressive behaviour in man is associated with a decrease in the 5-HT transporter density. (orig.)

  1. Understanding How and Why Young People Enter Radical or Violent Extremist Groups

    Directory of Open Access Journals (Sweden)

    Nele Schils

    2017-06-01

    Full Text Available The process of (violent radicalisation and subsequently joining of radical or violent extremist groups was studied using semi-structured interviews with (young people who considered themselves as radicals or violent extremists in left-wing, right-wing or religious settings. The data was gathered in Belgium from March through November 2013. Though modest in number (12, the interviews tell us a lot about factors that play a role in (violent radicalisation and the organisation of radical or violent extremist groups through online and offline recruitment and daily activities. The results of the interviews are linked to the existing theoretical frameworks on (violent radicalisation, including factors underlying engagement and recruitment. They show that new social media are not as relevant as currently asserted, but that offline methods of recruitment are still uppermost. They also make clear that the content of the ideology is not the first impetus for searching, but that a general discontent with society comes first, a search for ways of dealing with this discontent, and an orientation associated with the search. This has implications for the way society should deal with young people and radical convictions and the alternatives that should be provided.

  2. Association Between Deliberate Self-harm and Violent Criminality.

    Science.gov (United States)

    Sahlin, Hanna; Kuja-Halkola, Ralf; Bjureberg, Johan; Lichtenstein, Paul; Molero, Yasmina; Rydell, Mina; Hedman, Erik; Runeson, Bo; Jokinen, Jussi; Ljótsson, Brjánn; Hellner, Clara

    2017-06-01

    Individuals who self-harm may have an increased risk of aggression toward others, but this association has been insufficiently investigated. More conclusive evidence may affect assessment, treatment interventions, and clinical guidelines. To investigate the association between nonfatal self-harm and violent crime. This population-based longitudinal cohort study, conducted from January 1, 1997, through December 31, 2013, studied all Swedish citizens born between 1982 and 1998 who were 15 years and older (N = 1 850 252). Individuals who emigrated from Sweden before the age of 15 years (n = 104 051) or immigrated to Sweden after the age of 13 years (ie, crime according to the Swedish penal code. The study cohort consisted of 1 850 525 individuals (950 382 males and 900 143 females), and the mean (SD) follow-up time was 8.1 (4.7) years (range, 0-17.0 years; minimum age, 15 years; maximum age, 32 years). During a mean follow-up period of 8.1 years, 55 185 individuals (3.0%) received clinical care for self-harm. The crude hazard ratio was 4.9 (95% CI, 4.8-5.0) for violent crime conviction in exposed individuals compared with the unexposed group. Women who self-harm were at particularly high risk for expressing violent behaviors. After adjustment for relevant psychiatric comorbidities and socioeconomic status, an almost doubled hazard of violent offense remained (hazard ratio, 1.8; 95% CI, 1.8-1.9). Self-harm is associated with an increased risk of conviction for a violent offense in both sexes. The risk of violence, as well as the risk of suicide and self-harm, should be assessed among offending and self-harming individuals.

  3. VIM: A Platform for Violent Intent Modeling

    Energy Technology Data Exchange (ETDEWEB)

    Sanfilippo, Antonio P.; Schryver, Jack C.; Whitney, Paul D.; Augustenborg, Elsa C.; Danielson, Gary R.; Thompson, Sandra E.

    2009-03-31

    Radical and contentious political/religious activism may or may not evolve into violent behavior depending on contextual factors related to social, political, cultural and infrastructural conditions. Significant theoretical advances have been made in understanding these contextual factors and the import of their interrelations. However, there has been relative little progress in the development of processes and capabilities which leverage such theoretical advances to automate the anticipatory analysis of violent intent. In this paper, we describe a framework which implements such processes and capabilities, and discuss the implications of using the resulting system to assess the emergence of radicalization leading to violence.

  4. Power-law relaxation in human violent conflicts

    Science.gov (United States)

    Picoli, Sergio; Antonio, Fernando J.; Itami, Andreia S.; Mendes, Renio S.

    2017-08-01

    We study relaxation patterns of violent conflicts after bursts of activity. Data were obtained from available catalogs on the conflicts in Iraq, Afghanistan and Northern Ireland. We find several examples in each catalog for which the observed relaxation curves can be well described by an asymptotic power-law decay (the analog of the Omori's law in geophysics). The power-law exponents are robust, nearly independent of the conflict. We also discuss the exogenous or endogenous nature of the shocks. Our results suggest that violent conflicts share with earthquakes and other natural and social phenomena a common feature in the dynamics of aftershocks.

  5. The appeal of violent video games to lower educated aggressive adolescent boys from two countries.

    Science.gov (United States)

    Lemmens, Jeroen S; Bushman, Brad J; Konijn, Elly A

    2006-10-01

    The objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were especially attracted to violent games and spent more time playing video games than did boys lower in trait aggressiveness. Lower educated boys showed more appreciation for both violent and nonviolent games and spent more time playing them than did higher educated boys. The present study showed that aggressive and less empathic boys were most attracted to violent games. The fact that heavy users of violent games show less empathy and higher aggressiveness suggests the possibility of desensitization. Other studies have shown that playing violent games increases aggressiveness and decreases empathy. These results combined suggest the possibility of a violence cycle. Aggressive individuals are attracted to violent games. Playing violent games increases aggressiveness and decreases empathy, which in turn leads to increased appreciation and use of violent games.

  6. Self-worth mediates the effects of violent loss on PTSD symptoms.

    Science.gov (United States)

    Mancini, Anthony D; Prati, Gabriele; Black, Sarah

    2011-02-01

    Although research has confirmed that violent losses can exacerbate grief reactions, few investigations have explored underlying mechanisms. In this study, the authors used a dataset on bereaved spouses and bereaved parents at 4- and 18-months postloss to examine the mediating effects of self-worth and worldviews (benevolence and meaningfulness beliefs). Persons bereaved by violent causes had significantly more posttraumatic stress disorder (PTSD), grief, and depression symptoms at 4- and 18-months postloss than persons bereaved by natural causes. Moreover, self-worth but not worldviews mediated the effects of violent loss on PTSD and depression symptoms cross sectionally and PTSD symptoms longitudinally. Findings underscore that self-views are a critical component of problematic reactions to violent loss, but fail to support the role of "shattered" worldviews. Copyright © 2011 International Society for Traumatic Stress Studies.

  7. An Update on the Effects of Playing Violent Video Games

    Science.gov (United States)

    Anderson, Craig, A.

    2004-01-01

    This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping…

  8. Steroid Use and School Violence, School Violent Victimization, and Suicidal Ideation among Adolescents

    Science.gov (United States)

    Elkins, Rebecca L.; King, Keith; Nabors, Laura; Vidourek, Rebecca

    2017-01-01

    School violence, school violent victimization, and suicidal ideation among adolescents are serious public health concerns. This pilot study investigated the influence of steroid use on problem behaviors. Secondary data analyses of the 2014 PRIDE Questionnaire were performed based on information collected from 38,414 high school adolescents.…

  9. An update on the effects of playing violent video games.

    Science.gov (United States)

    Anderson, Craig A

    2004-02-01

    This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour. Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression. Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect.

  10. Correlates of violent response among Peruvian women abused by an intimate partner.

    Science.gov (United States)

    Gelaye, Bizu; Lam, Nelly; Cripe, Swee May; Sanchez, Sixto E; Williams, Michelle A

    2010-01-01

    The authors sought to identify correlates of violent response among women exposed to intimate partner violence (IPV) in Lima, Peru. A structured questionnaire was used to collect information on exposure to IPV and women's physical violent reaction towards their abuser. Women who were sexually abused by their partners, as compared with women who experienced emotional abuse only, were more than twice as likely to respond in a violent manner to the abuse (OR = 2.32, 95% CI = 1.14-4.74). Similarly, women who reported being physically abused, were 4 times as likely than those who experienced emotional abuse only to retaliate in a physically violent manner (OR = 4.04, 95% CI = 2.68-6.11). Women's educational status, history of witnessing parental violence as a child, and type of IPV are significantly associated with women's violent response. Community support networks and culturally appropriate intervention programs designed to prevent and mitigate the impact of IPV are needed.

  11. [Psychoactive substance use and violent behavior 11-18 year-old students. Itagüí, Colombia].

    Science.gov (United States)

    Chavarriaga-Rios, Marcia C; Segura-Cardona, Ángela M

    2015-10-01

    Objective To determine the association between consumption of psychoactive substances (PAS) and violent behavior in middle and high school students (grades 6 to 11) in the municipality of Itagui, Colombia. Method Cross-sectional study with a random sample of 646 middle and high school students. Participants volunteered to fill out the survey independently and consent was provided. Participants' identity was kept anonymous. The survey contained questions regarding socio-demographic characteristics, PAS consumption and violent behavior. For these variables a descriptive analysis was conducted. In addition, prevalence ratios and 95 % confidence intervals were calculated. Lastly, a multivariate analysis was performed to determine association and risk factors. Results 646 students satisfactorily answered the survey. The median age was 15 years [Rq 3]. From this sample, 45.6 % (295) were male and 54.3 % (351) were female; 59.3 % (383) had a low socio-economic status, 38.9 % (251) have a medium socio-economic status, and 0.8 % (5) have a high socio-economic status. Regarding PAS consumption, 53.4% (345) of the participants reported to have consumed at least one PAS; 46.9 % (162/345) reported to have consumed alcohol within the last year; 15.3 % (53/345) reported to have consumed marihuana. All consumed substances were found to be associated with and were identified as a risk factor for violent behavior. Conclusions SPA consumption is associated with youth violent behavior and represents a risk factor to perform such behavior. Substances such as heroin, cocaine, and ecstasy, represent greater risk when compared to other analyzed PAS. When the other variables were adjusted, cigarettes and inhalants consumption, among others, were no longer a risk factor.

  12. Risk factors for violent crime in Schizophrenia: a national cohort study of 13,806 patients.

    Science.gov (United States)

    Fazel, Seena; Grann, Martin; Carlström, Eva; Lichtenstein, Paul; Långström, Niklas

    2009-03-01

    To determine risk factors for and prevalence of violent crime in patients with schizophrenia, and in particular, to explore the contribution of familial risk factors. We designed a cohort study that followed up patients with 2 or more hospitalizations for schizophrenia (ICD-8, ICD-9, and ICD-10 criteria) and investigated the risk for a violent conviction using Cox proportional hazards models. All 13,806 patients with 2 hospital discharge diagnoses of schizophrenia from January 1, 1973, through December 31, 2004, in Sweden were followed until violent conviction, emigration, death, or end of follow-up (December 31, 2004), and associations with sociodemographic, individual (substance abuse comorbidity, and previous violence), and familial (parental violent crime and parental alcohol abuse) factors were examined. Over an average follow-up period of 12 years, 17.1% (N = 1519) of the men and 5.6% (N = 273) of the women with 2 or more hospitalizations for schizophrenia had a violent conviction after discharge from hospital. Familial risk factors had moderate effects, increasing the risk for violent convictions by 50% to 150%. After adjustment for sociodemographic and individual risk factors, the associations between parental violent crime and risk of violent convictions remained in men (adjusted hazard ratio [HR] = 1.65, 95% CI = 1.33 to 2.04) and in women (adjusted HR = 1.83, 95% CI = 1.11 to 3.01), whereas parental alcohol abuse was no longer significantly associated with violent crime. Parental violent crime had moderate associations with violent crime in male and female offspring with at least 2 hospitalizations for schizophrenia, which were mostly stronger than the better documented sociodemographic risk factors. This suggests that familial (genetic or early environmental) risk factors have an important role in the etiology of violent offending among individuals with schizophrenia and should be considered in violence risk assessment. ©Copyright 2009 Physicians

  13. Comfortably numb: Desensitizing effects of violent media on helping others

    NARCIS (Netherlands)

    Bushman, B.J.; Anderson, C.A.

    2009-01-01

    Two studies tested the hypothesis that exposure to violent media reduces aid offered to people in pain. In Study 1, participants played a violent or nonviolent video game for 20 min. After game play, while completing a lengthy questionnaire, they heard a loud fight, in which one person was injured,

  14. Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior.

    Science.gov (United States)

    Polman, Hanneke; de Castro, Bram Orobio; van Aken, Marcel A G

    2008-01-01

    There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence. Copyright 2007 Wiley-Liss, Inc.

  15. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Directory of Open Access Journals (Sweden)

    Morgan J Tear

    Full Text Available BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc. and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. METHODS AND FINDINGS: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. CONCLUSIONS: We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  16. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    Science.gov (United States)

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    Background Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Methods and Findings Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. Conclusions We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior. PMID:23844191

  17. Violent crime exposure classification and adverse birth outcomes: a geographically-defined cohort study

    Directory of Open Access Journals (Sweden)

    Herring Amy

    2006-05-01

    Full Text Available Abstract Background Area-level socioeconomic disparities have long been associated with adverse pregnancy outcomes. Crime is an important element of the neighborhood environment inadequately investigated in the reproductive and public health literature. When crime has been used in research, it has been variably defined, resulting in non-comparable associations across studies. Methods Using geocoded linked birth record, crime and census data in multilevel models, this paper explored the relevance of four spatial violent crime exposures: two proximal violent crime categorizations (count of violent crime within a one-half mile radius of maternal residence and distance from maternal residence to nearest violent crime and two area-level crime categorizations (count of violent crimes within a block group and block group rate of violent crimes for adverse birth events among women in living in the city of Raleigh NC crime report area in 1999–2001. Models were adjusted for maternal age and education and area-level deprivation. Results In black and white non-Hispanic race-stratified models, crime characterized as a proximal exposure was not able to distinguish between women experiencing adverse and women experiencing normal birth outcomes. Violent crime characterized as a neighborhood attribute was positively associated with preterm birth and low birth weight among non-Hispanic white and black women. No statistically significant interaction between area-deprivation and violent crime category was observed. Conclusion Crime is variably categorized in the literature, with little rationale provided for crime type or categorization employed. This research represents the first time multiple crime categorizations have been directly compared in association with health outcomes. Finding an effect of area-level violent crime suggests crime may best be characterized as a neighborhood attribute with important implication for adverse birth outcomes.

  18. Single-photon emission tomography imaging of monoamine transporters in impulsive violent behaviour

    Energy Technology Data Exchange (ETDEWEB)

    Tiihonen, J.; Hallikainen, T.; Hakola, P. [Department of Forensic Psychiatry, University of Kuopio and Niuvanniemi Hospital, FIN-70240 Kuopio (Finland); Kuikka, J.T.; Bergstroem, K.A.; Yang, J. [Department of Clinical Physiology, Kuopio University Hospital, FIN-70210 Kuopio (Finland); Karhu, J. [Department of Clinical Neurophysiology, Kuopio University Hospital, FIN-70210 Kuopio (Finland); Viinamaeki, H.; Lehtonen, J. [Department of Psychiatry, Kuopio University Hospital, FIN-70210 Kuopio (Finland)

    1997-10-01

    Several studies have shown that impulsive violent and suicidal behaviour is associated with a central serotonin deficit, but until now it has not been possible to use laboratory tests with high sensitivity and specificity to study this kind of deficit or to localize the sites of serotonergic abnormalities in the living human brain. The aim of this study was to test the hypothesis that monoamine transporter density in brain is decreased in subjects with impulsive violent behaviour. We studied serotonin (5-HT) and dopamine (DA) transporter specific binding in 52 subjects (21 impulsive violent offenders, 21 age- and sex-matched healthy controls, and ten non-violent alcoholic controls) with single-photon emission tomography (SPET) using iodine-123-labelled 2{beta}-carbomethoxy-3{beta}(4-iodophenyl)tropane ([{sup 123}I]{beta}-CIT) as the tracer. The blind quantitative analysis revealed that the 5-HT specific binding of [{sup 123}I]{beta}-CIT in the midbrain of violent offenders was lower than that in the healthy control subjects (P<0.005; t test) or the non-violent alcoholics (P<0.05). The results imply that habitual impulsive aggressive behaviour in man is associated with a decrease in the 5-HT transporter density. (orig.) With 4 figs., 2 tabs., 55 refs.

  19. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims

    OpenAIRE

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J.

    2016-01-01

    Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would...

  20. Beyond the lab: Investigating early adolescents' cognitive, emotional, and arousal responses to violent games

    NARCIS (Netherlands)

    Fikkers, K.M.; Piotrowski, J.T.; Valkenburg, P.M.

    Cognitive, emotional, and arousal responses to violent games play a central role in theoretical explanations of how violent media may affect aggression. However, existing research has focused on a relatively narrow range of responses to violent games in experimental settings. This limits our

  1. Violent video games and attitudes towards victims of crime: an empirical study among youth

    OpenAIRE

    McLean, L; Griffiths, MD

    2013-01-01

    Previous research has indicated that playing violent video games may be associated with an increase in acceptance of violence and positive attitudes towards perpetrators of crime. This study is the first to investigate the relationship between playing violent video games and attitudes towards victims of crime. A total of 206 young people (aged 12-24 years) completed measures of attitudes towards victims and violent video game exposure. The results suggest that exposure to violent video games ...

  2. Advanced Communication Technology Satellite (ACTS) Multibeam Antenna On-Orbit Performance

    Science.gov (United States)

    1995-01-01

    The NASA Lewis Research Center's Advanced Communication Technology Satellite (ACTS) was launched in September 1993. ACTS introduced several new technologies, including a multibeam antenna (MBA) operating at extremely short wavelengths never before used in communications. This antenna, which has both fixed and rapidly reconfigurable high-energy spot beams (150 miles in diameter), serves users equipped with small antenna terminals. Extensive structural and thermal analyses have been performed for simulating the ACTS MBA on-orbit performance. The results show that the reflector surfaces (mainly the front subreflector), antenna support assembly, and metallic surfaces on the spacecraft body will be distorted because of the thermal effects of varying solar heating, which degrade the ACTS MBA performance. Since ACTS was launched, a number of evaluations have been performed to assess MBA performance in the space environment. For example, the on-orbit performance measurements found systematic environmental disturbances to the MBA beam pointing. These disturbances were found to be imposed by the attitude control system, antenna and spacecraft mechanical alignments, and on-orbit thermal effects. As a result, the MBA may not always exactly cover the intended service area. In addition, the on-orbit measurements showed that antenna pointing accuracy is the performance parameter most sensitive to thermal distortions on the front subreflector surface and antenna support assemblies. Several compensation approaches were tested and evaluated to restore on-orbit pointing stability. A combination of autotrack (75 percent of the time) and Earth sensor control (25 percent of the time) was found to be the best way to compensate for antenna pointing error during orbit. This approach greatly minimizes the effects of thermal distortions on antenna beam pointing.

  3. Talking violent. A phenomenological study of metaphors battering men use.

    Science.gov (United States)

    Eisikovits, Z; Buchbinder, E

    1997-10-01

    This analysis examined the language and metaphors used by men who perpetrated domestic violence in an attempt to shed light on the impulsive and reflective aspects of violent acts as they appear in the context of batterers' experiences. The study is introduced with a brief review of the literature on "intimate violence" to show that it is recognized that batterers rarely define their behavior as violent and aberrant and that they suffer cognitive distortions and an inability to identify emotions accurately. Data were gathered through in-depth, semistructured interviews with 35 couples in Israel who reported at least one incidence of violence in the prior year. Content analysis of the interviews revealed that the men used 1) war metaphors to construct and express conflict and violence, 2) metaphors that presented the self as a dangerous space characterized by inner struggles, and 3) metaphors of de-escalation and balancing. The discussion notes that the metaphors of war were interconnected (war with the self and with the world) and allowed men to threaten violence as a means of self defense and, paradoxically, to attempt to gain self-control by losing control. For these men, the world was dichotomous and life was a constant struggle against real and imagined enemies. Survival depended upon suppression of feelings of weakness (symbolized by the feminine). Interventions should examine metaphors used by batterers and help men develop an alternative metaphoric structure that renders violence foreign and meaningless. This requires that clinicians first assess their own use of metaphors.

  4. I wish I were a warrior: Effects of violent video games on adolescent boys

    NARCIS (Netherlands)

    Konijn, E.A.; Nije Bijvank, M.; Bushman, B.J.

    2007-01-01

    This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N = 112) were randomly assigned to play a realistic or fantasy violent or nonviolent video

  5. Violent media and hostile appraisals: A meta-analytic review.

    Science.gov (United States)

    Bushman, Brad J

    2016-11-01

    Hostile people tend to view the world as a hostile place. Although there are individual differences in hostile world-views, situational factors can also play a role. For example, scenes of violence in the mass media might influence people to view the world as a hostile place. This meta-analysis aggregates, for the first time, all studies that have investigated the link between exposure to violent media and hostile appraisals (e.g., perceiving the ambiguous actions by others as aggressive actions). This meta-analysis included 37 independent studies involving 10,410 participants. The results showed a "small" to "moderate" sized average correlation between exposure to violent media and hostile appraisals (r +  = .20, 95%CI = .14, .26). Significant correlations were found in experimental, cross-sectional, and longitudinal studies, indicating a triangulation of evidence. Effects were not correlated with participant gender. Effects were also stable over time. However, the link between exposure to violent media and hostile appraisals was positively related to age, perhaps because violent media can have cumulative effects over time. There was no evidence of publication bias. The findings from this meta-analysis are consistent with the General Aggression Model (e.g., Anderson, & Bushman, 2002; Annual Review of Psychology 53:27-51). These results compliment those from previous meta-analyses showing that violent media can increase aggressive thoughts, angry feelings, physiological arousal, and aggressive behavior. These findings also have practical significance, because people who view the world in a hostile manner are more likely to behave aggressively themselves. Aggr. Behav. 42:605-613, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  6. Violent Interaction Detection in Video Based on Deep Learning

    Science.gov (United States)

    Zhou, Peipei; Ding, Qinghai; Luo, Haibo; Hou, Xinglin

    2017-06-01

    Violent interaction detection is of vital importance in some video surveillance scenarios like railway stations, prisons or psychiatric centres. Existing vision-based methods are mainly based on hand-crafted features such as statistic features between motion regions, leading to a poor adaptability to another dataset. En lightened by the development of convolutional networks on common activity recognition, we construct a FightNet to represent the complicated visual violence interaction. In this paper, a new input modality, image acceleration field is proposed to better extract the motion attributes. Firstly, each video is framed as RGB images. Secondly, optical flow field is computed using the consecutive frames and acceleration field is obtained according to the optical flow field. Thirdly, the FightNet is trained with three kinds of input modalities, i.e., RGB images for spatial networks, optical flow images and acceleration images for temporal networks. By fusing results from different inputs, we conclude whether a video tells a violent event or not. To provide researchers a common ground for comparison, we have collected a violent interaction dataset (VID), containing 2314 videos with 1077 fight ones and 1237 no-fight ones. By comparison with other algorithms, experimental results demonstrate that the proposed model for violent interaction detection shows higher accuracy and better robustness.

  7. Teachers' stress intensifies violent disciplining in Tanzanian secondary schools.

    Science.gov (United States)

    Hecker, Tobias; Goessmann, Katharina; Nkuba, Mabula; Hermenau, Katharin

    2018-02-01

    Violent forms of discipline in schools continue to be widespread across the globe despite their damaging effects. Since little is known about factors influencing the extent of violence applied by teachers, this study aimed to investigate the influence of teachers' stress, work satisfaction, and personal characteristics on their disciplining style. Using structural equation modeling, associations between violent discipline, burnout symptoms, and job perceptions (pressure and difficulties in class) reported by 222 teachers from 11 secondary schools in Tanzania in 2015 were analyzed. Results indicated a direct association between perceived stress and emotional violent discipline (β=.18, pjob perceptions and both forms of violent disciplining. The model showed good model fit (χ 2 [44, n=222]=67.47 (p=.013), CFI=.94, TLI=.91, IFI=.94, RMSEA=.049 [90%-CI=.02-.07, PCLOSE=.50], SRMR=.06). Our findings suggest that teachers' personal perceptions of their work as well as their stress burden play a role in their disciplining styles. Our findings underline the importance of integrating topics, such as stress and coping as well as positive, nonviolent discipline measures into the regular teacher's training and in addition to develop and evaluate school-based preventative interventions for teachers. Copyright © 2017 Elsevier Ltd. All rights reserved.

  8. Violent video game players and non-players differ on facial emotion recognition.

    Science.gov (United States)

    Diaz, Ruth L; Wong, Ulric; Hodgins, David C; Chiu, Carina G; Goghari, Vina M

    2016-01-01

    Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also occur. Undergraduate students were categorized as violent video game players (n = 83) or non-gamers (n = 69) and completed a facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition. Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood. Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of violent video game playing on emotion processing and social cognition more broadly. © 2015 Wiley Periodicals, Inc.

  9. [Validation of a path model on adolescents' suicidal ideation and violent behavior].

    Science.gov (United States)

    Park, Hyun Sook

    2007-10-01

    This study examined the fitness of a path model on the relationship among stress, self-esteem, aggression, depression, suicidal ideation, and violent behavior for adolescents. The subjects consisted of 1,177 adolescents. Data was collected through self-report questionnaires. The data was analyzed by the SPSS and AMOS programs. Stress, self-esteem, aggression, and depression showed a direct effect on suicidal ideation for adolescents, while stress, self-esteem, and aggression showed an indirect effect on suicidal ideation for adolescents. Stress, self-esteem, aggression, and suicidal ideation showed a direct effect on violent behavior for adolescents, while stress, self-esteem, aggression, and depression showed an indirect effect on violent behavior for adolescents. The modified path model of adolescent's suicidal ideation and violent behavior was proven correct. These results suggest that adolescent's suicidal ideation and violent behavior can be decreased by reducing stress, aggression, and depression and increasing self-esteem. Based on the outcomes of this study, it is necessary to design an intervention program that emphasizes reducing stress, aggression, and depression and increasing self-esteem in order to decrease adolescents' suicide ideation and violence.

  10. Temperature and Violent Crime in Dallas, Texas: Relationships and Implications of Climate Change

    Directory of Open Access Journals (Sweden)

    Janet L. Gamble

    2012-08-01

    Full Text Available Introduction: To investigate relationships between ambient temperatures and violent crimes to determine whether those relationships are consistent across different crime categories and whether they are best described as increasing linear functions, or as curvilinear functions that decrease beyond some temperature threshold. A secondary objective was to consider the implications of the observed relationships for injuries and deaths from violent crimes in the context of a warming climate. To address these questions, we examined the relationship between daily ambient temperatures and daily incidents of violent crime in Dallas, Texas from 1993–1999.Methods: We analyzed the relationships between daily fluctuations in ambient temperature, other meteorological and temporal variables, and rates of daily violent crime using time series piece-wise regression and plots of daily data. Violent crimes, including aggravated assault, homicide, and sexualassault, were analyzed.Results: We found that daily mean ambient temperature is related in a curvilinear fashion to daily rates of violent crime with a positive and increasing relationship between temperature and aggravated crime that moderates beyond temperatures of 80 F and then turns negative beyond 90 F.Conclusion: While some have characterized the relationship between temperature and violent crime as a continually increasing linear function, leaving open the possibility that aggravated crime will increase in a warmer climate, we conclude that the relationship in Dallas is not linear, but moderatesand turns negative at high ambient temperatures. We posit that higher temperatures may encourage people to seek shelter in cooler indoor spaces, and that street crime and other crimes of opportunity are subsequently decreased. This finding suggests that the higher ambient temperatures expected with climate change may result in marginal shifts in violent crime in the short term, but are not likely to be

  11. The Effects of Violent Video Games on Aggression: A Meta-Analysis.

    Science.gov (United States)

    Sherry, John L.

    2001-01-01

    Cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Suggests there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. (SG)

  12. Personality traits predict brain activation and connectivity when witnessing a violent conflict.

    Science.gov (United States)

    Van den Stock, Jan; Hortensius, Ruud; Sinke, Charlotte; Goebel, Rainer; de Gelder, Beatrice

    2015-09-04

    As observers we excel in decoding the emotional signals telling us that a social interaction is turning violent. The neural substrate and its modulation by personality traits remain ill understood. We performed an fMRI experiment in which participants watched videos displaying a violent conflict between two people. Observers' attention was directed to either the aggressor or the victim. Focusing on the aggressor (vs. focusing on the victim) activated the superior temporal sulcus (STS), extra-striate body area (EBA), occipital poles and centro-medial amygdala (CMA). Stronger instantaneous connectivity occurred between these and the EBA, insula, and the red nucleus. When focusing on the victim, basolateral amygdala (BLA) activation was related to trait empathy and showed increased connectivity with the insula and red nucleus. STS activation was associated with trait aggression and increased connectivity with the hypothalamus. The findings reveal that focusing on the aggressor of a violent conflict triggers more activation in categorical (EBA) and emotion (CMA, STS) areas. This is associated with increased instantaneous connectivity among emotion areas (CMA-insula) and between categorical and emotion (EBA-STS) areas. When the focus is on the victim, personality traits (aggression/empathy) modulate activity in emotion areas (respectively STS and postcentral gyrus/ BLA), along with connectivity in the emotional diencephalon (hypothalamus) and early visual areas (occipital pole).

  13. Women's experiences of their violent behavior in an intimate partner relationship.

    Science.gov (United States)

    Flinck, Aune; Paavilainen, Eija

    2010-03-01

    The purpose of this study was to describe women's perceptions of their violent behavior in a heterosexual partnership. The study followed the traditions of Husserlian descriptive phenomenology and the philosophy of existential phenomenology. Twenty-four volunteer Finnish women, aged 19 to 58 years, with a history of different manifestations of intimate partner violence (IPV) participated in open-ended interviews. The data were analyzed by the method developed by Colaizzi. The findings revealed that some of the women who opposed all violence on ethical grounds did not label their behavior as violent; some others minimized or justified their violent behavior. The findings offer professional insight into women's violent behavior and call for a readjustment in approaches to work in the area. Prevention and early identification of IPV require knowledge of the various manifestations and individual meanings of violence. Helping methods should provide women with the opportunity to talk about their abusive behavior and to confront and address their feelings of guilt, disappointment, and shame.

  14. Symptom profiles and parental bonding in homicidal versus non-violent male schizophrenia patients.

    Science.gov (United States)

    Halmai, Tamás; Tényi, Tamás; Gonda, Xénia

    2017-01-30

    To compare the intensity and the profile of psychotic symptoms and the characteristics of parental bonding of male schizophrenia patients with a history of homicide and those without a history of violent behaviour. Clinical question - We hypothesized more intense psychotic symptoms, especially positive symptoms as signs of a more severe psychopathology in the background of homicidal behaviour. We also hypothesized a more negatively perceived pattern (less Care more Overprotection) of parental bonding in the case of homicidal schizophrenia patients than in non-violent patients and non-violent healthy controls. Symptom severity and symptom profiles were assessed with the Positive and Negative Syndrome Scale in a group of male schizophrenia patients (n=22) with the history of committed or attempted homicide, and another group (n=19) of male schizophrenia patients without a history of violent behaviour. Care- and Overprotection were assessed using the Parental Bonding Instrument (PBI) in a third group of non-violent healthy controls (n=20), too. Positive, negative and general psychopathology symptoms in the homicidal schizophrenia group were significantly (pOverprotection than violent patients and healthy controls. Homicidal schizophrenia patients showed a pattern similar to the one in the healthy control group. It seems imperative to register intense positive psychotic symptoms as predictive markers for later violent behaviour. In the subgroup of male homicidal schizophrenia patients negatively experienced parental bonding does not appear to be major contributing factor to later homicidal behaviour.

  15. Development of a Data Collection Instrument for Violent Patient Encounters against Healthcare Workers

    Directory of Open Access Journals (Sweden)

    Samantha R. Hauff

    2012-12-01

    Full Text Available Introduction: Healthcare and social workers have the highest incidence of workplace violence ofany industry. Assaults toward healthcare workers account for nearly half of all nonfatal injuries fromoccupational violence. Our goal was to develop and evaluate an instrument for prospective collectionof data relevant to emergency department (ED violence against healthcare workers.Methods: Participants at a high-volume tertiary care center were shown 11 vignettes portrayingverbal and physical assaults and responded to a survey developed by the research team andpiloted by ED personnel addressing the type and severity of violence portrayed. Demographic andemployment groups were compared using the independent-samples Mann-Whitney U Test.Results: There were 193 participants (91 male. We found few statistical differences whencomparing occupational and gender groups. Males assigned higher severity scores to acts ofverbal violence versus females (mean M,F=3.08, 2.70; p<0.001. While not achieving statisticalsignificance, subgroup analysis revealed that attending physicians rated acts of verbal violencehigher than resident physicians, and nurses assigned higher severity scores to acts of sexual,verbal, and physical violence versus their physician counterparts.Conclusion: This survey instrument is the first tool shown to be accurate and reliable in characterizingacts of violence in the ED across all demographic and employment groups using filmed vignettesof violent acts. Gender and occupation of ED workers does not appear to play a significant role inperception of severity workplace violence

  16. The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive inclinations in adolescent players.

    Science.gov (United States)

    Gabbiadini, Alessandro; Riva, Paolo

    2018-03-01

    Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents' willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents' preferences for violent video games and interact with violent game playing fostering adolescents' aggressive inclinations. In Study 1, 121 adolescents (aged 10-18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11-16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations. © 2017 Wiley Periodicals, Inc.

  17. Aggressive antisocial behaviors are related to character maturity in young Swedish violent offenders independent of ADHD

    Directory of Open Access Journals (Sweden)

    Thomas Nilsson

    2016-11-01

    Full Text Available Background: Antisocial personality and psychopathic traits have constantly been found to accompany criminal and aggressive behaviors, but little attention has been given to aspects of character maturity and its relation to such behaviors. The present study investigated 1 whether level of character maturity (low, medium, and high is associated with amount of aggressive antisocial behaviors and psychopathic traits in young men imprisoned for violent criminality, and 2 whether such an association is independent of coexisting attention deficit hyperactivity disorder (ADHD.Methods: Swedish males (N=270, aged 18-25 sentenced to prison for violent and/or sexual criminality in the western region of the Swedish Prison and Probation Service underwent a thorough clinical examination during their incarceration. Data on character maturity as measured by the character dimensions Self-Directedness and Cooperativeness of the Temperament and Character Inventory were available for n=148 subjects, and used to divide these offenders into three groups with low, medium, and high character maturity. These groups were then compared for variables reflecting criminal history, a DSM-IV diagnosis of ADHD, Conduct disorder (CD and substance use disorders (SUD, aggressive behaviors, and psychopathic traits.Results: Character maturity was consistently associated with less aggressive antisocial behaviors and psychopathic personality traits; the group with the highest character maturity showed; i a later age at onset of criminality, ii a smaller number of prior violent criminal acts, iii lower prevalences of ADHD, CD, and SUD, iv less self-rated and expert-rated aggressive behaviors, and v less psychopathic traits. The association between character maturity and aggressive behaviors/psychopathic personality traits remained even when ADHD was controlled for. The only exception was sexual criminality, where the group with the highest character maturity contained the largest amount

  18. Social desintegration and violent deaths in countries of the Soviet Union

    Directory of Open Access Journals (Sweden)

    Pablo Daniel Bonaldi

    2016-02-01

    Full Text Available This paper intents to show that deep social transformations that took place in the Soviet Union, between middle 80s and middle 90s during XXth. century, provoqued a significant increase in violent deaths rates (suicides, homicides and accidents. Our study follows a theoretical perspective based on Durkheim ideas , that try to explain variations in violent deaths rates analyzing changes in the intensity and nature of social relationships. The analysis of evolution of specific rates by region, sex and age allowed us to verify that groups more directly affected by social transformations were those that also presented the highest rates in the proportion of violent deaths. 

  19. The Role of Violent Media Preference in Cumulative Developmental Risk for Violence and General Aggression

    OpenAIRE

    Boxer, Paul; Huesmann, L. Rowell; Bushman, Brad J.; O'Brien, Maureen; Moceri, Dominic

    2008-01-01

    The impact of exposure to violence in the media on the long-term development and short-term expression of aggressive behavior has been well documented. However, gaps in this literature remain, and in particular the role of violent media exposure in shaping violent and other serious antisocial behavior has not been investigated. Further, studies of violent media effects typically have not sampled from populations with confirmed histories of violent and/or nonviolent antisocial behavior. In thi...

  20. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

    Directory of Open Access Journals (Sweden)

    Ann-Christin S. Kimmig

    2018-05-01

    Full Text Available The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users as well as for recent exposure effects on adverse behavior traits (Levenson’s Psychopathy Scale, while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both – stopped and ongoing – violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.

  1. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults.

    Science.gov (United States)

    Kimmig, Ann-Christin S; Andringa, Gerda; Derntl, Birgit

    2018-01-01

    The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users) as well as for recent exposure effects on adverse behavior traits (Levenson's Psychopathy Scale), while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both - stopped and ongoing - violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.

  2. Technicolor/INRIA team at the MediaEval 2013 Violent Scenes Detection Task

    OpenAIRE

    Penet , Cédric; Demarty , Claire-Hélène; Gravier , Guillaume; Gros , Patrick

    2013-01-01

    International audience; This paper presents the work done at Technicolor and INRIA regarding the MediaEval 2013 Violent Scenes Detection task, which aims at detecting violent scenes in movies. We participated in both the objective and the subjective subtasks.

  3. Risk and Protective Factors for Difficulty Controlling Violent Behavior in National Guard and Reserve Service Members.

    Science.gov (United States)

    Worthen, Miranda; Rathod, Sujit D; Cohen, Gregory; Sampson, Laura; Ursano, Robert; Gifford, Robert; Fullerton, Carol; Galea, Sandro; Ahern, Jennifer

    2017-11-01

    Violent behavior is an important problem for military service members and veterans. A representative cohort of U.S. Reserve and National Guard personnel ( N = 1,293) were interviewed to assess self-reported problems controlling violent behavior, deployment traumas, posttraumatic stress disorder (PTSD), alcohol abuse, and social support. Poisson regression models were used to estimate the associations of violent behavior with risk and protective factors. Problems controlling violent behavior were uncommon among male (3.3%) and female (1.7%) service members. Adjusted prevalence ratios (aPR) showed associations between violent behavior and deployment traumas (aPR = 1.67, 95% confidence interval [CI] = [1.34, 2.08]), PTSD (aPR = 9.95, 95% CI = [5.09, 19.48]), and PTSD symptom severity (aPR for each additional PTSD symptom = 1.07, 95% CI = [1.06, 1.09]). Social support was associated with lower prevalence of violent behavior (aPR = 0.62, 95% CI = [0.52, 0.76]). The association between violent behavior and alcohol abuse was not statistically significant (aPR = 1.94, 95% CI = [0.92, 4.09]). Results were consistent when the population was restricted to personnel who had deployed to a war zone. Problems controlling violent behavior were less common in this cohort than has been documented in other studies. Associations of violent behavior with risk and protective factors are consistent with prior research.

  4. BDVC (Bimodal Database of Violent Content): A database of violent audio and video

    Science.gov (United States)

    Rivera Martínez, Jose Luis; Mijes Cruz, Mario Humberto; Rodríguez Vázqu, Manuel Antonio; Rodríguez Espejo, Luis; Montoya Obeso, Abraham; García Vázquez, Mireya Saraí; Ramírez Acosta, Alejandro Álvaro

    2017-09-01

    Nowadays there is a trend towards the use of unimodal databases for multimedia content description, organization and retrieval applications of a single type of content like text, voice and images, instead bimodal databases allow to associate semantically two different types of content like audio-video, image-text, among others. The generation of a bimodal database of audio-video implies the creation of a connection between the multimedia content through the semantic relation that associates the actions of both types of information. This paper describes in detail the used characteristics and methodology for the creation of the bimodal database of violent content; the semantic relationship is stablished by the proposed concepts that describe the audiovisual information. The use of bimodal databases in applications related to the audiovisual content processing allows an increase in the semantic performance only and only if these applications process both type of content. This bimodal database counts with 580 audiovisual annotated segments, with a duration of 28 minutes, divided in 41 classes. Bimodal databases are a tool in the generation of applications for the semantic web.

  5. Should violent offenders be forced to undergo neurotechnological treatment?

    DEFF Research Database (Denmark)

    Petersen, Thomas Søbirk; Kragh, Kristian

    2017-01-01

    ’s right to freedom of thought. We argue that this objection can be challenged. First, we present some specifications of what a right to freedom of thought might mean. We focus on the recently published views of Jared Craig, and Jan Cristopher Bublitz and Reinhard Merkel. Secondly, we argue that forcing...... violent offenders to undergo certain kinds of NT may not violate the offender’s right to freedom of thought as that right is specified by Craig, and Bublitz and Merkel. Thirdly, even if non-consensual NT is used in a way that does violate freedom of thought, such use can be difficult to abandon without...... inconsistency. For if one is not an abolitionist, and therefore accepts traditional state punishments for violent offenders like imprisonment – which, the evidence shows, often violate the offender’s right to freedom of thought – then, it is argued, one will have reason to accept that violent offenders can...

  6. Self-image and suicidal and violent behaviours of adolescent girls

    OpenAIRE

    Katarzyna Sitnik-Warchulska

    2016-01-01

    Background An increase in self-destructive and aggressive behaviours in adolescents has been observed in recent years. The present study focused on self-perception of adolescent girls who show different types of extreme destructive behaviours (suicidal or violent). The main aim of the study was to identify personality predictors of suicidal and violent behaviour in adolescent girls. Participants and procedure The study involved 163 female participants aged 13-17 years, inc...

  7. Horseplay: Equine performance and creaturely acts in cinema

    Directory of Open Access Journals (Sweden)

    Stella Hockenhull

    2015-04-01

    Full Text Available Throughout Béla Tarr’s latest and reputedly final film The Turin Horse (2011, the horse (Ricsi, as the title of the film indicates, leaves the spectator in no doubt that she is an important, if not the most important, individual within the narrative. However, unlike most films which feature animals as central protagonists, at no juncture is the horse’s behaviour articulated in humandriven semantics. Furthermore, she is never presented with what Emmanuel Gouabault, Annik Dubied, and Claudine Burton-Jeangros describe as a superindividual status. This stated, neither does the director devalue the role of the animal. Instead, Ricsi’s performance can be analysed in what Brenda Austin- Smith argues is ‘memorable film characterization’, whereby animal performance is valid and ‘counts for something’. While it cannot be suggested that Ricsi deliberately acts as a character her performance is equally valuable for analysis both within and outside the context of the narrative. Applying performance theory and film theory to a study of the role and performance of the horses in two films, The Turin Horse and Of Horses and Men (Benedikt Erlingsson 2013, this essay proposes an alternative and more fitting approach to the study of animals in film. The contention here is that neither film humanises or ‘starifies’ the horses, yet all of the equine presentations are significant, as well as examples of what Michael Kirby terms simple acting. This essay begins by examining the ways in which animal erformance has predominantly been represented and discussed in media and film before proposing Kirby’s notion of simple acting as a mode of analysis.

  8. Violent Deaths Among Georgia Workers: An Examination of Suicides and Homicides by Occupation, 2006-2009.

    Science.gov (United States)

    Lavender, Antionette; Ramirez-Irizarry, Viani; Bayakly, A Rana; Koplan, Carol; Bryan, J Michael

    2016-11-01

    Workers in certain occupations may be at an increased risk of a violent-related death such as homicide or suicide. The purpose of this study is to describe rates of violent deaths among Georgia workers by occupation, including cases occurring at work and outside of the workplace, and identify leading circumstances surrounding suicides and homicides for the occupations most at risk. Data from the 2006-2009 Georgia Violent Death Reporting System were used. Occupational text fields were recoded into 23 major occupation categories based on the 2010 Standard Occupational Classification system. Crude rates and standardized mortality ratios for violent deaths (suicides and homicides) were calculated by occupation among Georgia workers aged ≥16 years. The leading circumstances precipitating violent deaths among the high-risk occupations were described. Analyses were conducted during 2012-2013 and 2015. A total of 4,616 Georgia resident workers were victims of a violent death during 2006-2009. Of these deaths, 2,888 (62.6%) were suicides and 1,728 (37.4%) were homicides. Farming, fishing, and forestry occupations had the highest rate of violent deaths at 80.5 per 100,000 workers followed by construction and extraction occupations at 65.5 per 100,000. The most common suicide circumstances among workers were having a current depressed mood, a current mental health problem, and an intimate partner problem. Use of the Violent Death Reporting System provides a unique opportunity to explore violent deaths among workers. This analysis shows the need to ensure that workers have access to workplace and community-based suicide and violence prevention services. Copyright © 2016 American Journal of Preventive Medicine. Published by Elsevier Inc. All rights reserved.

  9. Deterring violent extremism in America by utilizing good counter-radicalization practices from abroad: a policy perspective

    OpenAIRE

    Bonanno, Amy Fires

    2017-01-01

    Approved for public release; distribution is unlimited The problem of violent extremism is approaching a critical point in America. American government and community leaders must find an effective approach to deterring violent extremism immediately. A national and comprehensive approach to deter violent extremism in America is currently lacking. This comparative policy perspective seeks to determine whether the United Kingdom and Australia have good practices to deter violent extremism tha...

  10. The impact of indigenous cultural identity and cultural engagement on violent offending.

    Science.gov (United States)

    Shepherd, Stephane M; Delgado, Rosa Hazel; Sherwood, Juanita; Paradies, Yin

    2017-07-24

    Possessing a strong cultural identity has been shown to protect against mental health symptoms and buffer distress prompted by discrimination. However, no research to date has explored the protective influences of cultural identity and cultural engagement on violent offending. This paper investigates the relationships between cultural identity/engagement and violent recidivism for a cohort of Australian Indigenous people in custody. A total of 122 adults from 11 prisons in the state of Victoria completed a semi-structured interview comprising cultural identification and cultural engagement material in custody. All official police charges for violent offences were obtained for participants who were released from custody into the community over a period of 2 years. No meaningful relationship between cultural identity and violent recidivism was identified. However a significant association between cultural engagement and violent recidivism was obtained. Further analyses demonstrated that this relationship was significant only for participants with a strong Indigenous cultural identity. Participants with higher levels of cultural engagement took longer to violently re-offend although this association did not reach significance. For Australian Indigenous people in custody, 'cultural engagement' was significantly associated with non-recidivism. The observed protective impact of cultural engagement is a novel finding in a correctional context. Whereas identity alone did not buffer recidivism directly, it may have had an indirect influence given its relationship with cultural engagement. The findings of the study emphasize the importance of culture for Indigenous people in custody and a greater need for correctional institutions to accommodate Indigenous cultural considerations.

  11. The impact of indigenous cultural identity and cultural engagement on violent offending

    Directory of Open Access Journals (Sweden)

    Stephane M. Shepherd

    2017-07-01

    Full Text Available Abstract Background Possessing a strong cultural identity has been shown to protect against mental health symptoms and buffer distress prompted by discrimination. However, no research to date has explored the protective influences of cultural identity and cultural engagement on violent offending. This paper investigates the relationships between cultural identity/engagement and violent recidivism for a cohort of Australian Indigenous people in custody. Methods A total of 122 adults from 11 prisons in the state of Victoria completed a semi-structured interview comprising cultural identification and cultural engagement material in custody. All official police charges for violent offences were obtained for participants who were released from custody into the community over a period of 2 years. Results No meaningful relationship between cultural identity and violent recidivism was identified. However a significant association between cultural engagement and violent recidivism was obtained. Further analyses demonstrated that this relationship was significant only for participants with a strong Indigenous cultural identity. Participants with higher levels of cultural engagement took longer to violently re-offend although this association did not reach significance. Conclusions For Australian Indigenous people in custody, ‘cultural engagement’ was significantly associated with non-recidivism. The observed protective impact of cultural engagement is a novel finding in a correctional context. Whereas identity alone did not buffer recidivism directly, it may have had an indirect influence given its relationship with cultural engagement. The findings of the study emphasize the importance of culture for Indigenous people in custody and a greater need for correctional institutions to accommodate Indigenous cultural considerations.

  12. Daily Violent Video Game Playing and Depression in Preadolescent Youth

    Science.gov (United States)

    Peskin, Melissa F.; Baumler, Elizabeth R.; Cuccaro, Paula M.; Elliott, Marc N.; Davies, Susan L.; Lewis, Terri H.; Banspach, Stephen W.; Kanouse, David E.; Schuster, Mark A.

    2014-01-01

    Abstract Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004–2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for <2 hours per day (p<0.001). The magnitude of this association was small (Cohen's d=0.16), but this association was consistent across all racial/ethnic subgroups and among boys (Cohen's d values ranged from 0.12 to 0.25). Our findings indicate that there is an association between daily exposure to violent video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications. PMID:25007237

  13. Buss-Durkee Assessment and Validation with Violent versus Nonviolent Chronic Alcohol Abusers.

    Science.gov (United States)

    Renson, Gisele J.; And Others

    1978-01-01

    Chronic alcohol abusers who had been violent while intoxicated and nonviolent alcohol abusers were administered the Buss-Durkee Inventory. Violence was documented. Violent drinkers scored significantly higher than control subjects on the inventory total hostility score and on subscales measuring assault, irritability, verbal hostility, indirect…

  14. Daily violent video game playing and depression in preadolescent youth.

    Science.gov (United States)

    Tortolero, Susan R; Peskin, Melissa F; Baumler, Elizabeth R; Cuccaro, Paula M; Elliott, Marc N; Davies, Susan L; Lewis, Terri H; Banspach, Stephen W; Kanouse, David E; Schuster, Mark A

    2014-09-01

    Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004-2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications.

  15. The Open Sore of Football: Aggressive Violent Behavior and Hooliganism

    Directory of Open Access Journals (Sweden)

    Gumusgul Osman

    2016-10-01

    Full Text Available Aggression and violence have been a customary part of life that mankind has had to live with from the beginning of time; it has been accepted by society even though it expresses endless negativity. Aggression and violence can find a place in sports events and football games because of the social problems of the audience watching the competitions or games, which sometimes fall into the category of hooliganism. Turkey is one of the countries that should consider this problem to be a serious social problem. Even during 2014 and 2015, a relatively short period of time, there were significant hazardous acts committed by hooligans. In February 2014, one supporter was killed after a game between Liverpool and Arsenal in England; in March 2014, a game between Trabzonspor and Fenerbahce was left half-finished because of violent acts in the stadium that caused players in the pitch to believe that they could not leave stadium alive, although they finally left after a few hours; in another incident in March 2014, one supporter was killed after a game between Helsingborg and Djugarden in Sweden; in November 2014, one supporter was killed and 14 supporters were injured before the game between Atletico Madrid and Deportivo in Spain. These are all examples of aggression, violence, and hooliganism in football. This paper aims to discuss aggression, violence, and hooliganism in football, especially in recent years, and investigate what can be done to prevent these acts from occurring again in the future by examining them in hindsight.

  16. Violent crime rates as a proxy for the social determinants of sexually transmissible infection rates: the consistent state-level correlation between violent crime and reported sexually transmissible infections in the United States, 1981-2010.

    Science.gov (United States)

    Chesson, Harrell W; Owusu-Edusei, Kwame; Leichliter, Jami S; Aral, Sevgi O

    2013-11-01

    Numerous social determinants of health are associated with violent crime rates and sexually transmissible infection (STI) rates. This report aims to illustrate the potential usefulness of violent crime rates as a proxy for the social determinants of STI rates. For each year from 1981 to 2010, we assessed the strength of the association between the violent crime rate and the gonorrhoea (Neisseria gonorrhoeae) rate (number of total reported cases per 100?000) at the state level. Specifically, for each year, we calculated Pearson correlation coefficients (and P-values) between two variables (the violent crime rate and the natural log of the gonorrhoea rate) for all 50 states and Washington, DC. For comparison, we also examined the correlation between gonorrhoea rates, and rates of poverty and unemployment. We repeated the analysis using overall syphilis rates instead of overall gonorrhoea rates. The correlation between gonorrhoea and violent crime was significant at the P<0.001 level for every year from 1981 to 2010. Syphilis rates were also consistently correlated with violent crime rates. In contrast, the P-value for the correlation coefficient exceeded 0.05 in 9 of the 30 years for the association between gonorrhoea and poverty, and in 17 of the 30 years for that between gonorrhoea and unemployment. Because violent crime is associated with many social determinants of STIs and because it is consistently associated with STI rates, violent crime rates can be a useful proxy for the social determinants of health in statistical analyses of STI rates.

  17. Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children

    DEFF Research Database (Denmark)

    Gentile, Douglas A.; Bender, Patrick K.; Anderson, Craig A.

    2017-01-01

    An experiment investigated the effects of violent content in video games on two physiological indicators of the fight-or-flight response (cortisol and cardiovascular changes) and on accessibility of aggressive thoughts in children. Participants played a randomly assigned violent or nonviolent video...... of aggressive thoughts. The cortisol findings in particular suggest that playing a violent video game may activate the sympathetic nervous system and elicit a fight-or-flight type response in children. Theoretical implications and future research are discussed....

  18. Determining the role of the Internet in violent extremism and terrorism: six suggestions for progressing research

    OpenAIRE

    Conway, Maura

    2016-01-01

    Some scholars and others are skeptical of a significant role for the Internet in processes of violent radicalization. There is increasing concern on the part of other scholars, and increasingly also policymakers and publics, that easy availability of violent extremist content online may have violent radicalizing effects. This article identifies a number of core questions regarding the interaction of violent extremism and terrorism and the Internet, particularly social media, that have yet to ...

  19. NEIGHBORHOOD CONTEXT AND THE GENDER GAP IN ADOLESCENT VIOLENT CRIME*

    OpenAIRE

    Zimmerman, Gregory M.; Messner, Steven F.

    2010-01-01

    Although researchers consistently demonstrate that females engage in less criminal behavior than males across the life course, research on the variability of the gender gap across contexts is sparse. To address this issue, we examine the gender gap in self-reported violent crime among adolescents across neighborhoods. Multilevel models using data from the Project of Human Development in Chicago Neighborhoods (PHDCN) indicate that the gender gap in violent crime decreases as levels of neighbor...

  20. The personal dispositions of violent extremism

    Directory of Open Access Journals (Sweden)

    Davydov D.G.

    2017-04-01

    Full Text Available The paper presents the differences in the nature of extremism and radicalism, and the necessity of introducing the concept of "violent extremism." It is shown that the ideology is the explanation of extremist behavior, rather than its cause. The ideology of extremism often eclectic, contradictory and can easily be transformed by changing the object of hostility, depending on the situation. For the description of the psychological causes of extremism it is proposed to use the concept of personal disposition. Disposition is the preferred way to subjective interpretation of reality and reflects both the specific needs of a person as well the typical social situations where it realized and personal experience. Considered the following dispositions of violent extremism: the Cult of force and aggression, Intolerance, Out-group hostility Conventional coercion, Social pessimism and destructiveness, Mystical, Fighting and overcoming, Nihilism to law, Anti-subjectivism. It is proposed to use these dispositions as diagnostic criteria and for preventing and correcting.

  1. Violent extremist group ecologies under stress.

    Science.gov (United States)

    Cebrian, Manuel; Torres, Manuel R; Huerta, Ramon; Fowler, James H

    2013-01-01

    Violent extremist groups are currently making intensive use of Internet fora for recruitment to terrorism. These fora are under constant scrutiny by security agencies, private vigilante groups, and hackers, who sometimes shut them down with cybernetic attacks. However, there is a lack of experimental and formal understanding of the recruitment dynamics of online extremist fora and the effect of strategies to control them. Here, we utilize data on ten extremist fora that we collected for four years to develop a data-driven mathematical model that is the first attempt to measure whether (and how) these external attacks induce extremist fora to self-regulate. The results suggest that an increase in the number of groups targeted for attack causes an exponential increase in the cost of enforcement and an exponential decrease in its effectiveness. Thus, a policy to occasionally attack large groups can be very efficient for limiting violent output from these fora.

  2. Gambling, violent behaviour and attitudes towards violence among adolescent gamblers in Finland

    Directory of Open Access Journals (Sweden)

    Räsänen Tiina

    2015-12-01

    Full Text Available AIMS - The purpose of this population-based study was to explore the relationship between gambling and violent behaviour and attitudes towards violence among 14- and 16-year-old adolescents. DESIGN - A national survey was conducted in Finland in 2011. The main measures in our study were gambling frequency and number of reported gambling-related harms. Their associations with violent behaviours and attitudes towards violence were studied using multinomial logistic regression and negative binomial regression. RESULTS - 47.1% of adolescents had gambled during the past six months and 13.2% of them had experienced gambling-related harms. Both gambling frequency and the number of gambling-related harms were linked to violent behaviour as well as to positive attitudes towards violence. Adolescents who engaged in gambling on a daily basis and/ or experienced gambling harms had the highest risk. CONCLUSIONS - Health promotion efforts among gamblers should take into account their increased risk for violent behaviour.

  3. Predicting violent behavior: The role of violence exposure and future educational aspirations during adolescence.

    Science.gov (United States)

    Stoddard, Sarah A; Heinze, Justin E; Choe, Daniel Ewon; Zimmerman, Marc A

    2015-10-01

    Few researchers have explored future educational aspirations as a promotive factor against exposure to community violence in relation to adolescents' violent behavior over time. The present study examined the direct and indirect effect of exposure to community violence prior to 9th grade on attitudes about violence and violent behavior in 12th grade, and violent behavior at age 22 via 9th grade future educational aspirations in a sample of urban African American youth (n = 681; 49% male). Multi-group SEM was used to test the moderating effect of gender. Exposure to violence was associated with lower future educational aspirations. For boys, attitudes about violence directly predicted violent behavior at age 22. For boys, future educational aspirations indirectly predicted less violent behavior at age 22. Implications of the findings and suggestions for future research are discussed. Copyright © 2015 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  4. Effects of realism on extended violent and nonviolent video game play on aggressive thoughts, feelings, and physiological arousal.

    Science.gov (United States)

    Barlett, Christopher P; Rodeheffer, Christopher

    2009-01-01

    Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants (N=74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45 min. Aggressive thoughts and aggressive feelings were measured four times (every 15 min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Copyright 2009 Wiley-Liss, Inc.

  5. Individual Violent Overtopping Events: New Insights

    DEFF Research Database (Denmark)

    Jayaratne, R.; Hunt-Raby, A.; Bullock, G. N.

    2009-01-01

    Wave overtopping is essentially a discrete process in which disastrous consequences can arise from the effect of one or two waves; few of the thousands of previous experiments have focused on the properties of individual events. The violent impacts of water waves on walls create velocities and pr...

  6. A longitudinal study of the association between violent video game play and aggression among adolescents.

    Science.gov (United States)

    Willoughby, Teena; Adachi, Paul J C; Good, Marie

    2012-07-01

    In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492, 50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.

  7. Violent crime runs in families: a total population study of 12.5 million individuals.

    Science.gov (United States)

    Frisell, T; Lichtenstein, P; Långström, N

    2011-01-01

    Etiological theory and prior research with small or selected samples suggest that interpersonal violence clusters in families. However, the strength and pattern of this aggregation remains mostly unknown. We investigated all convictions for violent crime in Sweden 1973-2004 among more than 12.5 million individuals in the nationwide Multi-Generation Register, and compared rates of violent convictions among relatives of violent individuals with relatives of matched, non-violent controls, using a nested case-control design. We found strong familial aggregation of interpersonal violence among first-degree relatives [e.g. odds ratio (OR)sibling 4.3, 95% confidence interval (CI) 4.2-4.3], lower for more distant relatives (e.g. OR cousin 1.9, 95% CI 1.9-1.9). Risk patterns across biological and adoptive relations provided evidence for both genetic and environmental influences on the development of violent behavior. Familial risks were stronger among women, in higher socio-economic strata, and for early onset interpersonal violence. There were crime-specific effects (e.g. OR sibling for arson 22.4, 95% CI 12.2-41.2), suggesting both general and subtype-specific familial risk factors for violent behavior. The observed familiality should be accounted for in criminological research, applied violence risk assessment, and prevention efforts.

  8. Factors underlying male and female use of violent video games

    OpenAIRE

    Hartmann, T.; Möller, I.; Krause, C.

    2015-01-01

    Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guilt from engaging in virtual violence than females. This may be because males are less empathetic, tend to morally justify physical violence more and have a greater need for sensation and aggression ...

  9. Violent Video Games and the Military: Recruitment, Training, and Treating Mental Disability

    Science.gov (United States)

    Derby, John

    2014-01-01

    This article adds to the small collection of art education studies on video games (Parks, 2008; Patton, 2013; Sweeny, 2010) by critically examining the association between violent video games, the U.S. military, and mental disability--from a critical disability studies perspective. Derby overviews the controversies surrounding violent video games…

  10. 12 CFR 303.5 - Effect of Community Reinvestment Act performance on filings.

    Science.gov (United States)

    2010-01-01

    ... 12 Banks and Banking 4 2010-01-01 2010-01-01 false Effect of Community Reinvestment Act performance on filings. 303.5 Section 303.5 Banks and Banking FEDERAL DEPOSIT INSURANCE CORPORATION PROCEDURE... Reinvestment Act performance on filings. Among other factors, the FDIC takes into account the record of...

  11. Violent Video Gaming and Moral Reasoning in Adolescents: Is There an Association?

    Science.gov (United States)

    Bajovic, Mirjana

    2013-01-01

    In this study of 109 adolescents from the eighth grade of seven public elementary schools in Canada, the relationship between adolescents' violent video game playing patterns, habits and attitudes, and their levels of moral reasoning was investigated. The results suggested that playing violent video games in general was a very popular activity…

  12. Alcohol abuse as the strongest risk factor for violent offending in patients with paranoid schizophrenia.

    Science.gov (United States)

    Kudumija Slijepcevic, Marija; Jukic, Vlado; Novalic, Darko; Zarkovic-Palijan, Tija; Milosevic, Milan; Rosenzweig, Ivana

    2014-04-01

    To determine predictive risk factors for violent offending in patients with paranoid schizophrenia in Croatia. The cross-sectional study including male in-patients with paranoid schizophrenia with (N=104) and without (N=102) history of physical violence and violent offending was conducted simultaneously in several hospitals in Croatia during one-year period (2010-2011). Data on their sociodemographic characteristics, duration of untreated illness phase (DUP), alcohol abuse, suicidal behavior, personality features, and insight into illness were collected and compared between groups. Binary logistic regression model was used to determine the predictors of violent offending. Predictors of violent offending were older age, DUP before first contact with psychiatric services, and alcohol abuse. Regression model showed that the strongest positive predictive factor was harmful alcohol use, as determined by AUDIT test (odds ratio 37.01; 95% confidence interval 5.20-263.24). Psychopathy, emotional stability, and conscientiousness were significant positive predictive factors, while extroversion, pleasantness, and intellect were significant negative predictive factors for violent offending. This study found an association between alcohol abuse and the risk for violent offending in paranoid schizophrenia. We hope that this finding will help improve public and mental health prevention strategies in this vulnerable patient group.

  13. A 10-year follow-up study of violent victimization in first episode psychosis

    DEFF Research Database (Denmark)

    Langeveld, Johannes; Bjørkly, Stål; Evensen, Julie

    2018-01-01

    Violent victimization in persons with severe mental illness has long-term adverse consequences. Little is known about the long-term prevalence of victimization in first episode psychosis, or about factors affecting victimization throughout the course of illness. To assess the prevalence of violent...

  14. Excessive users of violent video games do not show emotional desensitization: an fMRI study.

    Science.gov (United States)

    Szycik, Gregor R; Mohammadi, Bahram; Hake, Maria; Kneer, Jonas; Samii, Amir; Münte, Thomas F; Te Wildt, Bert T

    2017-06-01

    Playing violent video games have been linked to long-term emotional desensitization. We hypothesized that desensitization effects in excessive users of violent video games should lead to decreased brain activations to highly salient emotional pictures in emotional sensitivity brain regions. Twenty-eight male adult subjects showing excessive long-term use of violent video games and age and education matched control participants were examined in two experiments using standardized emotional pictures of positive, negative and neutral valence. No group differences were revealed even at reduced statistical thresholds which speaks against desensitization of emotion sensitive brain regions as a result of excessive use of violent video games.

  15. Recidivistic offending and mortality in alcoholic violent offenders: a prospective follow-up study.

    Science.gov (United States)

    Tikkanen, Roope; Holi, Matti; Lindberg, Nina; Tiihonen, Jari; Virkkunen, Matti

    2009-06-30

    Predictive data supporting prevention of violent criminality are scarce. We examined risk factors for recidivism and mortality among non-psychotic alcoholic violent offenders, the majority having antisocial or borderline personality disorders, or both, which is a group that commits the majority of violent offences in Finland. Criminal records and mortality data on 242 male alcoholic violent offenders were analysed after a 7- to 15-year follow-up, and compared between themselves and with those of 1210 age-, sex- and municipality-matched controls. Recidivism and mortality rates were high. The risk of recidivistic violence was increased by antisocial or borderline personality disorder, or both, childhood maltreatment, and a combination of these. A combination of borderline personality disorder and childhood maltreatment was particularly noxious, suggesting an additive risk increase for a poor outcome. Accurate diagnosis and careful childhood interview may help to predict recidivism and premature death.

  16. Violent video games and delinquent behavior in adolescents: A risk factor perspective.

    Science.gov (United States)

    Exelmans, Liese; Custers, Kathleen; Van den Bulck, Jan

    2015-05-01

    Over the years, criminological research has identified a number of risk factors that contribute to the development of aggressive and delinquent behavior. Although studies have identified media violence in general and violent video gaming in particular as significant predictors of aggressive behavior, exposure to violent video games has been largely omitted from the risk factor literature on delinquent behavior. This cross-sectional study therefore investigates the relationship between violent video game play and adolescents' delinquent behavior using a risk factor approach. An online survey was completed by 3,372 Flemish adolescents, aged 12-18 years old. Data were analyzed by means of negative binomial regression modelling. Results indicated a significant contribution of violent video games in delinquent behavior over and beyond multiple known risk variables (peer delinquency, sensation seeking, prior victimization, and alienation). Moreover, the final model that incorporated the gaming genres proved to be significantly better than the model without the gaming genres. Results provided support for a cumulative and multiplicative risk model for delinquent behavior. Aggr. Behav. 41:267-279, 2015. © 2015 Wiley Periodicals, Inc. © 2015 Wiley Periodicals, Inc.

  17. Violent victimization of adult patients with severe mental illness: a systematic review.

    Science.gov (United States)

    Latalova, Klara; Kamaradova, Dana; Prasko, Jan

    2014-01-01

    The aims of this paper are to review data on the prevalence and correlates of violent victimization of persons with severe mental illness, to critically evaluate the literature, and to explore possible approaches for future research. PubMed/MEDLINE and PsycINFO databases were searched using several terms related to severe mental illness in successive combinations with terms describing victimization. The searches identified 34 studies. Nine epidemiological studies indicate that patients with severe mental illness are more likely to be violently victimized than other community members. Young age, comorbid substance use, and homelessness are risk factors for victimization. Victimized patients are more likely to engage in violent behavior than other members of the community. Violent victimization of persons with severe mental illness has long-term adverse consequences for the course of their illness, and further impairs the quality of lives of patients and their families. Victimization of persons with severe mental illness is a serious medical and social problem. Prevention and management of victimization should become a part of routine clinical care for patients with severe mental illness.

  18. The effect of violent video game playing on gamer's views of victims of crime

    OpenAIRE

    McLean, L

    2015-01-01

    This research was designed to explore the relationship between violent video game play and attitudes towards victims. As the violent genre of games become more popular and as the graphics and content becomes even more realistic and immersive, there has been concern that this media form offers a different perspective on violence to players than more passive forms of media. Much of the research in the area of violent video game research has focused on changes in players in terms of aggressive b...

  19. The Role of Violent Video Game Content in Adolescent Development: Boys' Perspectives

    Science.gov (United States)

    Olson, Cheryl K.; Kutner, Lawrence A.; Warner, Dorothy E.

    2008-01-01

    Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12…

  20. Teaching Peace: Alternatives to Violent Play.

    Science.gov (United States)

    Jurek, Dianne Miller; Velazquez, Michaela

    1995-01-01

    To help combat the effects of violence on children and improve the quality and nature of play, early childhood teachers can: define violence by helping children become aware of the issue, help children resolve their own conflicts, create a peace place in the classroom, intervene when violent play occurs, evaluate media and toys, and educate…

  1. The effects of violent media content on aggression

    DEFF Research Database (Denmark)

    Bender, Patrick K.; Plante, Courtney; Gentile, Douglas A.

    2017-01-01

    how media violence research has started to move away from merely establishing the existence of media effects and instead has begun to investigate the mechanisms underlying these effects and their limitations. Such studies range from investigations into cross-cultural differences to neurophysiological...... effects, and the interplay between media, individual, and contextual factors. Although violent media effects have been well-established for some time, they are not monolithic, and recent findings continue to shed light on the nuances and complexities of such effects.......Decades of research have shown that violent media exposure is one risk factor for aggression. This review presents findings from recent cross-sectional, experimental, and longitudinal studies, demonstrating the triangulation of evidence within the field. Importantly, this review also illustrates...

  2. Cervical spondylotic myelopathy caused by violent motor tics in a child with Tourette syndrome.

    Science.gov (United States)

    Ko, Da-Young; Kim, Seung-Ki; Chae, Jong-Hee; Wang, Kyu-Chang; Phi, Ji Hoon

    2013-02-01

    We report a case of a 9-year-old boy with Tourette syndrome (TS) who developed progressive quadriparesis that was more severe in the upper extremities. He had experienced frequent and violent motor tics consisting of hyperflexion and hyperextension for years. Magnetic resonance imaging (MRI) revealed a focal high-signal intensity cord lesion and adjacent cervical spondylotic changes. Initially, the patient was observed for several months because of diagnostic uncertainty; his neurological status had improved and later worsened again. Anterior cervical discectomy of C3-4 and fusion immediately followed by posterior fixation were performed. After surgery, the neck collar was applied for 6 months. His neurological signs and symptoms improved dramatically. TS with violent neck motion may cause cervical spondylotic myelopathy at an early age. The optimal management is still unclear and attempts to control tics should be paramount. Circumferential fusion with neck bracing represents a viable treatment option.

  3. Children's violent television viewing: are parents monitoring?

    Science.gov (United States)

    Cheng, Tina L; Brenner, Ruth A; Wright, Joseph L; Sachs, Hari Cheryl; Moyer, Patricia; Rao, Malla R

    2004-07-01

    Violent media exposure has been associated with aggressive behavior, and it has been suggested that child health professionals counsel families on limiting exposure. Effective violence prevention counseling requires an understanding of norms regarding parental attitudes, practices, and influencing factors. Both theories of reasoned action and planned behavior emphasize that subjective norms and attitudes affect people's perceptions and intended behavior. Few data exist on violent television viewing and monitoring from a cross-section of families. By understanding the spectrum of parental attitudes, community-sensitive interventions for violence prevention can be developed. The objective of this study was to assess attitudes about and monitoring of violent television viewing from the perspective of parents. An anonymous self-report assisted survey was administered to a convenience sample of parents/guardians who visited child health providers at 3 sites: an urban children's hospital clinic, an urban managed care clinic, and a suburban private practice. The parent questionnaire included questions on child-rearing attitudes and practices and sociodemographic information. A total of 1004 adults who accompanied children for health visits were recruited for the study; 922 surveys were completed (participation rate: 92%). A total of 830 (90%) respondents were parents and had complete child data. Of the 830 respondents, 677 had questions on television viewing included in the survey and were the focus of this analysis. Seventy-five percent of families reported that their youngest child watched television. Of these, 53% reported always limiting violent television viewing, although 73% believed that their children viewed television violence at least 1 time a week. Among television viewers, 81% reported usually or always limiting viewing of sexual content on television and 45% reported usually or always watching television with their youngest child. Among children who watched

  4. The Relationship between Juvenile Psychopathic Traits, Delinquency and (Violent) Recidivism: A Meta-Analysis

    Science.gov (United States)

    Asscher, Jessica J.; van Vugt, Eveline S.; Stams, Geert Jan J. M.; Dekovic, Maja; Eichelsheim, Veroni I.; Yousfi, Sarah

    2011-01-01

    A meta-analysis of k = 53 studies containing 60 non-overlapping samples and 10,073 participants was conducted to investigate whether psychopathy was associated with delinquency and (violent) recidivism in juveniles. The results showed that psychopathy was moderately associated with delinquency, general recidivism, and violent recidivism. Moderator…

  5. [Acceptance and commitment therapy (ACT) and improving chess performance in promising young chess-players].

    Science.gov (United States)

    Ruiz, Francisco J; Luciano, Carmen

    2009-08-01

    Acceptance and Commitment Therapy (ACT) is shown to be effective in relatively distant fields from the so-called psychological disorders. One of these areas is sport performance improvement. The aim of the current study is to expand the application of brief ACT protocols to improve chess-players' performance. In a previous study, a brief protocol was applied to international-level adult chess-players that was effective. The current study aims to apply an equivalent brief ACT protocol, but in this case, applied in a group format to promising young chess-players. In addition, this brief protocol is compared to a non-intervention control condition. Results show that the ACT brief protocol improved the performance in 5 out of 7 participants, and that none of the chess-players in the control condition reached the established change criterion. The differences between the conditions in chess performance were statistically significant. The results are discussed, emphasizing the replicated impact of a brief ACT protocol on the improvement of chess-players' performance.

  6. Might depression, psychosocial adversity, and limited social assets explain vulnerability to and resistance against violent radicalisation?

    Directory of Open Access Journals (Sweden)

    Kamaldeep Bhui

    Full Text Available BACKGROUND: This study tests whether depression, psychosocial adversity, and limited social assets offer protection or suggest vulnerability to the process of radicalisation. METHODS: A population sample of 608 men and women of Pakistani or Bangladeshi origin, of Muslim heritage, and aged 18-45 were recruited by quota sampling. Radicalisation was measured by 16 questions asking about sympathies for violent protest and terrorism. Cluster analysis of the 16 items generated three groups: most sympathetic (or most vulnerable, most condemning (most resistant, and a large intermediary group that acted as a reference group. Associations were calculated with depression (PHQ9, anxiety (GAD7, poor health, and psychosocial adversity (adverse life events, perceived discrimination, unemployment. We also investigated protective factors such as the number social contacts, social capital (trust, satisfaction, feeling safe, political engagement and religiosity. RESULTS: Those showing the most sympathy for violent protest and terrorism were more likely to report depression (PHQ9 score of 5 or more; RR = 5.43, 1.35 to 21.84 and to report religion to be important (less often said religion was fairly rather than very important; RR = 0.08, 0.01 to 0.48. Resistance to radicalisation measured by condemnation of violent protest and terrorism was associated with larger number of social contacts (per contact: RR = 1.52, 1.26 to 1.83, less social capital (RR = 0.63, 0.50 to 0.80, unavailability for work due to housekeeping or disability (RR = 8.81, 1.06 to 37.46, and not being born in the UK (RR = 0.22, 0.08 to 0.65. CONCLUSIONS: Vulnerability to radicalisation is characterised by depression but resistance to radicalisation shows a different profile of health and psychosocial variables. The paradoxical role of social capital warrants further investigation.

  7. Might depression, psychosocial adversity, and limited social assets explain vulnerability to and resistance against violent radicalisation?

    Science.gov (United States)

    Bhui, Kamaldeep; Everitt, Brian; Jones, Edgar

    2014-01-01

    This study tests whether depression, psychosocial adversity, and limited social assets offer protection or suggest vulnerability to the process of radicalisation. A population sample of 608 men and women of Pakistani or Bangladeshi origin, of Muslim heritage, and aged 18-45 were recruited by quota sampling. Radicalisation was measured by 16 questions asking about sympathies for violent protest and terrorism. Cluster analysis of the 16 items generated three groups: most sympathetic (or most vulnerable), most condemning (most resistant), and a large intermediary group that acted as a reference group. Associations were calculated with depression (PHQ9), anxiety (GAD7), poor health, and psychosocial adversity (adverse life events, perceived discrimination, unemployment). We also investigated protective factors such as the number social contacts, social capital (trust, satisfaction, feeling safe), political engagement and religiosity. Those showing the most sympathy for violent protest and terrorism were more likely to report depression (PHQ9 score of 5 or more; RR = 5.43, 1.35 to 21.84) and to report religion to be important (less often said religion was fairly rather than very important; RR = 0.08, 0.01 to 0.48). Resistance to radicalisation measured by condemnation of violent protest and terrorism was associated with larger number of social contacts (per contact: RR = 1.52, 1.26 to 1.83), less social capital (RR = 0.63, 0.50 to 0.80), unavailability for work due to housekeeping or disability (RR = 8.81, 1.06 to 37.46), and not being born in the UK (RR = 0.22, 0.08 to 0.65). Vulnerability to radicalisation is characterised by depression but resistance to radicalisation shows a different profile of health and psychosocial variables. The paradoxical role of social capital warrants further investigation.

  8. H-functions and mixing in violent relaxation

    International Nuclear Information System (INIS)

    Tremaine, S.; Henon, M.; Lynden-Bell, D.

    1986-01-01

    An H-function is any function of the phase space distribution function F(x,v) which is non-decreasing with time. In collisionless systems Boltzmann's H-function - integral F log F dx dv is only one of a variety of H-functions of the form - integral C(F) dx dv, where C is any convex function. Every equilibrium stellar system in which the distribution function is a decreasing function of the energy alone is a stationary point of some H-function of this form. During violent relaxation, all such H-functions must increase, and the distribution function is said to become 'more mixed'. A simple criterion is given for determining whether a given distribution function is more mixed than another; this criterion is used to show that a violently relaxed galaxy resembles observed elliptical galaxies only if the initial state is cold or clumpy. (author)

  9. Emotional Desensitization to Violence Contributes to Adolescents’ Violent Behavior

    Science.gov (United States)

    Mrug, Sylvie; Madan, Anjana; Windle, Michael

    2015-01-01

    Many adolescents are exposed to violence in their schools, communities and homes. Exposure to violence at high levels or across multiple contexts has been linked with emotional desensitization, indicated by low levels of internalizing symptoms. However, the long-term consequences of such desensitization are unknown. This study examined emotional desensitization to violence, together with externalizing problems, as mediators of the relationship between exposure to violence in pre-adolescence and violent behavior in late adolescence. A community sample of youth (N=704; 48% female; 76% African American, 22% Caucasian) reported on their exposure to violence in multiple settings at ages 11, 13 and 18. Internalizing and externalizing problems were assessed at ages 11 and 13; violent behavior was measured at age 18. Structural Equation Modeling showed that exposure to high levels of violence at age 11 was associated with lower levels of internalizing problems (quadratic effect) at age 13, as was exposure to violence across multiple contexts (linear effect). In turn, fewer internalizing problems and more externalizing problems at age 13 predicted more violent behavior at age 18. The results suggest that emotional desensitization to violence in early adolescence contributes to serious violence in late adolescence. PMID:25684447

  10. Emotional Desensitization to Violence Contributes to Adolescents' Violent Behavior.

    Science.gov (United States)

    Mrug, Sylvie; Madan, Anjana; Windle, Michael

    2016-01-01

    Many adolescents are exposed to violence in their schools, communities and homes. Exposure to violence at high levels or across multiple contexts has been linked with emotional desensitization, indicated by low levels of internalizing symptoms. However, the long-term consequences of such desensitization are unknown. This study examined emotional desensitization to violence, together with externalizing problems, as mediators of the relationship between exposure to violence in pre-adolescence and violent behavior in late adolescence. A community sample of youth (N = 704; 48% female; 76% African American, 22% Caucasian) reported on their exposure to violence in multiple settings at ages 11, 13 and 18. Internalizing and externalizing problems were assessed at ages 11 and 13; violent behavior was measured at age 18. Structural Equation Modeling showed that exposure to high levels of violence at age 11 was associated with lower levels of internalizing problems (quadratic effect) at age 13, as was exposure to violence across multiple contexts (linear effect). In turn, fewer internalizing problems and more externalizing problems at age 13 predicted more violent behavior at age 18. The results suggest that emotional desensitization to violence in early adolescence contributes to serious violence in late adolescence.

  11. The Effect of Online Violent Video Games on Levels of Aggression

    OpenAIRE

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    BACKGROUND: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase...

  12. Teaching Students about Violent Media Effects

    Science.gov (United States)

    Bushman, Brad J.

    2018-01-01

    Although violent entertainment has existed for centuries, the media have made it more accessible than ever before. In modern societies, people are immersed in media, like fish in water. Using hand-held devices, people can consume media just about anywhere they want, anytime they want. Moreover, violence is a common theme in the media, and research…

  13. Violent Video Games Recruit American Youth

    Science.gov (United States)

    Lugo, William

    2006-01-01

    An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…

  14. Violent video games affecting our children.

    Science.gov (United States)

    Vessey, J A; Lee, J E

    2000-01-01

    Exposure to media violence is associated with increased aggression and its sequelae. Unfortunately, the majority of entertainment video games contain violence. Moreover, children of both genders prefer games with violent content. As there is no compulsory legislative standards to limit the type and amount of violence in video games, concerned adults must assume an oversight role.

  15. Facial reactions to violent and comedy films: Association with callous-unemotional traits and impulsive aggression.

    Science.gov (United States)

    Fanti, Kostas A; Kyranides, Melina Nicole; Panayiotou, Georgia

    2017-02-01

    The current study adds to prior research by investigating specific (happiness, sadness, surprise, disgust, anger and fear) and general (corrugator and zygomatic muscle activity) facial reactions to violent and comedy films among individuals with varying levels of callous-unemotional (CU) traits and impulsive aggression (IA). Participants at differential risk of CU traits and IA were selected from a sample of 1225 young adults. In Experiment 1, participants (N = 82) facial expressions were recorded while they watched violent and comedy films. Video footage of participants' facial expressions was analysed using FaceReader, a facial coding software that classifies facial reactions. Findings suggested that individuals with elevated CU traits showed reduced facial reactions of sadness and disgust to violent films, indicating low empathic concern in response to victims' distress. In contrast, impulsive aggressors produced specifically more angry facial expressions when viewing violent and comedy films. In Experiment 2 (N = 86), facial reactions were measured by monitoring facial electromyography activity. FaceReader findings were verified by the reduced facial electromyography at the corrugator, but not the zygomatic, muscle in response to violent films shown by individuals high in CU traits. Additional analysis suggested that sympathy to victims explained the association between CU traits and reduced facial reactions to violent films.

  16. Effects of avatar race in violent video games on racial attitudes and aggression

    NARCIS (Netherlands)

    Yang, G.S.; Gibson, B; Lueke, A.K.; Huesmann, L.R.; Bushman, B.J.

    2014-01-01

    The media often link Black characters and violence. This is especially true in video games, in which Black male characters are virtually always violent. This research tested the effects of playing a violent game as a Black (vs. White) avatar on racial stereotypes and aggression. In Experiment 1,

  17. Violent Extremism, National Security and Prevention. Institutional Discourses and Their Implications for Schooling

    Science.gov (United States)

    Mattsson, Christer; Säljö, Roger

    2018-01-01

    Currently, threats to societal security from extremist groups are high on the political agenda in many countries. Politicians, policymakers at various levels and communities are searching for methods to counteract recruitment to violent organizations. These efforts are often referred to as Prevention of Violent Extremism (PVE-programmes). One of…

  18. Genetic and Environmental Contributions to the Relationship between Violent Victimization and Criminal Behavior

    Science.gov (United States)

    Vaske, Jamie; Boisvert, Danielle; Wright, John Paul

    2012-01-01

    Studies have shown that there is a significant association between violent victimization and criminal behavior. One potential explanation for this association is that genetically mediated processes contribute to both violent victimization and criminal behavior. The current study uses data from the twin sample of the National Longitudinal Study of…

  19. Longitudinal effects of violent video games on aggression in Japan and the United States.

    Science.gov (United States)

    Anderson, Craig A; Sakamoto, Akira; Gentile, Douglas A; Ihori, Nobuko; Shibuya, Akiko; Yukawa, Shintaro; Naito, Mayumi; Kobayashi, Kumiko

    2008-11-01

    Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression. We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness. In 3 independent samples, participants' video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months. One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years. RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth. These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.

  20. Prevalence of and risk factors for violent disciplinary practices at home in Viet Nam.

    Science.gov (United States)

    Cappa, Claudia; Dam, Hang

    2014-02-01

    Data on parenting practices and the use of violence in child rearing remain scarce worldwide, hindering prevention efforts. This study examines disciplinary methods used on children at home in Viet Nam. It is based on data collected from 2010 to 2011 through the fourth round of the Multiple Indicator Cluster Survey (MICS4)-a household survey program supported by the United Nations Children's Fund (UNICEF) that focuses on women and children in low- and middle-income countries. Respondents in the survey were asked 11 questions relating to disciplinary measures used in the preceding month on one randomly selected child (2-14 years old) in each household. A final question about attitudes probed adults' views on the need for physical punishment in child rearing. Univariate and multivariate analyses were conducted to estimate the prevalence of violent and nonviolent forms of discipline, and to identify risk factors associated with violent punishment. Results showed that three in four children in Viet Nam are disciplined through violent means. The exposure of Vietnamese children to violent forms of discipline was significantly associated with varied characteristics of both children and their caregivers. Moreover, the use of violent disciplinary practices on children was strongly associated with positive attitudes toward corporal punishment. Risk factors for violent child discipline identified in this study can inform future interventions to promote positive practices and to protect Vietnamese children against violence in the home.

  1. The relation between sleep and violent aggression

    NARCIS (Netherlands)

    Kamphuis, Jeanine

    2017-01-01

    Good sleep is important for our emotional stability and aggression control. Although most people do not become violent after a period of poor sleep, this may be different for certain vulnerable individuals. Forensic psychiatric patients may represent a group of such individuals. We studied patients

  2. The Effects of Violent Video Game Habits on Adolescent Aggressive Attitudes and Behaviors.

    Science.gov (United States)

    Lynch, Paul J.; Gentile, Douglas A.; Olson, Abbie A.; van Brederode, Tara M.

    Video games have become one of the favorite activities of children in America. A growing body of research links violent video game play to aggressive cognitions, attitudes, and behaviors. This study tested the predictions that exposure to violent video game content is: (1) positively correlated with hostile attribution bias; (2) positively…

  3. Effects of Playing versus Observing Violent versus Nonviolent Video Games on Children's Aggression.

    Science.gov (United States)

    Graybill, Daniel; And Others

    1987-01-01

    Examined short-term effects of playing versus observing violent versus nonviolent video games on the aggression of elementary school children. Children (N=146) played or observed games for 14 minutes, then completed three measures of aggression. Found no differences between violent and nonviolent conditions on measures of aggression. (Author/NB)

  4. Original Paper Experience and Perpetration of Violent Behaviours ...

    African Journals Online (AJOL)

    2011-04-11

    Apr 11, 2011 ... physical, sexual and psychological violence among males were 75.3%, 44.9% and 13.3% respectively. ... have primary socialising influence for children and adolescents ... violent behaviors include whether “someone said.

  5. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    OpenAIRE

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in vir...

  6. The effects of violent media content on aggression.

    Science.gov (United States)

    Bender, Patrick K; Plante, Courtney; Gentile, Douglas A

    2018-02-01

    Decades of research have shown that violent media exposure is one risk factor for aggression. This review presents findings from recent cross-sectional, experimental, and longitudinal studies, demonstrating the triangulation of evidence within the field. Importantly, this review also illustrates how media violence research has started to move away from merely establishing the existence of media effects and instead has begun to investigate the mechanisms underlying these effects and their limitations. Such studies range from investigations into cross-cultural differences to neurophysiological effects, and the interplay between media, individual, and contextual factors. Although violent media effects have been well-established for some time, they are not monolithic, and recent findings continue to shed light on the nuances and complexities of such effects. Copyright © 2017 Elsevier Ltd. All rights reserved.

  7. The influence of religiosity on violent behavior of adolescents: a comparison of Christian and Muslim religiosity.

    Science.gov (United States)

    Baier, Dirk

    2014-01-01

    Different criminological theories assume that religiosity protects against violent behavior. Up to now, this assumption is tested empirically almost exclusively for the Christian religiosity. The study presented here questions whether such a relationship between religiosity and violent behavior could be found for Muslims, likewise. Using a German-wide representative school survey of 16,545 male students in the ninth grade, who belong either to a Christian or an Islamic denomination, it can be revealed that only for Christians a higher religiosity correlates with a lower rate of violent behavior. This influence of Christian religiosity can be explained by mainly control theory variables. For Muslims, there is no significant correlation between religiosity and violent behavior in a bivariate analysis. A multivariate analysis, however, reveals a suppression effect: Controlling for alcohol consumption, Muslim religiosity increases violent behavior. In addition, high religious Muslims agree more often to norms of masculinity and consume more often media violence, which are risk factors of violent behavior. Accordingly, it can be concluded that religiosity is not a violence-protecting factor in general; instead, a more differentiated view for separate religious groups is necessary.

  8. The origin of violent behaviour among child labourers in India.

    Science.gov (United States)

    Dalal, K; Rahman, F; Jansson, B

    2008-01-01

    We explored the causes and circumstances of violent behaviour among a group of child labourers in the Indian unorganized sectors. From 14 categories of occupations, a total of 1,400 child labourers were interviewed in both urban and rural areas. The average family size of these mostly illiterate child labourers is seven, and average family income is 3,200 INR per month. In the short term child labourers become violent, aggressive, and criminal, following a pyramid of violent behaviour, including socio-economic pressure, cultural deviance, and psychological pressure. When considering family history it seems that the problem is part of a vicious cycle of violence, which persists through generations and evolves with financial crisis, early marriage, and violence in the family and workplace. Our study demonstrates that the most vulnerable groups of child labourers belong to the following workplaces: dhabas, food stalls, rail/bus stations, rail-floor cleaning, and rag picking. Giving high priority to capacity building within the community, including support for locally-generated solutions, is warranted.

  9. Mental Disorders and Charges of Violent Offences

    DEFF Research Database (Denmark)

    Gosden, Niels Patrick; Kramp, Peter; Gabrielsen, Gorm

    2006-01-01

    This study describes associations between mental disorders and charges of violence among remanded adolescents. 100 15–17 year old boys from East Denmark, consecutively remanded during one year, were interviewed with SCAN, K-SADS and SCID-II to obtain past year ICD-10 diagnoses. There was no stati......This study describes associations between mental disorders and charges of violence among remanded adolescents. 100 15–17 year old boys from East Denmark, consecutively remanded during one year, were interviewed with SCAN, K-SADS and SCID-II to obtain past year ICD-10 diagnoses....... There was no statistically significant association between the occurrence of a violent charge and mental disorders in general (OR = 1.02, 95% confidence interval (CI)[0.24; 4.38]). An association was found between violent charge and non-danish ethnicity (OR = 7.58, [1.60; 35.92]). Previously reported association between...... violence and mental disorder among adults were not replicated in this male adolescent remand population. A developmental hypothesis is proposed....

  10. Engaging Civil Society in Countering Violent Extremism

    Directory of Open Access Journals (Sweden)

    Bibi van Ginkel

    2012-08-01

    Full Text Available In this Research Paper Dr. Bibi van Ginkel takes an in depth look at how multi-lateral institutions, engage with civil society to counter violent extremism. Dr. van Ginkel argues that civil society can play a crucial role in preventing and countering violent extremism in numerous ways – by working on development programs, through their work in conflict transformation, in providing a platform to raise political grievances and to facilitate dialogue, or through their work in empowering victims and survivors of terrorism. The Paper finds that over the last decade there has been a more intensive coordination of activities between the UN and other multi-lateral organisations and civil society but the question remains whether the implementation as well as the drafting of these policies will live up to their potential effectiveness. This Paper gauges how effective these measures have been and what more there is to do. The final section concludes with a series of policy recommendations.

  11. Place of origin and violent disagreement among Asian American families: analysis across five States.

    Science.gov (United States)

    Wang, Jong-Yi; Probst, Janice C; Moore, Charity G; Martin, Amy B; Bennett, Kevin J

    2011-08-01

    We examined the prevalence of and factors associated with violent and heated disagreements in the Asian American families, with an emphasis on place of birth differences between parent and child. Data were obtained from the 2003 National Survey of Children's Health, limited to five states with the highest concentration of Asian-Americans (n = 793). Multivariable analysis used generalized logistic regression models with a three-level outcome, violent and heated disagreement versus calm discussion. Violent disagreements were reported in 13.7% of Asian-American homes and 9.9% of white homes. Differential parent-child place of birth was associated with increased odds for heated disagreement in Asian-American families. Parenting stress increased the likelihood of violent disagreements in both Asian-American and white families. Asian-American families are not immune to potential family violence. Reducing parenting stress and intervening in culturally appropriate ways to reduce generation differences should be violence prevention priorities.

  12. [Family communication styles, attitude towards institutional authority and adolescents' violent behaviour at school].

    Science.gov (United States)

    Estévez López, Estefanía; Murgui Pérez, Sergio; Moreno Ruiz, David; Musitu Ochoa, Gonzalo

    2007-02-01

    The purpose of present study is to analyse the relationship among certain family and school factors, adolescents' attitude towards institutional authority, and violent behaviour at school. The sample is composed of 1049 adolescents of both sexes and aged from 11 to 16 years old. Statistical analyses were carried out using structural equation modelling. Results indicate a close association between negative communication with father and violent behaviour in adolescence. Moreover, data suggest that teachers' expectations affect students' attitude towards institutional authority, which in turn is closely related to school violence. Finally, findings show an indirect influence of father, mother and teacher in adolescents' violent behaviour, mainly through their effect on family- and school-self-concept.

  13. Sign and Symptom and Ability to Control Violent Behaviour with Music Therapy and Rational Emotive Cognitive Behaviour Therapy

    Directory of Open Access Journals (Sweden)

    Heri Setiawan

    2015-10-01

    Full Text Available Introduction: Prevalence of violence is highly occur in mental disorders clients at psychiatric hospitals. The impact is injure to others. This research aims to examine the effectiveness of music therapy and RECBT to sign and symptom and ability to control violent behaviour. Methods: Quasi-experimental research design with a sample of 64 respondents. Result: The study found a decrease symptoms of violent behaviour, ability to control violent behavior include relaxation, change negative thingking, irational belief, and negative behavior have increased significantly than the clients that did not receiving therapy. Discussion: Music therapy and RECBT is recommended as a therapeutic nursing at the client’s violent behaviour. Key Word: violent, sign and simptom, ability, music therapy, RECBT

  14. Witness and nonwitness children's violent and peaceful behavior in different types of simulated conflict with peers.

    Science.gov (United States)

    Ballif-Spanvill, Bonnie; Clayton, Claudia J; Hendrix, Suzanne B

    2007-04-01

    The violent and peaceful behaviors of 115 children who had or had not witnessed domestic violence were measured in five types of simulated conflict. Witnesses did not differ from nonwitnesses in conflicts involving limited resources, jealousy over possessions, or intimidation; witnesses were significantly more violent in conflicts involving aggression and exclusion. The most violent responses were found among abusers' sons who had been excluded by peers. 2007 APA, all rights reserved

  15. Violent video game effects on children and adolescents. A review of the literature.

    Science.gov (United States)

    Gentile, D A; Stone, W

    2005-12-01

    Studies of violent video games on children and adolescents were reviewed to: 1) determine the multiple effects; 2) to offer critical observations about common strengths and weaknesses in the literature; 3) to provide a broader perspective to understand the research on the effects of video games. The review includes general theoretical and methodological considerations of media violence, and description of the general aggression model (GAM). The literature was evaluated in relation to the GAM. Published literature, including meta-analyses, are reviewed, as well as relevant unpublished material, such as conference papers and dissertations. Overall, the evidence supports hypotheses that violent video game play is related to aggressive affect, physiological arousal, aggressive cognitions, and aggressive behaviours. The effects of video game play on school performance are also evaluated, and the review concludes with a dimensional approach to video game effects. The dimensional approach evaluates video game effects in terms of amount, content, form, and mechanics, and appears to have many advantages for understanding and predicting the multiple types of effects demonstrated in the literature.

  16. The Interrelationship between Family Violence, Adolescent Violence, and Adolescent Violent Victimization: An Application and Extension of the Cultural Spillover Theory in China.

    Science.gov (United States)

    Xia, Yiwei; Li, Spencer D; Liu, Tzu-Hsuan

    2018-02-21

    The current study is the first study to emphasize family systems, violent norms, and violent peer association as three domains of the social environment that influence both adolescent violent offending and victimization among Chinese adolescents using a longitudinal sample. Under the framework of cultural spillover theory, the purpose of the current study was to explore how these three factors influenced adolescent violent offending and victimization. A total of 1192 middle and high school students were randomly selected from one of the largest cities in Southwest China. Structural equation model analysis was applied to investigate the direct and indirect effect of violence in the family system on violent offending and victimization. The results indicated that violent offending and victimization overlapped among Chinese adolescents. Violent peer association and acceptance of the violence norm fully mediated the effect of violence in the family system on violent offending, and partially mediated the effect of violence in the family system on violent victimization. In conclusion, adolescents who had experienced violence in their family system were more likely to be exposed to violent peer influences and to accept violent norms, which increased the likelihood of violence perpetration and victimization later in their life.

  17. Deliberate self-harm behavior among young violent offenders.

    Science.gov (United States)

    Laporte, Natalie; Ozolins, Andrejs; Westling, Sofie; Westrin, Åsa; Billstedt, Eva; Hofvander, Björn; Wallinius, Märta

    2017-01-01

    Deliberate self-harm behavior (DSH) can have profound effects on a person's quality of life, and challenges the health care system. Even though DSH has been associated with aggressive interpersonal behaviors, the knowledge on DSH in persons exhibiting such behaviors is scarce. This study aims to (1) specify the prevalence and character of DSH, (2) identify clinical, neurocognitive, psychosocial, and criminological characteristics associated with DSH, and (3) determine predictors of DSH among young violent offenders. Data were collected from a nationally representative cohort of 270 male violent offenders, 18-25 years old, imprisoned in Sweden. Participants were interviewed and investigated neuropsychologically, and their files were reviewed for psychosocial background, criminal history, mental disorders, lifetime aggressive antisocial behaviors, and DSH. A total of 62 offenders (23%) had engaged in DSH at some point during their lifetime, many on repeated occasions, yet without suicidal intent. DSH was significantly associated with attention deficit hyperactivity disorder, mood disorders, anxiety disorders, various substance use disorders, being bullied at school, and repeated exposure to violence at home during childhood. Mood disorders, anxiety disorders, and being bullied at school remained significant predictors of DSH in a total regression model. Violent offenders direct aggressive behaviors not only toward other people, but also toward themselves. Thus, DSH must be assessed and prevented in correctional institutions as early as possible, and more knowledge is needed of the function of DSH among offenders.

  18. Countering violent extremism via de-securitisation on Twitter

    Directory of Open Access Journals (Sweden)

    Anna Warrington

    2017-06-01

    Full Text Available The case of a civil society actor on Twitter entering a securitized discourse on terrorism illustrates the transformative theoretical potential that emerges from new forms of communication online. Through a qualitative analysis of tweets from the Average Mohamed profile, the potential to change a negative narrative of violent extremism operating within a securitised discourse of Islamic terrorism, is discussed in an online context. The arguments forming from this analysis offers a new approach to studying online counter narratives by linking a theoretical framework of securitisation and de-securitisation to recent political efforts Countering Violent Extremism (CVE and Preventing Violent Extremism (PVE. Through the inclusion of a civil society Twitter account as an illustrative case, this paper explores how social media can challenge existing assumptions of who can be a de-securitising actor within security theory by blurring the lines between political and societal sectors in a securitised threat from Islamic terrorism. If and how a civil society actor can loosen the dichotomous discursive relationship between Self/Other relations within a contemporary discourse on terrorism becomes relevant for a theoretical discussion by presenting an argument suggesting that online CVE polices are more effective within the sphere of ‘normal’ politics rather than within the realm of securitization. This theoretical perspective offers an analytical framework including a wide range of actors involved in counter narratives policies which is useful for further CVE research.

  19. The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior.

    Science.gov (United States)

    Carnagey, Nicholas L; Anderson, Craig A

    2005-11-01

    Three experiments examined the effects of rewarding and punishing violent actions in video games on later aggression-related variables. Participants played one of three versions of the same race-car video game: (a) a version in which all violence was rewarded, (b) a version in which all violence was punished, and (c) a nonviolent version. Participants were then measured for aggressive affect (Experiment 1), aggressive cognition (Experiment 2), and aggressive behavior (Experiment 3). Rewarding violent game actions increased hostile emotion, aggressive thinking, and aggressive behavior. Punishing violent actions increased hostile emotion, but did not increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive behavior by increasing aggressive thinking.

  20. A cross-sectional study of emergency care utilization and associated costs of violent-related (assault) injuries in the United States.

    Science.gov (United States)

    Monuteaux, Michael C; Fleegler, Eric W; Lee, Lois K

    2017-11-01

    Violent-related (assault) injuries are a leading cause of death and disability in the United States. Many violent injury victims seek treatment in the emergency department (ED). Our objectives were to (1) estimate rates of violent-related injuries evaluated in United States EDs, (2) estimate linear trends in ED visits for violent-related injuries from 2000 to 2010, and (3) to determine the associated health care and work-loss costs. We examined adults 18 years and older from a nationally representative survey (the National Hospital Ambulatory Medical Care Survey) of ED visits, from 2000 to 2010. Violent injury was defined using International Classification of Diseases-9th Rev.-Clinical Modification, diagnosis and mechanism of injury codes. We calculated rates of ED visits for violent injuries. Medical and work-loss costs accrued by these injuries were calculated for 2005, inflation-adjusted to 2011 dollars using the WISQARS Cost of Injury Reports. An annual average of 1.4 million adults were treated for violent injuries in EDs from 2000 to 2010, comprising 1.6% (95% confidence interval, 1.5%-1.6%) of all US adult ED visits. Young adults (18-25 years), men, nonwhites, uninsured or publically insured patients, and those residing in high poverty urban areas were at increased risk for ED visits for violent injury. The 1-year, inflation-adjusted medical and work-loss cost of violent-inflicted injuries in adults in the United States was US $49.5 billion. Violent injuries account for over one million ED visits annually among adults, with no change in rates over the past decade. Young black men are at especially increased risk for ED visits for violent injuries. Overall, violent-related injuries resulted in substantial financial and societal costs. Epidemiological study, level III.

  1. The relationships between environmental factors and violent behaviors in adolescent students of Isfahan, Iran

    Directory of Open Access Journals (Sweden)

    Razieh Omidi

    2014-01-01

    Conclusions: Our findings confirmed love and affection and healthy pastime (e.g. watching comedy and drama movies in the family to reduce violent behaviors in adolescents. In contrast, aggressive behaviors in the family, watching crime, police, and action movies were found to increase violent behaviors in adolescents.

  2. Can clans protect adolescent players of massively multiplayer online games from violent behaviors?

    Science.gov (United States)

    Ybarra, Michele L; Boyd, Danah

    2015-02-01

    To examine whether clan membership mediates observed associations between violent game content and externalizing behaviors among youth who play massively multiplayer online games (MMOGs). Responses from 486 11- to 18-year-olds who: live in the United States, read English, have been online at least once in the past 6 months, and have played MMOGs in the past year were examined. Generalized estimating equations were used to estimate the population-averaged incident rate ratio of aggressive, delinquent, and seriously violent behaviors among MMOG players given one's self-reported exposure to in-game content depicting violence. Twenty-nine percent of all youth respondents played MMOGs in the past year. Rates of aggressive, IRR: 1.59, 95% CI [1.11, 2.26], and delinquent, IRR: 1.44, 95% CI [0.99, 2.08], behaviors were significantly higher for MMOG players who were in clans versus not in clans. For females, clan membership attenuated but did not eliminate the observed relation between exposure to in-game violent content and both aggressive and seriously violent behavior (16% and 10% reductions in IRR, respectively); whereas for males, clan membership was largely uninfluential (i.e., less than 2% change). Clan membership is neither associated with lower rates of externalizing behaviors for youth, nor does it affect the likelihood of reporting externalizing behaviors among male players. There is some suggestion that clan membership may attenuate the concurrent association between in-game violent content and some externalizing behaviors for females.

  3. The allure of the forbidden: breaking taboos, frustration, and attraction to violent video games.

    Science.gov (United States)

    Whitaker, Jodi L; Melzer, André; Steffgen, Georges; Bushman, Brad J

    2013-04-01

    Although people typically avoid engaging in antisocial or taboo behaviors, such as cheating and stealing, they may succumb in order to maximize their personal benefit. Moreover, they may be frustrated when the chance to commit a taboo behavior is withdrawn. The present study tested whether the desire to commit a taboo behavior, and the frustration from being denied such an opportunity, increases attraction to violent video games. Playing violent games allegedly offers an outlet for aggression prompted by frustration. In two experiments, some participants had no chance to commit a taboo behavior (cheating in Experiment 1, stealing in Experiment 2), others had a chance to commit a taboo behavior, and others had a withdrawn chance to commit a taboo behavior. Those in the latter group were most attracted to violent video games. Withdrawing the chance for participants to commit a taboo behavior increased their frustration, which in turn increased their attraction to violent video games.

  4. Promoting Exit from Violent Extremism

    DEFF Research Database (Denmark)

    Dalgaard-Nielsen, Anja

    2013-01-01

    A number of Western countries are currently adding exit programs targeting militant Islamists to their counterterrorism efforts. Drawing on research into voluntary exit from violent extremism, this article identifies themes and issues that seem to cause doubt, leading to exit. It then provides a ...... the influence attempt as subtle as possible, use narratives and self-affirmatory strategies to reduce resistance to persuasion, and consider the possibility to promote attitudinal change via behavioral change as an alternative to seek to influence beliefs directly....

  5. Violent offenders respond to provocations with high amygdala and striatal reactivity

    DEFF Research Database (Denmark)

    da Cunha-Bang, Sofi; Fisher, Patrick M.; Hjordt, Liv Vadskjær

    2017-01-01

    magnetic resonance imaging point-subtraction aggression paradigm in 44 men, of whom 18 were incarcerated violent offenders and 26 were control non-offenders. We measured brain activation following provocations (monetary subtractions), while the subjects had the possibility to behave aggressively or pursue...... monetary rewards. The violent offenders behaved more aggressively than controls (aggression frequency 150 us 84, P = 0.03) and showed significantly higher brain reactivity to provocations within the amygdala and striatum, as well as reduced amygdala-prefrontal and striato-prefrontal connectivity. Amygdala...

  6. Violent Conflicts and Civil Strife in West Africa: Causes, Challenges and Prospects

    Directory of Open Access Journals (Sweden)

    Nancy Annan

    2014-01-01

    Full Text Available The advent of intra-state conflicts or ‘new wars’ in West Africa has brought many of its economies to the brink of collapse, creating humanitarian casualties and concerns. For decades, countries such as Liberia, Sierra Leone, Côte d’Ivoire and Guinea- Bissau were crippled by conflicts and civil strife in which violence and incessant killings were prevalent. While violent conflicts are declining in the sub-region, recent insurgencies in the Sahel region affecting the West African countries of Mali, Niger and Mauritania and low intensity conflicts surging within notably stable countries such as Ghana, Nigeria and Senegal sends alarming signals of the possible re-surfacing of internal and regional violent conflicts. These conflicts are often hinged on several factors including poverty, human rights violations, bad governance and corruption, ethnic marginalization and small arms proliferation. Although many actors including the ECOWAS, civil society and international community have been making efforts, conflicts continue to persist in the sub-region and their resolution is often protracted. This paper posits that the poor understanding of the fundamental causes of West Africa’s violent conflicts and civil strife would likely cause the sub-region to continue experiencing and suffering the brunt of these violent wars.

  7. “Boom, Headshot!”: Effect of violent video game play and controller type on firing aim and accuracy

    NARCIS (Netherlands)

    Whitaker, J.L.; Bushman, B.J.

    2014-01-01

    Video games are excellent training tools. Some writers have called violent video games “murder simulators.” Can violent games “train” a person to shoot a gun? There are theoretical reasons to believe they can. Participants (N = 151) played a violent shooting game with humanoid targets that rewarded

  8. The evaluation of violent thinking in adult offenders and non-offenders using the Maudsley Violence Questionnaire.

    Science.gov (United States)

    Walker, Julian; Bowes, Nicola

    2013-04-01

    The Maudsley Violence Questionnaire (MVQ) was designed to measure explicit rules and beliefs associated with violence. Previous studies with young people and offenders with mental disorder found the MVQ to be a valid and reliable measure of violent thinking. This study explores the use of the MVQ with a 'normal' (non-offender) population and an offender population without mental illness in order to evaluate how the MVQ's subscales related to violence within these groups. The MVQ was given to 78 adult male participants along with a measure of self-reported violence; demographic information and criminal history were also recorded. Thirty-five of the participants were convicted adult male offenders resident of an adult male closed prison in South Wales; 43 were volunteers from the staff group in the same prison. The MVQ factors were compared with self-reported violence and with officially recorded violent convictions. Although both subscales of the MVQ related to self-reported violence, 'Machismo' showed a stronger relationship to both self-reported and officially recorded violence. Violent thinking, specifically beliefs measured by the Machismo subscale of the MVQ, was robustly associated with self-reported and officially recorded violence in this study with offender and non-offender adults. The MVQ is a valid and feasible measure for use with adult populations. Violent thinking (specifically Machismo thinking styles) should be included in the assessments of violent offenders. Work on violent thinking and reducing 'macho' thinking could be a useful adjunct to anger management work with violent offenders. Copyright © 2013 John Wiley & Sons, Ltd.

  9. Understanding Violent Behavior in Children and Adolescents

    Science.gov (United States)

    ... goals of treatment typically focus on helping the child to: learn how to control his/her anger; express anger ... identification and intervention programs for violent youngsters Monitoring child's viewing of violence during their screen time including the Internet, tablets, smartphones, TV, videos, and movies. ... you find Facts for Families © helpful and ...

  10. Media Managing Mood: A Look at the Possible Effects of Violent Media on Affect

    Science.gov (United States)

    Merritt, Alexandra; LaQuea, Rachel; Cromwell, Rachel; Ferguson, Christopher J.

    2016-01-01

    Background: The potential impact of violent media on children's emotional well-being has been a source of controversy for several decades. To date evidence for a negative impact of violent media on emotional well-being has been mixed and increasingly connected to a "replication crisis" throughout psychological science. Objective: The…

  11. Victim's Response and Alcohol-Related Factors as Determinants of Women's Responses to Violent Pornography

    Science.gov (United States)

    Norris, Jeanette; Davis, Kelly Cue; George, William H.; Martell, Joel; Heiman, Julia R.

    2004-01-01

    Women suffer a variety of detrimental effects from exposure to violent pornography. This study examined the role of specific situational cues embedded within a violent pornographic story, as well as alcohol consumption and alcohol expectancies, to determine potential mechanisms through which these effects occur. Female social drinkers (N=123),…

  12. "Violent Intent Modeling: Incorporating Cultural Knowledge into the Analytical Process

    Energy Technology Data Exchange (ETDEWEB)

    Sanfilippo, Antonio P.; Nibbs, Faith G.

    2007-08-24

    While culture has a significant effect on the appropriate interpretation of textual data, the incorporation of cultural considerations into data transformations has not been systematic. Recognizing that the successful prevention of terrorist activities could hinge on the knowledge of the subcultures, Anthropologist and DHS intern Faith Nibbs has been addressing the need to incorporate cultural knowledge into the analytical process. In this Brown Bag she will present how cultural ideology is being used to understand how the rhetoric of group leaders influences the likelihood of their constituents to engage in violent or radicalized behavior, and how violent intent modeling can benefit from understanding that process.

  13. Seeing the World through Mortal Kombat-Colored Glasses: Violent Video Games and the Development of a Short-Term Hostile Attribution Bias.

    Science.gov (United States)

    Kirsh, Steven J.

    1998-01-01

    Investigated the effects of playing violent versus non-violent video games on the interpretation of ambiguous provocation situation. Found that children playing a violent video game responded more negatively to three of six ambiguous provocation story questions than children playing the non-violent video game. Data suggest that playing violent…

  14. Exposure to violent video games and aggression in German adolescents: a longitudinal analysis.

    Science.gov (United States)

    Möller, Ingrid; Krahé, Barbara

    2009-01-01

    The relationship between exposure to violent electronic games and aggressive cognitions and behavior was examined in a longitudinal study. A total of 295 German adolescents completed the measures of violent video game usage, endorsement of aggressive norms, hostile attribution bias, and physical as well as indirect/relational aggression cross-sectionally, and a subsample of N=143 was measured again 30 months later. Cross-sectional results at T1 showed a direct relationship between violent game usage and aggressive norms, and an indirect link to hostile attribution bias through aggressive norms. In combination, exposure to game violence, normative beliefs, and hostile attribution bias predicted physical and indirect/relational aggression. Longitudinal analyses using path analysis showed that violence exposure at T1 predicted physical (but not indirect/relational) aggression 30 months later, whereas aggression at T1 was unrelated to later video game use. Exposure to violent games at T1 influenced physical (but not indirect/relational) aggression at T2 via an increase of aggressive norms and hostile attribution bias. The findings are discussed in relation to social-cognitive explanations of long-term effects of media violence on aggression. Copyright 2008 Wiley-Liss, Inc.

  15. Mitigating the Harmful Effects of Violent Television

    Science.gov (United States)

    Rosenkoetter, Lawrence I.; Rosenkoetter, Sharon E.; Ozretich, Rachel A.; Acock, Alan C.

    2004-01-01

    In an effort to minimize the harmful effects of violent TV, a yearlong intervention was undertaken with children in Grades 1 through 3 (N = 177). The classroom-based intervention consisted of 31 brief lessons that emphasized the many ways in which television distorts violence. As hypothesized, the intervention resulted in a reduction in children's…

  16. VIOLENT FRAMES IN ACTION

    Energy Technology Data Exchange (ETDEWEB)

    Sanfilippo, Antonio P.; McGrath, Liam R.; Whitney, Paul D.

    2011-11-17

    We present a computational approach to radical rhetoric that leverages the co-expression of rhetoric and action features in discourse to identify violent intent. The approach combines text mining and machine learning techniques with insights from Frame Analysis and theories that explain the emergence of violence in terms of moral disengagement, the violation of sacred values and social isolation in order to build computational models that identify messages from terrorist sources and estimate their proximity to an attack. We discuss a specific application of this approach to a body of documents from and about radical and terrorist groups in the Middle East and present the results achieved.

  17. Schizophrenia and violent behavior

    Directory of Open Access Journals (Sweden)

    Alexandre Martins Valença

    2011-12-01

    Full Text Available The aim of this study is to report the case of a woman who killed a child. After a forensic psychiatric appraisal to evaluate penal responsibility, she was considered not guilty by reason of insanity and mandatorily committed to the central forensic psychiatric hospital in the State of Rio de Janeiro, Brazil. The patient received a diagnosis of paranoid schizophrenia, based on DSM-IV-TR. She was not in psychiatric treatment and showed psychotic symptoms before the violent behavior became manifest. The study of motivational factors in homicidal behavior may provide further knowledge for understanding, preventing and treating it in such cases.

  18. Motives for offending among violent and psychotic men.

    Science.gov (United States)

    Taylor, P J

    1985-11-01

    Two hundred and three male remanded prisoners were interviewed with respect to their current offence, mental state, and social and psychiatric histories. All but nine of the sub-group of 121 psychotic men showed active symptoms at the time of committing a criminal offence; 20% of the actively ill psychotics were directly driven to offend by their psychotic symptoms, and a further 26% probably so. If some of the indirect consequences of the psychosis were taken into account, 82% of their offences were probably attributable to the illness. Among the normal and neurotic men, none claimed psychotic motives for offending, but motives suggesting high emotional arousal such as panic or retaliation triggered the greatest violence. Within the psychotic group, those driven to offend by their delusions were most likely to have been seriously violent, and psychotic symptoms probably accounted directly for most of the very violent behaviour.

  19. Reducing violent injuries: priorities for pediatrician advocacy.

    Science.gov (United States)

    Dolins, J C; Christoffel, K K

    1994-10-01

    A basic framework for developing an advocacy plan must systematically break down the large task of policy development implementation into manageable components. The basic framework described in detail in this paper includes three steps: Setting policy objectives by narrowing the scope of policy, by reviewing policy options, and by examining options against selected criteria. Developing strategies for educating the public and for approaching legislative/regulatory bodies. Evaluating the effectiveness of the advocacy action plan as a process and as an agent for change. To illustrate the variety of ways in which pediatricians can be involved in the policy process to reduce violent injuries among children and adolescents, we apply this systematic approach to three priority areas. Prohibiting the use of corporal punishment in schools is intended to curb the institutionalized legitimacy of violence that has been associated with future use of violence. Efforts to remove handguns from the environments of children and adolescents are aimed at reducing the numbers of firearm injuries inflicted upon and by minors. Comprehensive treatment of adolescent victims of assault is intended to decrease the reoccurrence of violent injuries.

  20. Mortal Kombat: The Effects of Violent Video Technology on Males' Hostility and Cardiovascular Responding.

    Science.gov (United States)

    Ballard, Mary E.; Wiest, J. Rose

    A study examined differences in cardiovascular (CV) reactions and hostility following non-violent play and violent video game play. Subjects were 30 male college undergraduate students. Only male subjects were used because most video games are male oriented, males frequent videogame arcades more often than females, and the gender gap in video game…

  1. Families, Neighborhood Socio-Demographic Factors, and Violent Behaviors among Latino, White, and Black Adolescents

    Science.gov (United States)

    Estrada-Martinez, Lorena M.; Caldwell, Cleopatra Howard; Schulz, Amy J.; Diez-Roux, Ana V.; Pedraza, Silvia

    2013-01-01

    Youth violence is a major cause of morbidity and mortality among Blacks and Latinos. Violent behaviors within Latino subgroups and the reasons for subgroup differences are not well understood. Using data from the National Longitudinal Study of Adolescent Health (N = 16,615), this study examined the risk for violent behaviors among an ethnically…

  2. Moral disengagement moderates the effect of violent video games on self-control, cheating and aggression

    NARCIS (Netherlands)

    Gabbiadini, A.; Riva, P.; Andrighetto, L.; Volpato, C.; Bushman, B.J.

    2014-01-01

    Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). Based on the moral disengagement theory, we predicted that violent games would increase multiple immoral behaviors (i.e., lack of self-control, cheating, aggression),

  3. Management of person with dementia with aggressive and violent behaviour: a systematic literature review.

    Science.gov (United States)

    Enmarker, Ingela; Olsen, Rose; Hellzen, Ove

    2011-06-01

    Studies indicate that physical and pharmacological restraints are still often in the frontline of aggression management in a large number of nursing homes. In the present literature review the aim was to describe, from a nursing perspective, aggressive and violent behaviour in people with dementia living in nursing home units and to find alternative approaches to the management of dementia related aggression as a substitute to physical and chemical restraints. A systematic literature review in three phases, including a content analysis of 21 articles published between 1999 and August 2009 has been conducted. The results could be summarised in two themes: 'origins that may trigger violence' and 'activities that decrease the amount of violent behaviour'. Together, the themes showed that violence was a phenomenon that could be described as being connected to a premorbid personality and often related to the residents' personal care. It was found that if the origin of violent actions was the residents' pain, it was possible to minimise it through nursing activities. This review also indicated that an organisation in special care units for residents who exhibit aggressive and violent behaviour led to the lesser use of mechanical restraints, but also an increased use of non-mechanical techniques. The optimal management of aggressive and violent actions from residents with dementia living in nursing homes was a person-centred approach to the resident. Qualitative studies focusing on violence were sparsely found, and this underlines the importance of further research in this area to elucidate how violence and aggressiveness is experienced and understood by both staff and patients. To communicate with people with dementia provides a challenge for nurses and other health caregivers. To satisfy the needs of good nursing care, an important aspect is therefore to get knowledge and understanding about aggressive and violent behaviour and its management. © 2010 Blackwell

  4. Traditional justice and reconciliation after violent conflict: Learning ...

    African Journals Online (AJOL)

    after violent conflict: Learning from African experiences. Huyse, Luc and Mark Salter eds. 2008. Stockholm, International IDEA (Institute for Democracy and ... civil society. From their different vantage points they present a cross-cutting analysis on how traditional mechanisms can efficiently and effectively complement ...

  5. Violent victimization of adult patients with severe mental illness: a systematic review

    Directory of Open Access Journals (Sweden)

    Latalova K

    2014-10-01

    Full Text Available Klara Latalova,1,2 Dana Kamaradova,1,2 Jan Prasko1,2 1Faculty of Medicine and Dentistry, Palacky University Olomouc, Olomouc, Czech Republic; 2Department of Psychiatry, University Hospital Olomouc, Olomouc, Czech Republic Abstract: The aims of this paper are to review data on the prevalence and correlates of violent victimization of persons with severe mental illness, to critically evaluate the literature, and to explore possible approaches for future research. PubMed/MEDLINE and PsycINFO databases were searched using several terms related to severe mental illness in successive combinations with terms describing victimization. The searches identified 34 studies. Nine epidemiological studies indicate that patients with severe mental illness are more likely to be violently victimized than other community members. Young age, comorbid substance use, and homelessness are risk factors for victimization. Victimized patients are more likely to engage in violent behavior than other members of the community. Violent victimization of persons with severe mental illness has long-term adverse consequences for the course of their illness, and further impairs the quality of lives of patients and their families. Victimization of persons with severe mental illness is a serious medical and social problem. Prevention and management of victimization should become a part of routine clinical care for patients with severe mental illness. Keywords: victimization, violence, severe mental illness, schizophrenia, bipolar disorder

  6. Violent phenomena in the Universe

    CERN Document Server

    Narlikar, Jayant V

    2007-01-01

    The serenity of a clear night sky belies the evidence-gathered by balloons, rockets, satellites, and telescopes-that the universe contains centers of furious activity that pour out vast amounts of energy, some in regular cycles and some in gigantic bursts. This reader-friendly book, acclaimed by Nature as ""excellent and uncompromising,"" traces the development of modern astrophysics and its explanations of these startling celestial fireworks.This lively narrative ranges from the gravitational theories of Newton and Einstein to recent exciting discoveries of such violent phenomena as supernova

  7. The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games.

    Science.gov (United States)

    Ferguson, Christopher John

    2007-12-01

    Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games. A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes r (a common measure of effect size based on the correlational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias. Results indicated that publication bias was a problem for studies of both aggressive behavior and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (r (x) = 0.36). Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behavior. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of this medium.

  8. Surveillance for Violent Deaths - National Violent Death Reporting System, 17 States, 2013.

    Science.gov (United States)

    Lyons, Bridget H; Fowler, Katherine A; Jack, Shane P D; Betz, Carter J; Blair, Janet M

    2016-08-19

    In 2013, more than 57,000 persons died in the United States as a result of violence-related injuries. This report summarizes data from CDC's National Violent Death Reporting System (NVDRS) regarding violent deaths from 17 U.S. states for 2013. Results are reported by sex, age group, race/ethnicity, marital status, location of injury, method of injury, circumstances of injury, and other selected characteristics. 2013. NVDRS collects data from participating states regarding violent deaths obtained from death certificates, coroner/medical examiner reports, law enforcement reports, and secondary sources (e.g., child fatality review team data, supplemental homicide reports, hospital data, and crime laboratory data). This report includes data from 17 states that collected statewide data for 2013 (Alaska, Colorado, Georgia, Kentucky, Maryland, Massachusetts, North Carolina, New Jersey, New Mexico, Ohio, Oklahoma, Oregon, Rhode Island, South Carolina, Utah, Virginia, and Wisconsin). NVDRS collates documents for each death and links deaths that are related (e.g., multiple homicides, a homicide followed by a suicide, or multiple suicides) from a single incident. For 2013, a total of 18,765 fatal incidents involving 19,251 deaths were captured by NVDRS in the 17 states included in this report. The majority (66.2%) of deaths were suicides, followed by homicides (23.2%), deaths of undetermined intent (8.8%), deaths involving legal intervention (1.2%) (i.e., deaths caused by law enforcement and other persons with legal authority to use deadly force, excluding legal executions), and unintentional firearm deaths (Revision [ICD-10] and does not denote the lawfulness or legality of the circumstances surrounding a death caused by law enforcement.) Suicides occurred at higher rates among males, non-Hispanic whites, American Indian/Alaska Natives, persons aged 45-64 years, and males aged ≥75 years. Suicides were preceded primarily by a mental health, intimate partner, or physical

  9. Understanding Racial Differences in Exposure to Violent Areas: Integrating Survey, Smartphone, and Administrative Data Resources.

    Science.gov (United States)

    Browning, Christopher R; Calder, Catherine A; Ford, Jodi L; Boettner, Bethany; Smith, Anna L; Haynie, Dana

    2017-01-01

    Emerging evidence indicates that exposure to violent areas may influence youth wellbeing. We employ smartphone GPS data on youth activity spaces to examine the extent of, and potential explanations for, racial disparities in these exposures. Multilevel models of data from the Adolescent Health and Development in Context study indicate that exposures to violent areas vary significantly across days of the week and between youth who reside in the same neighborhood. African American youth are exposed to areas with substantially higher levels of violence. Residing in a disadvantaged neighborhood is significantly associated with exposure to violent areas and explains a non-trivial proportion of the racial difference in this outcome. However, neighborhood factors are incomplete explanations of the racial disparity. Characteristics of the activity locations at which youth spend time explain the residual racial disparity in exposure to violent areas. These findings highlight the importance of youth activity spaces, above and beyond their neighborhood environments.

  10. Violent Video Games Don't Increase Hostility in Teens, but They Do Stress Girls Out.

    Science.gov (United States)

    Ferguson, Christopher J; Trigani, Benjamin; Pilato, Steven; Miller, Stephanie; Foley, Kimberly; Barr, Hayley

    2016-03-01

    The impact of violent video games (VVGs) on youth remains unclear given inconsistent results in past literature. Most previous experimental studies have been done with college students, not youth. The current study examined the impact of VVGs in an experimental study of teens (12-18). Participants were randomized to play either a violent or non-violent video game. Teens also reported their levels of stress and hostility both before and after video game play. Hostility levels neither decreased nor increased following violent game play, and Bayesian analyzes confirmed that results are supportive of the null hypothesis. By contrast, VVG exposure increased stress, but only for girls. The impact of VVGs on teen hostility is minimal. However, players unfamiliar with such games may find them unpleasant. These results are put into the context of Uses and Gratifications Theory with suggestions for how medical professionals should address the issue of VVG play with concerned parents.

  11. Demobilising and Disengaging Violent Extremists: Towards a New UN Framework

    Directory of Open Access Journals (Sweden)

    Joanne Richards

    2017-10-01

    Full Text Available First and second generation programmes of Disarmament, Demobilisation and Reintegration (DDR, are no longer ‘fit for purpose’ in contexts of violent extremism. Recognising this, voices from within the United Nations (UN system have recently called for the development of a practice framework combining DDR and Countering Violent Extremism (CVE. Drawing on examples from Nigeria and Somalia, this commentary outlines six issue areas where DDR and CVE overlap, and where further operational guidance is required. These issue areas are: safe passage; the handling of seized and captured weapons; risk assessment; the use of deradicalisation programmes; the reintegration of extremist offenders; and the links between DDR and rehabilitation programmes for extremist prisoners.

  12. Transactional Process of African American Adolescents' Family Conflict and Violent Behavior.

    Science.gov (United States)

    Choe, Daniel Ewon; Zimmerman, Marc A

    2014-12-01

    This is the first longitudinal study of urban African American adolescents that has examined bidirectional effects between their family conflict and violent behavior across all of high school. Structured interviews were administered to 681 students each year in high school at ages 15, 16 17, and 18 years. We used structural equation modeling to test a transactional model and found bidirectional effects between family conflict and violent behavior across the middle years of high school, while accounting for sex and socioeconomic status. Findings suggest a reciprocal process involving interpersonal conflict in African American families and adolescent engagement in youth violence.

  13. The Roles of Dominance, Jealousy, and Violent Socialization in Chinese Dating Abuse.

    Science.gov (United States)

    Lasley, Chandra Y; Durtschi, Jared

    2015-06-01

    Attitude toward women and relationship violence in Chinese societies has been shaped by a history of Confucian patriarchy. Studies suggest that this patriarchal orientation continues to influence modern-day dating behaviors and rates of relationship violence. This study examined through the lens of the intergenerational transmission of violence theory the effects of dominance and jealousy on the likelihood of physical assault and how violent socialization moderates these effects. A maximum likelihood path analysis with robust standard errors was conducted for a total of 915 individuals from Beijing, Shanghai, and Taiwan who participated in the International Dating Violence Study from 2001 to 2006. Results revealed that dominance and violent socialization were significantly associated with assault victimization and perpetration. Violent socialization also significantly amplified the associations between dominance and both minor and severe assault victimization. Jealousy, however, was only associated with severe assault perpetration. Clinical implications and further research directions are discussed. © The Author(s) 2015.

  14. Qualitative and quantitative EEG abnormalities in violent offenders with antisocial personality disorder.

    Science.gov (United States)

    Reyes, Ana Calzada; Amador, Alfredo Alvarez

    2009-02-01

    Resting eyes closed electroencephalogram was studied in a group of violent offenders evaluated at Psychiatric Department of the Legal Medicine Institute in Cuba (18 with antisocial personality disorder, ASPD, and 10 without psychiatric diagnosis). Characteristics of the EEG visual inspection and the use of frequency domain quantitative analysis techniques (narrow band spectral parameters) are described. Both groups were compared to Cuban normative database. High incidences of electroencephalographic abnormalities were found in both groups of violent offenders. The most frequent were: electrogenesis alterations, attenuated alpha rhythm and theta and delta activities increase in the frontal lobe. In the quantitative analysis theta and delta frequencies were increased and alpha activity was decreased in both groups. Differences appear for the topographical patterns present in subjects of both groups. EEG abnormalities were more severe in ASPD than in control group. Results suggest that EEG abnormalities in violent offenders should reflect aspects of brain dysfunction related to antisocial behaviour.

  15. Promoting Non-violent Masculine Identities in El Salvador and ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    ... conditions under which non-violent masculine role models and identities can emerge. Focusing on young men from vulnerable urban communities in both countries ... IDRC will partner with the Nicaraguan organization Fundación Puntos de ...

  16. The relation between abuse and violent delinquency: the conversion of shame to blame in juvenile offenders.

    Science.gov (United States)

    Gold, Jason; Sullivan, Margaret Wolan; Lewis, Michael

    2011-07-01

    While the relationship between abusive parenting and violent delinquency has been well established, the cognitive and emotional processes by which this occurs remain relatively unidentified. The objective of this work is to apply a conceptual model linking abusive parenting to the conversion of shame into blaming others and therefore to violent delinquency. A retrospective study of 112 adolescents (90 male; 22 female; ages 12-19 years; M=15.6; SD=1.4) who were incarcerated in a juvenile detention facility pending criminal charges, completed measures of exposure to abusive and nonabusive discipline, expressed and converted shame, and violent delinquency. Findings tend to confirm the conceptual model. Subjects who converted shame (i.e., low expressed shame, high blaming others) tended to have more exposure to abusive parenting and showed more violent delinquent behavior than their peers who showed expressed shame. Subjects who showed expressed shame (i.e., high expressed shame, low blaming others) showed less violent delinquency than those who showed converted shame. Abusive parenting impacts delinquency directly and indirectly through the effects of shame that is converted. Abusive parenting leads to the conversion of shame to blaming others, which in turn leads to violent delinquent behavior. For juvenile offenders, the conversion of shame into blaming others appears to contribute to pathological outcomes in relation to trauma. Translation of this work into clinical practice is recommended. Copyright © 2011 Elsevier Ltd. All rights reserved.

  17. The influence of violent and nonviolent computer games on implicit measures of aggressiveness.

    Science.gov (United States)

    Bluemke, Matthias; Friedrich, Monika; Zumbach, Joerg

    2010-01-01

    We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal-as indicated by heart rate and skin conductance-were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social-cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures.

  18. Beliefs in karma and reincarnation among survivors of violent trauma--a community survey.

    Science.gov (United States)

    Davidson, Jonathan R T; Connor, Kathryn M; Lee, Li-Ching

    2005-02-01

    This survey was designed to examine beliefs in karma and reincarnation among survivors of violent trauma in the general US population. Two community surveys were conducted in 2001. From a sample of 1,969 respondents, two groups were created based on level of agreement with karmic belief. This sample forms the basis of this report. Information was obtained as to mental and physical health, resilience, exposure to violent trauma, and posttraumatic stress disorder (PTSD) symptom severity, and the cohorts were compared on these variables. Five percent of the sample admitted strong agreement to a belief in karma and reincarnation (n=99), while 77% strongly disagreed with these beliefs (n=1,511). Characteristics associated with agreement included being non-white, unmarried, and in poor physical and mental health. Moreover, agreement was associated with more extensive traumatization, including abuse, rape, and loss of a family member through violent death, as well as more severe posttraumatic stress symptoms. Few people subscribe strongly to a belief in karma and reincarnation in the US population, but personal experience of trauma may be associated with greater acceptance, as well as certain demographic and health-associated variables. The importance of holding such beliefs, which may represent an important way of coping following violent trauma, deserves further study.

  19. A computational intelligent approach to multi-factor analysis of violent crime information system

    Science.gov (United States)

    Liu, Hongbo; Yang, Chao; Zhang, Meng; McLoone, Seán; Sun, Yeqing

    2017-02-01

    Various scientific studies have explored the causes of violent behaviour from different perspectives, with psychological tests, in particular, applied to the analysis of crime factors. The relationship between bi-factors has also been extensively studied including the link between age and crime. In reality, many factors interact to contribute to criminal behaviour and as such there is a need to have a greater level of insight into its complex nature. In this article we analyse violent crime information systems containing data on psychological, environmental and genetic factors. Our approach combines elements of rough set theory with fuzzy logic and particle swarm optimisation to yield an algorithm and methodology that can effectively extract multi-knowledge from information systems. The experimental results show that our approach outperforms alternative genetic algorithm and dynamic reduct-based techniques for reduct identification and has the added advantage of identifying multiple reducts and hence multi-knowledge (rules). Identified rules are consistent with classical statistical analysis of violent crime data and also reveal new insights into the interaction between several factors. As such, the results are helpful in improving our understanding of the factors contributing to violent crime and in highlighting the existence of hidden and intangible relationships between crime factors.

  20. What motivates participation in violent political action: selective incentives or parochial altruism?

    Science.gov (United States)

    Ginges, Jeremy; Atran, Scott

    2009-06-01

    In standard models of decision making, participation in violent political action is understood as the product of instrumentally rational reasoning. According to this line of thinking, instrumentally rational individuals will participate in violent political action only if there are selective incentives that are limited to participants. We argue in favor of an alternate model of political violence where participants are motivated by moral commitments to collective sacred values. Correlative and experimental empirical evidence in the context of the Israeli-Palestinian conflict strongly supports this alternate view.

  1. "No Girls on the Internet": The Experience of Female Gamers in the Masculine Space of Violent Gaming

    OpenAIRE

    Carina Assunção

    2016-01-01

    The experience of female gamers in the masculine space of violent videogame playing was explored. Hypotheses concerned identity management strategies used online as well as offline. The study adopts a mixed methods approach. 291 women aged 18-48 were recruited via advertisements on social media. An online questionnaire addressed gaming habits, while a focus group with three women explored the pleasures they take from playing violent games. It was found that those who do play violent games, pl...

  2. A Longitudinal Study of the Association between Violent Video Game Play and Aggression among Adolescents

    Science.gov (United States)

    Willoughby, Teena; Adachi, Paul J. C.; Good, Marie

    2012-01-01

    In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school…

  3. Seeing the World through "Mortal Kombat" Colored Glasses: Violent Video Games and Hostile Attribution Bias.

    Science.gov (United States)

    Kirsh, Steven J.

    Although positive effects of children playing video games have been found, recent research suggests that exposure to violent video games may lead to an increase in aggressive behavior. This study investigated the effects of playing violent versus nonviolent video games on the interpretation of ambiguous provocation situations. Participants were 52…

  4. The effects of dancehall genre on adolescent sexual and violent behavior in Jamaica: A public health concern.

    Science.gov (United States)

    Crawford, Alexay D

    2010-03-01

    Research has shown that there is a direct correlation between the loud 'hard-core' music played on public transportation and the proliferation of sexual activities on these said transportations. To determine the extent to which dancehall music/genre impacts adolescent behavior. The study is informed by quantitative and qualitative data, which were collected during the period February-May 2008. Convenience and judgmental sampling were used to target 100 subjects. Of the 100 adolescent cases (50 male, 50 female), females (40%) were more likely to gravitate to sexually explicit lyrical content than their male counterparts (26%). Females (74%) were also more likely to act upon lyrical contents than males (46%). There was no significant difference where males (100%) and females (98%) subconsciously sings the dancehall lyrics even without hearing it; as well as inspire their dreams 64% and 62% respectively. However, more females (74%) than males (46%) acted on lyrical contents of the dancehall genre. There is a correlation between hard-core dancehall genre and the sexual and violent behavior of adolescents.

  5. Violent life events and social disadvantage

    DEFF Research Database (Denmark)

    Christoffersen, Mogens; Soothill, Keith; Francis, Brian

    2007-01-01

    This is a systematic study of the social background of Danish males convicted for the first time of lethal violence, either actual or potential (e.g. unlawful killers, attempted homicides, negligent homicide, grievous bodily harm, N=125). Using registers, the paper addresses the following questio...... behaviour but a less strong predictor of suicidal behaviour. In contrast, being battered and being neglected during childhood more strongly predict later suicidal behaviour than violent behaviour. The implications for prevention are considered....

  6. How violent video games communicate violence: A literature review and content analysis of moral disengagement factors

    NARCIS (Netherlands)

    Hartmann, T.; Krakowiak, M.; Tsay-Vogel, M.

    2014-01-01

    Mechanisms of moral disengagement in violent video game play have recently received considerable attention among communication scholars. To date, however, no study has analyzed the prevalence of moral disengagement factors in violent video games. To fill this research gap, the present approach

  7. Video Games and Aggression: the effects of violent game play on self-reported and peer-observed anger

    OpenAIRE

    Nelson, Andrew R

    2009-01-01

    The continued upsurge in the popularity of video games has lead to persistent debate over the effects of play, particularly the use of violent video games. The present experimental study aimed to replicate the results of numerous research groups who found that playing violent video games lead to an increase in aggression and to examine peer-observer perceptions of violent game play. Two experiments were carried out; the first used 24 participants in a within-subjects design being filmed while...

  8. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study

    Science.gov (United States)

    Pan, Wei; Gao, Xuemei; Shi, Shuo; Liu, Fuqu; Li, Chao

    2018-01-01

    A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won’t significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated. PMID:29375416

  9. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study.

    Science.gov (United States)

    Pan, Wei; Gao, Xuemei; Shi, Shuo; Liu, Fuqu; Li, Chao

    2017-01-01

    A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won't significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.

  10. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study

    Directory of Open Access Journals (Sweden)

    Wei Pan

    2018-01-01

    Full Text Available A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI. We used the amplitude of low-frequency fluctuations (ALFF and fractional ALFF (fALFF to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won’t significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.

  11. Child Abuse and Neglect, and Psychiatric Disorders in Nonviolent and Violent Female Offenders.

    Science.gov (United States)

    Trauffer, Nicole; Widom, Cathy Spatz

    2017-12-01

    Although the percentage of crimes committed by females has increased over the last 20 years in the United States, most research focuses on crimes by males. This article describes an examination of the extent to which childhood maltreatment predicts violent and nonviolent offending in females and the role of psychiatric disorders. Using data from a prospective cohort design study, girls with substantiated cases of physical and sexual abuse and neglect were matched with nonmaltreated girls (controls) on the basis of age, race, and approximate family socioeconomic class, and followed into adulthood ( N  = 582). Information was obtained from official arrest records and participant responses to a standardized structured psychiatric interview. Women with a history of any childhood maltreatment, physical abuse, sexual abuse, and neglect were at significantly increased risk for having an arrest for violence, compared to control women. Except for those with a history of physical abuse, abused and neglected women were also at increased risk for arrest for a nonviolent crime, compared to controls. In bivariate chi-square comparisons, the three groups of women (violent offenders, nonviolent offenders, and nonoffenders) differed significantly in the diagnoses of posttraumatic stress disorder (PTSD), alcohol abuse, drug abuse, and dysthymia, but not major depressive disorder, and violent female offenders had significantly higher rates of these disorders compared to nonoffenders. However, with controls for age and race, PTSD was the only psychiatric disorder to distinguish women arrested for a violent crime compared to a nonviolent crime (adjusted odds ratio [AOR] = 6.32, confidence interval [95% CI] = 1.84-21.68, p  < 0.01), and PTSD moderated the relationship between childhood maltreatment and violent offending (AOR = 5.55, 95% CI = 1.49-20.71): women with histories of childhood maltreatment were equally likely to have an arrest for violence, regardless

  12. Children's exposure to violent video games and desensitization to violence.

    Science.gov (United States)

    Funk, Jeanne B

    2005-07-01

    Desensitization to violence is cited frequently as being an outcome of exposure to media violence and a condition that contributes to increased aggression. This article initiates the development of a conceptual model for describing possible relationships among violent video games, brain function, and desensitization by using empathy and attitudes toward violence as proxy measures of desensitization. More work is needed to understand how specific game content may affect brain activity, how brain development may be affected by heavy play at young ages, and how personality and lifestyle variables may moderate game influence. Given the current state of knowledge, recommendations are made for clinicians to help parents monitor and limit exposure to violent video games and encourage critical thinking about media violence.

  13. Physiotherapy students' experience, confidence and attitudes on the causes and management of violent and aggressive behaviour.

    Science.gov (United States)

    Stubbs, Brendon; Rayment, Nick; Soundy, Andrew

    2011-12-01

    Healthcare professionals are at risk of experiencing violent and aggressive behaviour from patients. This is most notable in those with least experience, such as students, yet little reported research has considered the experiences of physiotherapy students. The aims of this study were to: (1) explore the incidence and nature of violent and aggressive behaviour experienced by physiotherapy students; and (2) consider the attitudes and confidence of the students in dealing with such behaviour. Retrospective survey. A university in the Midlands region of the UK. Sixty-four final year physiotherapy students. The Management of Aggression and Violence Attitude Scale and an additional survey. Over half (33/64, 52%) of the respondents had experienced at least one incident of violent and aggressive behaviour on a clinical placement. The overwhelming majority of victims (60/64, 94%) did not feel adequately confident to deal with such situations. However, no incidents were officially reported to the university. Both victims and non-victims agreed broadly with the internal model of the causes of aggression and violence, but significantly (P=0.02) more victims did not associate the violent and aggressive behaviour with the responsibility of the patient to control their feelings. Many physiotherapy students experience at least one incident of violent and aggressive behaviour whilst on a clinical placement. Training in the recognition and management of violent and aggressive behaviour would be a beneficial addition to the curricula of physiotherapy programmes. Further larger scale research is warranted. Copyright © 2011 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  14. Facilitation or disengagement? Attention bias in facial affect processing after short-term violent video game exposure.

    Directory of Open Access Journals (Sweden)

    Yanling Liu

    Full Text Available Previous research has been inconsistent on whether violent video games exert positive and/or negative effects on cognition. In particular, attentional bias in facial affect processing after violent video game exposure continues to be controversial. The aim of the present study was to investigate attentional bias in facial recognition after short term exposure to violent video games and to characterize the neural correlates of this effect. In order to accomplish this, participants were exposed to either neutral or violent video games for 25 min and then event-related potentials (ERPs were recorded during two emotional search tasks. The first search task assessed attentional facilitation, in which participants were required to identify an emotional face from a crowd of neutral faces. In contrast, the second task measured disengagement, in which participants were required to identify a neutral face from a crowd of emotional faces. Our results found a significant presence of the ERP component, N2pc, during the facilitation task; however, no differences were observed between the two video game groups. This finding does not support a link between attentional facilitation and violent video game exposure. Comparatively, during the disengagement task, N2pc responses were not observed when participants viewed happy faces following violent video game exposure; however, a weak N2pc response was observed after neutral video game exposure. These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces.

  15. Facilitation or disengagement? Attention bias in facial affect processing after short-term violent video game exposure.

    Science.gov (United States)

    Liu, Yanling; Lan, Haiying; Teng, Zhaojun; Guo, Cheng; Yao, Dezhong

    2017-01-01

    Previous research has been inconsistent on whether violent video games exert positive and/or negative effects on cognition. In particular, attentional bias in facial affect processing after violent video game exposure continues to be controversial. The aim of the present study was to investigate attentional bias in facial recognition after short term exposure to violent video games and to characterize the neural correlates of this effect. In order to accomplish this, participants were exposed to either neutral or violent video games for 25 min and then event-related potentials (ERPs) were recorded during two emotional search tasks. The first search task assessed attentional facilitation, in which participants were required to identify an emotional face from a crowd of neutral faces. In contrast, the second task measured disengagement, in which participants were required to identify a neutral face from a crowd of emotional faces. Our results found a significant presence of the ERP component, N2pc, during the facilitation task; however, no differences were observed between the two video game groups. This finding does not support a link between attentional facilitation and violent video game exposure. Comparatively, during the disengagement task, N2pc responses were not observed when participants viewed happy faces following violent video game exposure; however, a weak N2pc response was observed after neutral video game exposure. These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces.

  16. Facilitation or disengagement? Attention bias in facial affect processing after short-term violent video game exposure

    Science.gov (United States)

    Liu, Yanling; Lan, Haiying; Teng, Zhaojun; Guo, Cheng; Yao, Dezhong

    2017-01-01

    Previous research has been inconsistent on whether violent video games exert positive and/or negative effects on cognition. In particular, attentional bias in facial affect processing after violent video game exposure continues to be controversial. The aim of the present study was to investigate attentional bias in facial recognition after short term exposure to violent video games and to characterize the neural correlates of this effect. In order to accomplish this, participants were exposed to either neutral or violent video games for 25 min and then event-related potentials (ERPs) were recorded during two emotional search tasks. The first search task assessed attentional facilitation, in which participants were required to identify an emotional face from a crowd of neutral faces. In contrast, the second task measured disengagement, in which participants were required to identify a neutral face from a crowd of emotional faces. Our results found a significant presence of the ERP component, N2pc, during the facilitation task; however, no differences were observed between the two video game groups. This finding does not support a link between attentional facilitation and violent video game exposure. Comparatively, during the disengagement task, N2pc responses were not observed when participants viewed happy faces following violent video game exposure; however, a weak N2pc response was observed after neutral video game exposure. These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces. PMID:28249033

  17. Cool and hot executive function impairments in violent offenders with antisocial personality disorder with and without psychopathy.

    Science.gov (United States)

    De Brito, Stephane A; Viding, Essi; Kumari, Veena; Blackwood, Nigel; Hodgins, Sheilagh

    2013-01-01

    Impairments in executive function characterize offenders with antisocial personality disorder (ASPD) and offenders with psychopathy. However, the extent to which those impairments are associated with ASPD, psychopathy, or both is unknown. The present study examined 17 violent offenders with ASPD and psychopathy (ASPD+P), 28 violent offenders with ASPD without psychopathy (ASPD-P), and 21 healthy non-offenders on tasks assessing cool (verbal working memory and alteration of motor responses to spatial locations) and hot (reversal learning, decision-making under risk, and stimulus-reinforcement-based decision-making) executive function. In comparison to healthy non-offenders, violent offenders with ASPD+P and those with ASPD-P showed similar impairments in verbal working memory and adaptive decision-making. They failed to learn from punishment cues, to change their behaviour in the face of changing contingencies, and made poorer quality decisions despite longer periods of deliberation. Intriguingly, the two groups of offenders did not differ significantly from the non-offenders in terms of their alteration of motor responses to spatial locations and their levels of risk-taking, indicated by betting, and impulsivity, measured as delay aversion. The performance of the two groups of offenders on the measures of cool and hot executive function did not differ, indicating shared deficits. These documented impairments may help to explain the persistence of antisocial behaviours despite the known risks of the negative consequences of such behaviours.

  18. Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads

    Science.gov (United States)

    Burk, William J.; Stoltz, Sabine E. M. J.; van den Berg, Yvonne H. M.; Cillessen, Antonius H. N.

    2018-01-01

    Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents’ exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, Mage = 13.98). Actor‐Partner Interdependence Models indicated that adolescent males’ (but not females’) exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression. PMID:29363767

  19. The Role of Women in Strengthening Communities Against Radicalisation and Violent Extremism in Kenya: A Theoritical Perspective

    DEFF Research Database (Denmark)

    Owiso, Michael Omondi; Mbulwa, Faith

    2018-01-01

    This paper examines the roles women play in strengthening communities against radicalisation and violent extremism. Radicalisation and violent extremism are precursor to terrorism and focusing on them amounts to preventing terrorism at an earlier stage, before it is too late for non coercive...... measures. The realisation that traditional methods of combating terrorism are expensive and destruct development gravely affecting women, who in the first place it seeks to protect, has led to handling its root causes which is radicalism and violent extremism with non coercive measure. Further, the number...... radicalised and become violent extremist who can engage in terror, is a measure to both in targeting front-end prevention of radicalisation as well as developing infrastructures for de-radicalisation. This study was guided by three theories that is; Frustration Aggression Hypothesis and Relative Deprivation...

  20. Violent Jihad and Beheadings in the Land of Al Fatoni Darussalam

    Directory of Open Access Journals (Sweden)

    Virginie Andre

    2015-10-01

    Full Text Available The early 2000s has seen a revival of the Patani resistance manifesting in a violent jihad and new forms of extreme violence never witnessed before in the century-long Southern Thailand conflict. Transported by neojihadism, this new energised generation of fighters is injecting new meaning to their struggle, re-identifying friends and foes, spreading terror in hearts and minds to control mental and physical spaces through the slashing of the body, all in the hope of establishing Al Fatoni Darussalam. This article examines the reflexive repositioning of the Patani struggle through the process of transference of neojihadism and its transformation into a glocalised violent jihad.

  1. Who becomes more violent among Korean adolescents? Consequences of victimisation in school.

    Science.gov (United States)

    Jeong, Seokjin; Davis, Jaya; Han, Youngsun

    2015-04-01

    Mainly Western studies suggest that bullying increases risk of subsequent offending. Less is known about risk of violence specifically. Very little such research is from Asia - none from Korea. This study aimed to answer three research questions: Is being a victim of bullying in Korean schools associated with later perpetration of violent behaviour? Does type of bullying influence type of offending? Does school climate or parental control mediate this relationship? Juvenile justice intake officers identified 606 young offenders who were asked to complete questionnaires about their school experience, school climate and parental supervision. We used multinomial logit model with maximum likelihood estimation to evaluate relationships between the variables of interest. Over half (310) of these young people had committed at least one violent offence. Seventy-six (13%) reported having experienced emotional bullying at school and 31 (5%) physical bullying. Violent offending was over twice as likely as property offending to be associated with emotional bullying history (OR 2.38, CI 1.13-5.01), but three times less likely with physical bullying (OR 0.31, CI 0.11-0.87). In addition, parental control (but not school climate) increased the likelihood of violent offending or other delinquency by 15% (OR 1.14, CI 1.02-1.26; OR 1.16, CI 1.01-1.32, respectively). Our overarching finding of a relationship between childhood experience of bullying and later delinquency is in line with Western findings. Where, however, the latter are equivocal on risk of later violence perpetration, we found that being emotionally bullied raises the risk of becoming violent. Our findings also underscore the importance of having studies from a range of cultures. Predictions from Western studies would be that parental control would be protective and school climate a potential risk factor for later violence, but, in Korea, where parenting styles tend to be highly authoritarian, we found differently

  2. Explaining violent behavior against asylum-seekers among border police officers: A Macedonia and Serbia case study

    NARCIS (Netherlands)

    Schot, Suzanne; Bruijn, Larissa Michelle

    2017-01-01

    During the 2015 refugee crisis border police officers engaged in violent behavior against asylum-seekers travelling through transit countries to reach the European Union. In Macedonia and Serbia, the violence included beatings, violent assaults, and the use of excessive force in form of stun

  3. The Role of Violent Media Preference in Cumulative Developmental Risk for Violence and General Aggression

    Science.gov (United States)

    Boxer, Paul; Huesmann, L. Rowell; Bushman, Brad J.; O'Brien, Maureen; Moceri, Dominic

    2009-01-01

    The impact of exposure to violence in the media on the long-term development and short-term expression of aggressive behavior has been well documented. However, gaps in this literature remain, and in particular the role of violent media exposure in shaping violent and other serious antisocial behavior has not been investigated. Further, studies of…

  4. Denying humanness to others: a newly discovered mechanism by which violent video games increase aggressive behavior.

    Science.gov (United States)

    Greitemeyer, Tobias; McLatchie, Neil

    2011-05-01

    Past research has provided abundant evidence that playing violent video games increases aggressive behavior. So far, these effects have been explained mainly as the result of priming existing knowledge structures. The research reported here examined the role of denying humanness to other people in accounting for the effect that playing a violent video game has on aggressive behavior. In two experiments, we found that playing violent video games increased dehumanization, which in turn evoked aggressive behavior. Thus, it appears that video-game-induced aggressive behavior is triggered when victimizers perceive the victim to be less human.

  5. Are the effects of Unreal violent video games pronounced when playing with a virtual reality system?

    Science.gov (United States)

    Arriaga, Patrícia; Esteves, Francisco; Carneiro, Paula; Monteiro, Maria Benedicta

    2008-01-01

    This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. Copyright 2008 Wiley-Liss, Inc.

  6. Associations between violent video gaming, empathic concern, and prosocial behavior toward strangers, friends, and family members.

    Science.gov (United States)

    Fraser, Ashley M; Padilla-Walker, Laura M; Coyne, Sarah M; Nelson, Larry J; Stockdale, Laura A

    2012-05-01

    Exposure to media violence, including violent video gaming, can have a cognitive desensitization effect, lowering empathic concern for others in need. Since emerging adulthood offers increased opportunities to volunteer, strengthen relationships, and initiate new relationships, decreases in empathic concern and prosocial behavior may prove inhibitive to optimal development during this time. For these reasons, the current study investigated associations between violent video gaming, empathic responding, and prosocial behavior enacted toward strangers, friends, and family members. Participants consisted of 780 emerging adults (M age = 19.60, SD = 1.86, range = 18–29, 69% female, 69% Caucasian) from four universities in the United States. Results showed small to moderate effects between playing violent video gaming and lowered empathic concern for both males and females. In addition, lowered empathic concern partially mediated the pathways between violent video gaming and prosocial behavior toward all three targets (at the level of a trend for females), but was most strongly associated with lower prosocial behavior toward strangers. Discussion highlights how violent video gaming is associated with lower levels of prosocial behavior through the mechanism of decreased empathic concern, how this association can affect prosocial behavior differently across target, and finally what implications this might have for development during emerging adulthood.

  7. A Swedish national twin study of criminal behavior and its violent, white-collar and property subtypes.

    Science.gov (United States)

    Kendler, K S; Maes, H H; Lönn, S L; Morris, N A; Lichtenstein, P; Sundquist, J; Sundquist, K

    2015-08-01

    We sought to clarify the etiological contribution of genetic and environmental factors to total criminal behavior (CB) measured as criminal convictions in men and women, and to violent (VCB), white-collar (WCCB) and property criminal behavior (PCB) in men only. In 21 603 twin pairs from the Swedish Twin Registry, we obtained information on all criminal convictions from 1973 to 2011 from the Swedish Crime Register. Twin modeling was performed using the OpenMx package. For all criminal convictions, heritability was estimated at around 45% in both sexes, with the shared environment accounting for 18% of the variance in liability in females and 27% in males. The correlation of these risk factors across sexes was estimated at +0.63. In men, the magnitudes of genetic and environmental influence were similar in the three criminal conviction subtypes. However, for violent and white-collar convictions, nearly half and one-third of the genetic effects were respectively unique to that criminal subtype. About half of the familial environmental effects were unique to property convictions. The familial aggregation of officially recorded CB is substantial and results from both genetic and familial environmental factors. These factors are moderately correlated across the sexes suggesting that some genetic and environmental influences on criminal convictions are unique to men and to women. Violent criminal behavior and property crime are substantially influenced respectively by genetic and shared environmental risk factors unique to that criminal subtype.

  8. Violent Events: School Social Workers' Perception and Response

    Science.gov (United States)

    Cawood, Natalie Diane

    2013-01-01

    This article reports findings from a national web-based survey of 250 members of the School Social Work Association of America (SSWAA). This study examines the types of violent events reported by school social workers and the practitioner's perception of the problem of interpersonal violence in the school context. It identifies interventions being…

  9. Violent video games cause an increase in aggression long after the game has been turned off

    NARCIS (Netherlands)

    Bushman, B.J.; Gibson, B

    2011-01-01

    Experimental studies show that violent video games cause people to behave more aggressively, but how long does the effect last? In most experiments, aggression is measured immediately after gameplay. The present experiment is the first to test the long-term causal effects of violent video games on

  10. Implementing a screening programme for post-traumatic stress disorder following violent crime

    Directory of Open Access Journals (Sweden)

    Jonathan I. Bisson

    2010-12-01

    Full Text Available Background: The emergence of validated means to determine which individuals will develop post-traumatic stress disorder (PTSD following a traumatic event has raised the possibility of designing and implementing effective screening programmes following traumatic events. Objective: This study aimed to study the usefulness and implementation of a PTSD screening programme for victims of violent crime presenting to an emergency unit. Design: 3,349 individuals who presented to an emergency unit following a violent crime were asked to complete the Trauma Screening Questionnaire 2 weeks later. Those who scored above a standard cut-off were invited to attend a mental health assessment and subsequently offered treatment according to their needs. Results: Of the 3,349 individuals contacted, 572 (17.1% responded, 338 (10.1% screened positive, 26 (0.78% attended for assessment, and 9 (0.27% received treatment for PTSD. Conclusions: This simple screening programme was not as useful as was hoped raising questions regarding how best to develop screening programmes for PTSD following violent crime and other traumatic events.

  11. Climate variability, food production shocks, and violent conflict in Sub-Saharan Africa

    Science.gov (United States)

    Buhaug, Halvard; Benjaminsen, Tor A.; Sjaastad, Espen; Magnus Theisen, Ole

    2015-12-01

    Earlier research that reports a correlational pattern between climate anomalies and violent conflict routinely refers to drought-induced agricultural shocks and adverse economic spillover effects as a key causal mechanism linking the two phenomena. Comparing half a century of statistics on climate variability, food production, and political violence across Sub-Saharan Africa, this study offers the most precise and theoretically consistent empirical assessment to date of the purported indirect relationship. The analysis reveals a robust link between weather patterns and food production where more rainfall generally is associated with higher yields. However, the second step in the causal model is not supported; agricultural output and violent conflict are only weakly and inconsistently connected, even in the specific contexts where production shocks are believed to have particularly devastating social consequences. Although this null result could, in theory, be fully compatible with recent reports of food price-related riots, it suggests that the wider socioeconomic and political context is much more important than drought and crop failures in explaining violent conflict in contemporary Africa.

  12. Characteristics of workplace violence prevention training and violent events among home health and hospice care providers.

    Science.gov (United States)

    Vladutiu, Catherine J; Casteel, Carri; Nocera, Maryalice; Harrison, Robert; Peek-Asa, Corinne

    2016-01-01

    In the rapidly growing home health and hospice industry, little is known about workplace violence prevention (WVP) training and violent events. We examined the characteristics of WVP training and estimated violent event rates among 191 home health and hospice care providers from six agencies in California. Training characteristics were identified from the Occupational Safety and Health Administration guidelines. Rates were estimated as the number of violent events divided by the total number of home visit hours. Between 2008 and 2009, 66.5% (n = 127) of providers reported receiving WVP training when newly hired or as recurrent training. On average, providers rated the quality of their training as 5.7 (1 = poor to 10 = excellent). Among all providers, there was an overall rate of 17.1 violent events per 1,000 visit-hours. Efforts to increase the number of home health care workers who receive WVP training and to improve training quality are needed. © 2015 Wiley Periodicals, Inc.

  13. Disarming Youth Combatants: Mitigating Youth Radicalization and Violent Extremism

    Directory of Open Access Journals (Sweden)

    Alpaslan Özerdem

    2011-01-01

    Full Text Available In the complex of motivating variables that define the push and pull factors behind recruitment and participation in civil conflict, "radicalization"—or "violent extremism"—is not conceived as a very strong motive, as is the case with studies on terrorism. As part of disarming youth combatants,the linkages between reintegration outcomes and possible rerecruitment into radical and extremist violence must be better understood to mitigate such risks. In our analysis, the policies guiding reintegration of child soldiers and youth should be better attuned to the relationship between recruitment motivations and reintegration outcomes, and must be approached from a political lens rather than a purely technical one. The risk of radicalization and involvement in violent extremism is ultimately a structural challenge, which needs to address root causes of recruitment rather than trying to find a solution through a band-aid approach of stopgap reintegration assistance.

  14. Antidepressant use and violent crimes among young people: a longitudinal examination of the Finnish 1987 birth cohort.

    Science.gov (United States)

    Hemminki, Elina; Merikukka, Marko; Gissler, Mika; Wahlbeck, Kristian; Savolainen, Jukka; Ristikari, Tiina; Aaltonen, Mikko

    2017-01-01

    The use of antidepressants, especially selective serotonin reuptake inhibitors (SSRIs), has been questioned due to poor efficacy and safety. We examined whether young violent offenders were more likely antidepressant users prior to their first violent offence than other young persons. The study is a follow-up of children born in Finland in 1987 (n=59 120), linking national registers to each other using personal identity codes. Data on psychotropic drug use came from a register of reimbursed drugs and data on crimes from a register on court convictions (after the age of 14 years). Participants were followed until the age of 18 years, and for some analyses until the end of the follow-up (mean 21 years). To adjust for differences in background characteristics, regression analyses for antidepressant use were made, using the no-conviction group as the reference. Proportions of young people convicted by the age of 18 years were: 5% of boys (1.7% for violent crimes) and 1% (0.5%) of girls. Antidepressant use (both overall and for SSRIs) prior to violent crime was more common among those convicted than among those without convictions. Among boys with repeated violent crimes, it was also more common than among boys with non-violent crimes. Adjustment for differences in background characteristics decreased the associations between antidepressant use and violent crime, but did not eliminate them. The results add further evidence for caution in prescribing antidepressants among young persons. It also calls for a reanalysis of violence measures in the original trial data. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  15. Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads.

    Science.gov (United States)

    Verheijen, Geert P; Burk, William J; Stoltz, Sabine E M J; van den Berg, Yvonne H M; Cillessen, Antonius H N

    2018-05-01

    Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents' exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, M age  = 13.98). Actor-Partner Interdependence Models indicated that adolescent males' (but not females') exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression. © 2018 The Authors. Aggressive Behavior Published by Wiley Periodicals, Inc.

  16. Violent reinjury risk assessment instrument (VRRAI) for hospital-based violence intervention programs.

    Science.gov (United States)

    Kramer, Erik J; Dodington, James; Hunt, Ava; Henderson, Terrell; Nwabuo, Adaobi; Dicker, Rochelle; Juillard, Catherine

    2017-09-01

    Violent injury is the second most common cause of death among 15- to 24-year olds in the US. Up to 58% of violently injured youth return to the hospital with a second violent injury. Hospital-based violence intervention programs (HVIPs) have been shown to reduce injury recidivism through intensive case management. However, no validated guidelines for risk assessment strategies in the HVIP setting have been reported. We aimed to use qualitative methods to investigate the key components of risk assessments employed by HVIP case managers and to propose a risk assessment model based on this qualitative analysis. An established academic hospital-affiliated HVIP served as the nexus for this research. Thematic saturation was reached with 11 semi-structured interviews and two focus groups conducted with HVIP case managers and key informants identified through snowball sampling. Interactions were analyzed by a four-member team using Nvivo 10, employing the constant comparison method. Risk factors identified were used to create a set of models presented in two follow-up HVIP case managers and leadership focus groups. Eighteen key themes within seven domains (environment, identity, mental health, behavior, conflict, indicators of lower risk, and case management) and 141 potential risk factors for use in the risk assessment framework were identified. The most salient factors were incorporated into eight models that were presented to the HVIP case managers. A 29-item algorithmic structured professional judgment model was chosen. We identified four tiers of risk factors for violent reinjury that were incorporated into a proposed risk assessment instrument, VRRAI. Copyright © 2017 Elsevier Inc. All rights reserved.

  17. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

    OpenAIRE

    Ann-Christin S. Kimmig; Ann-Christin S. Kimmig; Gerda Andringa; Birgit Derntl; Birgit Derntl; Birgit Derntl

    2018-01-01

    The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for...

  18. Longitudinal Effects of Violent Media Usage on Aggressive Behavior—The Significance of Empathy

    Directory of Open Access Journals (Sweden)

    Thomas Mößle

    2014-02-01

    Full Text Available The aim of this study was to thoroughly investigate the link between violent media consumption and aggressive behavior. Using a large longitudinal student sample, the role of empathy as a possible mediator of this relationship was of special interest. Data were drawn from wave three to five of the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1207 school children. Participants completed measures of media usage (violent content of TV and computer games, aggressive behavior perpetration, and empathy. The average age of participants was 10.4 years at Time 1 and 12.4 years at Time 3. Half of the study sample was male (50%. Trivariate structural equation modeling using three measurement times were conducted for assessing the role of empathy as a mediator of the longitudinal relationship between the usage of violent media content and aggressive behavior. For male students empathic skills were shown to unfold a key mediating role between problematic media usage and aggressive behavior.

  19. Serotonergic 5HTTLPR/rs25531 s-allele homozygosity associates with violent suicides in male citalopram users.

    Science.gov (United States)

    Rahikainen, Anna-Liina; Majaharju, Salla; Haukka, Jari; Palo, Jukka U; Sajantila, Antti

    2017-10-01

    Depressive disorders are involved as a background factor in over 50% of suicide cases. The most widely used antidepressants today are serotonin selective reuptake inhibitors (SSRIs). However, not all users benefit from SSRI medication. Although the overall number of suicides in Finland have decreased notably during the last decade, the annual rate is still relatively high, particularly in male population. In this study, we tested the hypothesis that the genetic variants associated with decreased citalopram efficiency, 5HTTLPR/rs25531, and increased impulsive behavior, MAOA-uVNTR and HTR2B Q20*, are more frequent among citalopram users committing suicide than among the citalopram users in general. Also the effect of alcohol was evaluated. The study population comprised 349 suicide victims (184 males and 165 females). Based on the suicide method used, cases were divided into two groups; violent (88 males and 49 females) and non-violent (96 males and 116 females). The control group (284; 159 males and 125 females) consisted of citalopram users who died of causes other than suicide. We found that male citalopram users with low functioning s/s genotype of 5HTTLPR/rs25531 were in increased risk to commit violent suicide (OR 2.50, 95%CI 1.15-5.42, p = 0.020). Surprisingly, high blood alcohol concentration was observed to be a risk factor only in non-violent suicides (both males and females), but not in violent ones. No association between suicides and MAOA-uVNTR and HTR2B Q20*, which have been previously connected to violent and impulsive behavior, was detected. © 2017 Wiley Periodicals, Inc.

  20. School-associated violent deaths in the United States, 1994-1999.

    Science.gov (United States)

    Anderson, M; Kaufman, J; Simon, T R; Barrios, L; Paulozzi, L; Ryan, G; Hammond, R; Modzeleski, W; Feucht, T; Potter, L

    2001-12-05

    Despite the public alarm following a series of high-profile school shootings that occurred in the United States during the late 1990s, little is known about the actual incidence and characteristics of school-associated violent deaths. To describe recent trends and features of school-associated violent deaths in the United States. Population-based surveillance study of data collected from media databases, state and local agencies, and police and school officials for July 1, 1994, through June 30, 1999. A case was defined as a homicide, suicide, legal intervention, or unintentional firearm-related death of a student or nonstudent in which the fatal injury occurred (1) on the campus of a public or private elementary or secondary school, (2) while the victim was on the way to or from such a school, or (3) while the victim was attending or traveling to or from an official school-sponsored event. National estimates of risk of school-associated violent death; national trends in school-associated violent deaths; common features of these events; and potential risk factors for perpetration and victimization. Between 1994 and 1999, 220 events resulting in 253 deaths were identified; 202 events involved 1 death and 18 involved multiple deaths (median, 2 deaths per multiple-victim event). Of the 220 events, 172 were homicides, 30 were suicides, 11 were homicide-suicides, 5 were legal intervention deaths, and 2 were unintentional firearm-related deaths. Students accounted for 172 (68.0%) of these deaths, resulting in an estimated average annual incidence of 0.068 per 100 000 students. Between 1992 and 1999, the rate of single-victim student homicides decreased significantly (P =.03); however, homicide rates for students killed in multiple-victim events increased (P =.047). Most events occurred around the start of the school day, the lunch period, or the end of the school day. For 120 (54.5%) of the incidents, respondents reported that a note, threat, or other action potentially

  1. The Relationships between Environmental Factors and Violent Behaviors in Adolescent Students of Isfahan, Iran.

    Science.gov (United States)

    Omidi, Razieh; Heidari, Kamal; Davari, Hossein; Espanani, Morteza; Poursalehi, Mojtaba; Naeini, Shokooh Eghtedari; Rastkerdar, Zeinabsadat; Azizi, Amir; Zakizadeh, Mohammadreza

    2014-12-01

    Violence is a global issue that has received considerable attention during recent years. Available research has suggested various factors, mostly family and social factors, to possibly affect violence. As previous studies have not examined the relationship between these factors and violent behaviors in adolescents, this study aimed to assess the relationship between environmental factors and violence in adolescents. This descriptive, correlational research used cluster sampling to select 5500 adolescent students from Isfahan Province (Iran). Data were collected through a 21-item researcher-made questionnaire. The questionnaire was modified according to the relevant experts' opinions and had Cronbach's alpha of 0.82. The collected data were analyzed by applying multiple regression analysis in SPSS (SPSS Inc., Chicago, IL, USA). Most participants (89.1%) lived in urban areas and about half (49.8%) of them were female. Linear regression test showed violent behaviors to have significant, inverse relationships with love and affection in the family (β = -0.097; P drama and comedy movies (β = -0.128; P movies (β =0.129; P movies β =0.043; P drama movies) in the family to reduce violent behaviors in adolescents. In contrast, aggressive behaviors in the family, watching crime, police, and action movies were found to increase violent behaviors in adolescents.

  2. Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors.

    Science.gov (United States)

    Saleem, Muniba; Anderson, Craig A; Gentile, Douglas A

    2012-01-01

    Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [Gentile et al., 2009; Greitemeyer and Osswald, 2009, 2010, 2011]. These results are consistent with the social-cognitive models of social behavior such as the general learning model [Buckley and Anderson, 2006]. However, no experimental studies have examined such effects on children. Previous research on violent video games suggests that short-term effects of video games are largely based on priming of existing behavioral scripts. Thus, it is unclear whether younger children will show similar effects. This research had 9-14 years olds play a prosocial, neutral, or violent video game, and assessed helpful and hurtful behaviors simultaneously through a new tangram measure. Prosocial games increased helpful and decreased hurtful behavior, whereas violent games had the opposite effects. © 2012 Wiley Periodicals, Inc.

  3. Violent Behaviors in Drug Addiction: Differential Profiles of Drug-Addicted Patients with and without Violence Problems

    Science.gov (United States)

    Fernandez-Montalvo, Javier; Lopez-Goni, Jose J.; Arteaga, Alfonso

    2012-01-01

    This study explored the prevalence of violent behaviors in patients who are addicted to drugs. A sample of 252 addicted patients (203 male and 49 female) who sought outpatient treatment was assessed. Information on violent behaviors, sociodemographic factors, consumption factors (assessed by the European version of the Addiction Severity Index…

  4. Institutions, Anomie, and Violent Crime: Clarifying and Elaborating Institutional-Anomie Theory

    Directory of Open Access Journals (Sweden)

    Richard Rosenfeld

    2008-11-01

    Full Text Available A limited but accumulating body of research and theoretical commentary offers support for core claims of the “institutional-anomie theory” of crime (IAT and points to areas needing further development. In this paper, which focuses on violent crime, we clarify the concept of social institutions, elaborate the cultural component of IAT, derive implications for individual behavior, summarize empirical applications, and propose directions for future research. Drawing on Talcott Parsons, we distinguish the “subjective” and “objective” dimensions of institutional dynamics and discuss their interrelationship. We elaborate on the theory’s cultural component with reference to Durkheim’s distinction between “moral” and “egoistic” individualism and propose that a version of the egoistic type characterizes societies in which the economy dominates the institutional structure, anomie is rampant, and levels of violent crime are high. We also offer a heuristic model of IAT that integrates macro- and individual levels of analysis. Finally, we discuss briefly issues for the further theoretical elaboration of this macro-social perspective on violent crime. Specifically, we call attention to the important tasks of explaining the emergence of economic dominance in the institutional balance of power and of formulating an institutional account for distinctive punishment practices, such as the advent of mass incarceration in the United States.

  5. Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads

    NARCIS (Netherlands)

    Verheijen, G.P.; Burk, W.J.; Stoltz, S.E.M.J.; Berg, Y.H.M. van den; Cillessen, A.H.N.

    2018-01-01

    Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents' exposure to violent

  6. Institutional degeneration and evolution of violent secret cults in ...

    African Journals Online (AJOL)

    In this paper, we argue that though a plethora of other factors outside the University system have been advanced to explain the upsurge of violent cults on Nigerian campuses, endogenous forces including policy failure, administrative naivety, and deterioration of structures, equipment and facilities, that is, institutional ...

  7. Life Satisfaction and Violent Behaviors among Middle School Students

    Science.gov (United States)

    Valois, Robert F.; Paxton, Raheem J.; Zullig, Keith J.; Huebner, E. Scott

    2006-01-01

    We explored relationships between violent behaviors and perceived life satisfaction among 2,138 middle school students in a southern state using the CDC Middle School Youth Risk Behavior Survey (MSYRBS) and the Brief Multidimensional Student Life Satisfaction Scale (BMSLSS). Logistic regression analyses and multivariate models constructed…

  8. Seasonality in Violent and Nonviolent Methods of Suicide Attempts: A Cross-Sectional Study on Systematic Registry Data.

    Science.gov (United States)

    Veisani, Yousef; Delpisheh, Ali; Sayehmiri, Kourosh; Moradi, Ghobad; Hassanzadeh, Jafar

    2017-08-01

    Little attention has been paid to seasonality in suicide in Iran. Time pattern in suicide deaths and suicide attempts for some related factors such as gender, mental disorders has been found. In present study, we focus on suicide methods and the association with seasonality and other putative covariates such as gender. Through a cross-sectional study, overall identified suicide attempts and suicide deaths in the province of Ilam from 1 January 2010 and 31 December 2014 were enrolled. We used Edwards' test for test of seasonality in suicide methods. Seasonal effect (peak/trough seasons) and (deaths/attempts suicide) was explored by ratio statistics, the null hypothesis being that the attempted suicides in each method group are evenly distributed over a year. More suicide attempts by hanging 29.4% and self-immolation 41.4% were observed in spring and differ by season pattern in both genders. The overall distribution of suicides by violent and non-violent methods was (males x2=6.3, P=0.041, females x2=7.7, P=0.021) and (males x2=44.5, P=0.001, females x2=104.7, P=0.001), respectively. The peak and trough seasons was observed in taking medications and self-poisoning for spring and winter. Suicide with alcohol was no differ by season pattern (x2=1.0, P=0.460). Suicide in Ilam illustrates a significant seasonality for both violent and non-violent methods of suicide, in both genders, the two peaks were observed in spring and autumn for violent suicides, and spring and summer in non-violent suicides.

  9. Violent behavior among middle school children: The role of gender and personality traits

    Directory of Open Access Journals (Sweden)

    Oljača Milan V.

    2017-01-01

    Full Text Available This paper examines the role of personality traits and gender in violent interaction among middle school children (11-15 age range. The aim of the research presented here was to determine the contribution of personality traits and gender to various aspects of violent interaction, i.e. predisposition towards and exposure to peer violence. The sample consisted of 344 students from 5th to 8th grade, the majority of whom were girls (60.8%. The instruments used in the research were a questionnaire designed to assess violent behavior in primary school children (PRONA and the Big Five Plus Two inventory (the BF + 2 for children, designed to assess seven basic personality traits in primary school children. The results of a multivariate analysis of covariance suggest that boys tend to perpetrate and be exposed to violent behaviour more than girls, and also that certain personality traits contribute to the manifestation of these constructs. Exposure to violence is determined by low Extraversion, as well as higher levels of Neuroticism and Negative Valence. The traits that contribute most significantly to the tendency towards abusive behaviour are high levels of Aggression and Negative Valence as well as lower levels of Positive Valence. The most effective means of abuse prevention among middle school children is the setting up of prevention programs along with the detection of specific vulnerable groups of students, and the adjustment of these programs to students' personological traits.

  10. Final final Reginald M.J. Oduor Justifying Non-violent Civil ...

    African Journals Online (AJOL)

    Jimmy Gitonga

    peoples often engaged in violent resistance against them. Kihoro (2005) .... The mothers, relatives and friends of political ... disobedience, with a view to assisting their compatriots to make informed choices. ..... influence on him: It was in this ...

  11. Evolution and the Prevention of Violent Crime

    OpenAIRE

    Roach, Jason; Pease, Ken

    2011-01-01

    This paper suggests how violence prevention can be better informed by embracing an evolutionary approach to understanding and preventing violent crime. Here, ethical crime control through an evolutionary lens is consid-ered and speculation is offered as to what an evolution-evidenced crime reduction programme might look like. The paper begins with an outline of the current landscape of crime prevention scholarship within criminology and presents some possible points of contact with actual or ...

  12. Differentiating Gang Members, Gang Affiliates, and Violent Men on Their Psychiatric Morbidity and Traumatic Experiences.

    Science.gov (United States)

    Wood, Jane L; Kallis, Constantinos; Coid, Jeremy W

    2017-01-01

    Little is known about the differences between gang members and gang affiliates-or those individuals who associate with gangs but are not gang members. Even less is known about how these groups compare with other violent populations. This study examined how gang members, gang affiliates, and violent men compare on mental health symptoms and traumatic experiences. Data included a sample of 1,539 adult males, aged 19 to 34 years, taken from an earlier survey conducted in the United Kingdom. Participants provided informed consent before completing questionnaires and were paid £5 for participation. Logistic regression analyses were conducted to compare participants' symptoms of psychiatric morbidity and traumatic event exposure. Findings showed that, compared to violent men and gang affiliates, gang members had experienced more severe violence, sexual assaults, and suffered more serious/life-threatening injuries. Compared to violent men, gang members and gang affiliates had made more suicide attempts; had self-harmed more frequently; and had experienced more domestic violence, violence at work, homelessness, stalking, and bankruptcy. Findings further showed a decreasing gradient from gang members to gang affiliates to violent men in symptom levels of anxiety, antisocial personality disorder, pathological gambling, stalking others, and drug and/or alcohol dependence. Depression symptoms were similar across groups. The identified relationship between gang membership, affiliation, and adverse mental health indicates that mental health in gang membership deserves more research attention. Findings also indicate that criminal justice strategies need to consider gang members' mental health more fully, if gang membership is to be appropriately addressed and reduced.

  13. The Myth of Blunted Gamers: No Evidence for Desensitization in Empathy for Pain after a Violent Video Game Intervention in a Longitudinal fMRI Study on Non-Gamers.

    Science.gov (United States)

    Kühn, Simone; Kugler, Dimitrij; Schmalen, Katharina; Weichenberger, Markus; Witt, Charlotte; Gallinat, Jürgen

    2018-01-31

    It is a common concern in the research field and the community that habitual violent video gaming reduces empathy for pain in its players. However, previous fMRI studies have only compared habitual game players against control participants cross-sectionally. However the observed pattern of results may be due to a priori differences in people who become gamers and who not. In order to derive the causal conclusion that violent video game play causes desensitisation, longitudinal studies are needed. Therefore we conducted a longitudinal fMRI intervention study over 16 weeks. Participants were randomly assigned to 1) play a violent video game (Grand Theft Auto 5), 2) perform a social life simulation game (The Sims 3) 30 min/day for 8 weeks, 3) serve as passive control. To assess empathy processing, participants were exposed to painful and non-painful stimuli (e.g. someone cutting a cucumber with or without hurting herself) either as real photographs or video-game like depictions in a 3T MRI scanner before and after the training intervention as well as two months after training. We did not find any evidence for desensitization in the empathy network for pain in the violent video game group at any time point. The present results provide strong evidence against the frequently proclaimed negative effects of playing violent video games and will therefore help to communicate a more realistic scientific perspective of the effects of violent video gaming in real life. © 2018 The Author(s). Published by S. Karger AG, Basel.

  14. The Myth of Blunted Gamers: No Evidence for Desensitization in Empathy for Pain after a Violent Video Game Intervention in a Longitudinal fMRI Study on Non-Gamers

    Directory of Open Access Journals (Sweden)

    Simone Kühn

    2018-01-01

    Full Text Available Background/Aims: It is a common concern in the research field and the community that habitual violent video gaming reduces empathy for pain in its players. However, previous fMRI studies have only compared habitual game players against control participants cross-sectionally. However the observed pattern of results may be due to a priori differences in people who become gamers and who not. In order to derive the causal conclusion that violent video game play causes desensitisation, longitudinal studies are needed. Methods: Therefore we conducted a longitudinal fMRI intervention study over 16 weeks. Participants were randomly assigned to 1 play a violent video game (Grand Theft Auto 5, 2 perform a social life simulation game (The Sims 3 30 min/day for 8 weeks, 3 serve as passive control. To assess empathy processing, participants were exposed to painful and non-painful stimuli (e.g. someone cutting a cucumber with or without hurting herself either as real photographs or video-game like depictions in a 3T MRI scanner before and after the training intervention as well as two months after training. Results: We did not find any evidence for desensitization in the empathy network for pain in the violent video game group at any time point. Conclusions: The present results provide strong evidence against the frequently proclaimed negative effects of playing violent video games and will therefore help to communicate a more realistic scientific perspective of the effects of violent video gaming in real life.

  15. Grand Theft Auto IV comes to Singapore: effects of repeated exposure to violent video games on aggression.

    Science.gov (United States)

    Teng, Scott Kie Zin; Chong, Gabriel Yew Mun; Siew, Amy Sok Cheng; Skoric, Marko M

    2011-10-01

    Given the increasingly dominant role of video games in the mainstream entertainment industry, it is no surprise that the scholarly debate about their impact has been lively and well attended. Although >100 studies have been conducted to examine the impact of violent video games on aggression, no clear consensus has been reached, particularly in terms of their long-term impact on violent behavior and aggressive cognitions. This study employs a first-ever longitudinal laboratory-based experiment to examine longer-term effects of playing a violent video game. One hundred thirty-five participants were assigned either to the treatment condition where they played a violent video game in a controlled laboratory setting for a total of 12 hours or to the control group where they did not play a game. Participants in the treatment group played Grand Theft Auto IV over a period of 3 weeks and were compared with a control group on the posttest measures of trait aggression, attitudes toward violence, and empathy. The findings do not support the assertion that playing a violent video game for a period of 3 weeks increases aggression or reduces empathy, but they suggest a small increase in proviolence attitudes. The implications of the findings are discussed.

  16. Cool and hot executive function impairments in violent offenders with antisocial personality disorder with and without psychopathy.

    Directory of Open Access Journals (Sweden)

    Stephane A De Brito

    Full Text Available Impairments in executive function characterize offenders with antisocial personality disorder (ASPD and offenders with psychopathy. However, the extent to which those impairments are associated with ASPD, psychopathy, or both is unknown.The present study examined 17 violent offenders with ASPD and psychopathy (ASPD+P, 28 violent offenders with ASPD without psychopathy (ASPD-P, and 21 healthy non-offenders on tasks assessing cool (verbal working memory and alteration of motor responses to spatial locations and hot (reversal learning, decision-making under risk, and stimulus-reinforcement-based decision-making executive function.In comparison to healthy non-offenders, violent offenders with ASPD+P and those with ASPD-P showed similar impairments in verbal working memory and adaptive decision-making. They failed to learn from punishment cues, to change their behaviour in the face of changing contingencies, and made poorer quality decisions despite longer periods of deliberation. Intriguingly, the two groups of offenders did not differ significantly from the non-offenders in terms of their alteration of motor responses to spatial locations and their levels of risk-taking, indicated by betting, and impulsivity, measured as delay aversion. The performance of the two groups of offenders on the measures of cool and hot executive function did not differ, indicating shared deficits.These documented impairments may help to explain the persistence of antisocial behaviours despite the known risks of the negative consequences of such behaviours.

  17. Knowledge and practice of junior and senior high school students regarding violent behaviors in Isfahan province

    Directory of Open Access Journals (Sweden)

    Razieh Omidi

    2014-01-01

    Full Text Available Background: Considering the importance of anger, aggression, violence and other misbehaviours in schoolchildren education, the present study was conducted to evaluate the knowledge and practice of students in Isfahan province regarding violence, in order to figure out the required interventions for violence-reduction. Methods: In a survey during 2008-2009, 5500 junior and senior high school students of Isfahan province were assessed in a multistage sampling process to determine their level of knowledge about various types of violent behaviors, causes of violence, its consequences, and preventive behaviors. Validity and reliability of the data collection tool (questionnaire were assessed. Results: The study revealed that the mean scores of violent behaviors knowledge, knowledge of violent behavior outcomes, and knowledge of violence preventive behaviors, were 6.6 ± 2.1, 5.5 ± 1.9, and 4.7 ± 1.3, respectively. Sources of violent behaviors in 92% of urban students and 89% of rural students were personal reasons and family behaviors, and 85% of urban and 88% of rural students considered mass media and computer games blameworthy, and the differences were statistically significant in all cases (P < 0.0001. In terms of practice, overall, 69.7% of girls and 84.2% of boys had violent behaviors. Physical and verbal violence were 31.3% and 40.7%in girls, and 66% and 52.8% in boys, respectively (intersexes P values were P < 0.001 and P = 0.7 respectively, and intra-sex P value was P < 0.0001. Conclusions: Results showed that girls and city dwellers were more aware of recognizing violent behaviors, outcomes, and causes, compared with boys and villagers, and in terms of general practice, violence was observed among boys more than girls. Further complementary studies in this area seem required.

  18. A Balancing Act: Anti-Terror Financing Guidelines and Their Effects on Islamic Charities

    Science.gov (United States)

    2006-12-01

    wayfarers; those in bondage or in debt ; newcomers to Islam; and, to facilitate and enhance Jihad. Zakat has become an important component of the... reason for this is that terrorist financing is not only an indicator but also the source and means of enabling those who carry out violent acts. As... reasons or for “preserving family wealth.”31 The long history of the waqf, fourteen centuries after the death of the Prophet, and the permanent

  19. Transforming Violent Selves through Reflection in Critical Communicative Research

    Science.gov (United States)

    Flecha, Ainhoa; Pulido, Cristina; Christou, Miranda

    2011-01-01

    Currently, teenagers are being socialized into a world of violent realities, not only through social interaction but also through interaction via the media, especially via the Internet. Research conducted using the critical communicative methodology has shown that this methodology helps young people to reflect critically about their violent…

  20. Violent video game effects remain a societal concern: Reply to Hilgard, Engelhardt, and Rouder (2017).

    Science.gov (United States)

    Kepes, Sven; Bushman, Brad J; Anderson, Craig A

    2017-07-01

    A large meta-analysis by Anderson et al. (2010) found that violent video games increased aggressive thoughts, angry feelings, physiological arousal, and aggressive behavior and decreased empathic feelings and helping behavior. Hilgard, Engelhardt, and Rouder (2017) reanalyzed the data of Anderson et al. (2010) using newer publication bias methods (i.e., precision-effect test, precision-effect estimate with standard error, p-uniform, p-curve). Based on their reanalysis, Hilgard, Engelhardt, and Rouder concluded that experimental studies examining the effect of violent video games on aggressive affect and aggressive behavior may be contaminated by publication bias, and these effects are very small when corrected for publication bias. However, the newer methods Hilgard, Engelhardt, and Rouder used may not be the most appropriate. Because publication bias is a potential a problem in any scientific domain, we used a comprehensive sensitivity analysis battery to examine the influence of publication bias and outliers on the experimental effects reported by Anderson et al. We used best meta-analytic practices and the triangulation approach to locate the likely position of the true mean effect size estimates. Using this methodological approach, we found that the combined adverse effects of outliers and publication bias was less severe than what Hilgard, Engelhardt, and Rouder found for publication bias alone. Moreover, the obtained mean effects using recommended methods and practices were not very small in size. The results of the methods used by Hilgard, Engelhardt, and Rouder tended to not converge well with the results of the methods we used, indicating potentially poor performance. We therefore conclude that violent video game effects should remain a societal concern. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  1. Acute effects of violent video-game playing on blood pressure and appetite perception in normal-weight young men: a randomized controlled trial.

    Science.gov (United States)

    Siervo, M; Sabatini, S; Fewtrell, M S; Wells, J C K

    2013-12-01

    Watching television and playing video game being seated represent sedentary behaviours and increase the risk of weight gain and hypertension. We investigated the acute effects of violent and non-violent video-game playing on blood pressure (BP), appetite perception and food preferences. Forty-eight young, normal-weight men (age: 23.1±1.9 years; body mass index: 22.5±1.9 kg/m(2)) participated in a three-arm, randomized trial. Subjects played a violent video game, a competitive, non-violent video game or watched TV for 1 h. Measurements of BP, stress and appetite perception were recorded before a standardized meal (∼300 kcal) and then repeated every 15 min throughout the intervention. Violent video-game playing was associated with a significant increase in diastolic BP (Δ±s.d.=+7.5±5.8 mm Hg; P=0.04) compared with the other two groups. Subjects playing violent video games felt less full (P=0.02) and reported a tendency towards sweet food consumption. Video games involving violence appear to be associated with significant effects on BP and appetite perceptions compared with non-violent gaming or watching TV.

  2. Do climate extreme events foster violent civil conflicts? A coincidence analysis

    Science.gov (United States)

    Schleussner, Carl-Friedrich; Donges, Jonathan F.; Donner, Reik V.

    2014-05-01

    Civil conflicts promoted by adverse environmental conditions represent one of the most important potential feedbacks in the global socio-environmental nexus. While the role of climate extremes as a triggering factor is often discussed, no consensus is yet reached about the cause-and-effect relation in the observed data record. Here we present results of a rigorous statistical coincidence analysis based on the Munich Re Inc. extreme events database and the Uppsala conflict data program. We report evidence for statistically significant synchronicity between climate extremes with high economic impact and violent conflicts for various regions, although no coherent global signal emerges from our analysis. Our results indicate the importance of regional vulnerability and might aid to identify hot-spot regions for potential climate-triggered violent social conflicts.

  3. Violent Video Games as Exemplary Teachers: A Conceptual Analysis

    Science.gov (United States)

    Gentile, Douglas A.; Gentile, J. Ronald

    2008-01-01

    This article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with…

  4. MEDIA INFLUENCE AND VIOLENT CRIMES IN THE NIGER DELTA ...

    African Journals Online (AJOL)

    Prof

    Violent crimes have also increased to be part of the media content in all ... backed by the Social Learning Theory of Bandura cited in Ugiagbe (2009) who posited .... Desensitization refers to reduced cognitive responsiveness to actual ... cyberbully their peers, get into physical fights, be hostile, argue with teachers, and show.

  5. Advanced Communication Technology Satellite (ACTS) Very Small Aperture Terminal (VSAT) Network Control Performance

    Science.gov (United States)

    Coney, T. A.

    1996-01-01

    This paper discusses the performance of the network control function for the Advanced Communications Technology Satellite (ACTS) very small aperture terminal (VSAT) full mesh network. This includes control of all operational activities such as acquisition, synchronization, timing and rain fade compensation as well as control of all communications activities such as on-demand integrated services (voice, video, and date) connects and disconnects Operations control is provided by an in-band orderwire carried in the baseboard processor (BBP) control burst, the orderwire burst, the reference burst, and the uplink traffic burst. Communication services are provided by demand assigned multiple access (DAMA) protocols. The ACTS implementation of DAMA protocols ensures both on-demand and integrated voice, video and data services. Communications services control is also provided by the in-band orderwire but uses only the reference burst and the uplink traffic burst. The performance of the ACTS network control functions have been successfully tested during on-orbit checkout and in various VSAT networks in day to day operations. This paper discusses the network operations and services control performance.

  6. Effects of Playing Violent versus Nonviolent Video Games on the Aggressive Ideation of Aggressive and Nonaggressive Children.

    Science.gov (United States)

    Graybill, Daniel; And Others

    1985-01-01

    Examines effects of playing violent and nonviolent video games on children's aggressive ideation. Children played a violent or nonviolent video game for eight minutes. Provides initial support, at least on a short-term basis, for notion that the playing of video games affects children's aggression fantasies. (Author/DST)

  7. Neuropsychology and emotion processing in violent individuals with antisocial personality disorder or schizophrenia: The same or different? A systematic review and meta-analysis.

    Science.gov (United States)

    Sedgwick, Ottilie; Young, Susan; Baumeister, David; Greer, Ben; Das, Mrigendra; Kumari, Veena

    2017-12-01

    To assess whether there are shared or divergent (a) cognitive and (b) emotion processing characteristics among violent individuals with antisocial personality disorder and/or schizophrenia, diagnoses which are commonly encountered at the interface of mental disorder and violence. Cognition and emotion processing are incorporated into models of violence, and thus an understanding of these characteristics within and between disorder groups may help inform future models and therapeutic targets. Relevant databases (OVID, Embase, PsycINFO) were searched to identify suitable literature. Meta-analyses comparing cognitive function in violent schizophrenia and antisocial personality disorder to healthy controls were conducted. Neuropsychological studies not comparing these groups to healthy controls, and emotion processing studies, were evaluated qualitatively. Meta-analyses indicated lower IQ, memory and executive function in both violent schizophrenia and antisocial personality disorder groups compared to healthy controls. The degree of deficit was consistently larger in violent schizophrenia. Both antisocial personality disorder and violent schizophrenia groups had difficulties in aspects of facial affect recognition, although theory of mind results were less conclusive. Psychopathic traits related positively to experiential emotion deficits across the two disorders. Very few studies explored comorbid violent schizophrenia and antisocial personality disorder despite this being common in clinical practice. There are qualitatively similar, but quantitatively different, neuropsychological and emotion processing deficits in violent individuals with schizophrenia and antisocial personality disorder which could be developed into transdiagnostic treatment targets for violent behaviour. Future research should aim to characterise specific subgroups of violent offenders, including those with comorbid diagnoses.

  8. I wish I were a warrior: the role of wishful identification in the effects of violent video games on aggression in adolescent boys.

    Science.gov (United States)

    Konijn, Elly A; Bijvank, Marije Nije; Bushman, Brad J

    2007-07-01

    This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in. Copyright 2007 APA.

  9. Gender Equality and Violent Behavior: How Neighborhood Gender Equality Influences the Gender Gap in Violence

    OpenAIRE

    Lei, Man-Kit; Simons, Ronald L.; Simons, Leslie Gordon; Edmond, Mary Bond

    2014-01-01

    Using a sample of 703 African American adolescents from the Family and Community Health Study (FACHS) along with census data from the year 2000, we examine the association between neighborhood-level gender equality and violence. We find that boys’ and girls’ violent behavior is unevenly distributed across neighborhood contexts. In particular, gender differences in violent behavior are less pronounced in gender-equalitarian neighborhoods compared to those characterized by gender inequality. We...

  10. Do violent video games impair the effectiveness of in-game advertisements? The impact of gaming environment on brand recall, brand attitude, and purchase intention.

    Science.gov (United States)

    Yoo, Seung-Chul; Peña, Jorge

    2011-01-01

    The present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game condition, thus suggesting that the effects of gaming environment interacts with participants' gender. The findings supported the predictions of the limited capacity model of attention and cognitive priming effects. The results also extend previous studies on how violent media impair advertising effectiveness and provide practical implications for researchers and practitioners.

  11. Violent Conflict and Gender Inequality: An Overview

    OpenAIRE

    Buvinic, Mayra; Das Gupta, Monica; Casabonne, Ursula; Verwimp, Philip

    2012-01-01

    Violent conflict, a pervasive feature of the recent global landscape, has lasting impacts on human capital, and these impacts are seldom gender neutral. Death and destruction alter the structure and dynamics of households, including their demographic profiles and traditional gender roles. To date, attention to the gender impacts of conflict has focused almost exclusively on sexual and gender-based violence. We show that a far wider set of gender issues must be considered to better document th...

  12. Lack of Evidence That Neural Empathic Responses Are Blunted in Excessive Users of Violent Video Games: An fMRI Study.

    Science.gov (United States)

    Szycik, Gregor R; Mohammadi, Bahram; Münte, Thomas F; Te Wildt, Bert T

    2017-01-01

    The use of violent video games has been often linked to increase of aggressive behavior. According to the General Aggression Model, one of the central mechanisms for this aggressiveness inducing impact is an emotional desensitization process resulting from long lasting repeated violent game playing. This desensitization should evidence itself in a lack of empathy. Recent research has focused primarily on acute, short term impact of violent media use but only little is known about long term effects. In this study 15 excessive users of violent games and control subjects matched for age and education viewed pictures depicting emotional and neutral situations with and without social interaction while fMRI activations were obtained. While the typical pattern of activations for empathy and theory of mind networks was seen, both groups showed no differences in brain responses. We interpret our results as evidence against the desensitization hypothesis and suggest that the impact of violent media on emotional processing may be rather acute and short-lived.

  13. Alienation, Aggression, and Sensation Seeking as Predictors of Adolescent Use of Violent Film, Computer, and Website Content.

    Science.gov (United States)

    Slater, Michael D.

    2003-01-01

    Examines predictors of various types of self-reported use of violent media content by eighth graders. Indicates that gender, sensation-seeking, aggression, and frequency of Internet use had relatively strong contributions to explaining the use of violent media content. Notes that alienation from school and family also appeared to partially mediate…

  14. 48 CFR 52.222-49 - Service Contract Act-Place of Performance Unknown.

    Science.gov (United States)

    2010-10-01

    ... 48 Federal Acquisition Regulations System 2 2010-10-01 2010-10-01 false Service Contract Act-Place... Provisions and Clauses 52.222-49 Service Contract Act—Place of Performance Unknown. As prescribed in 22.1006(f), insert the following clause: Service Contract Act—Place of Performance Unknown (MAY 1989) (a...

  15. A plea for caution: violent video games, the Supreme Court, and the role of science.

    Science.gov (United States)

    Hall, Ryan C W; Day, Terri; Hall, Richard C W

    2011-04-01

    On November 2, 2010, the US Supreme Court heard arguments in the case of Schwarzenegger v Entertainment Merchants Association, with a ruling expected in 2011. This case addressed whether states have the right to restrict freedom of speech by limiting the sale of violent video games to minors. To date, 8 states have tried to pass legislation to this effect, with all attempts being found unconstitutional by lower courts. In large part, the Supreme Court's decision will be determined by its review and interpretation of the medical and social science literature addressing the effects of violent video games on children. Those on both sides of the violent video game debate claim that the scientific literature supports their opinions. Some involved in the debate have proclaimed that the debate is scientifically settled and that only people holding personal interests and biases oppose these "established truths." We review the historical similarities found in the 1950s comic book debate and studies identified from a PubMed search of the term violent video games showing both the harmful and beneficial effects of these video games. We define factors that physicians need to consider when reading and stating opinions about this literature. Opinions from past court rulings are discussed to provide insight into how judges may approach the application of these social science studies to the current legal issue. Although on the surface the case of Schwarzenegger v Entertainment Merchants Association pertains only to the restriction of violent video games, it may establish principles about how medical and public health testimony can affect fundamental constitutional rights and how much and on what basis the courts will defer to legislators' reliance on unsettled science.

  16. Violent and Fatal Youth Trauma: Is There a Missed Opportunity?

    Directory of Open Access Journals (Sweden)

    Robert Madlinger, DO

    2012-05-01

    Full Text Available Introduction: Accidents and assaults (homicides are the leading causes of death among the youth of the United States, accounting for 53.3% of deaths among children aged 1 to19 years. Victim recidivism,defined as repeated visits to the emergency department (ED as a victim of violent trauma, is a significantly growing public health problem. As 5-year mortality rates for recidivism are as high as 20%,it is important to determine whether victims with a history of violent trauma are at increased risk for fatal outcome with their next trauma. We hypothesized that victims of violent trauma who have had 1 prior ED visit for violent trauma will have increased odds of fatal outcome.Methods: A retrospective chart review was conducted for patients presenting with penetrating trauma to the ED from January 1, 1999 to December 31, 2009. All patients between the ages of 15 to 25 years who presented to the ED for any penetrating trauma were included. Patients with prior presentations for penetrating trauma were compared to those patients who were first-time presenters to determine the odds ratio of fatal outcome.Results: Overall, 15,395 patients were treated for traumatic presentations. Of these, 1,044 met inclusion criteria. Demographically, 79.4% were Hispanic, 19.4% were African American, and 0.96% were Caucasian. The average age was 21 years, and 98% of the population was male. One hundred and forty-seven (14% had prior presentations, and 897 (86% did not. Forty of the 147 patients (27%with prior presentations had a fatal outcome as compared to 29 patients of the 868 (3% without prior presentations, with odds ratio of 10.8 (95% confidence interval, 6.4–18.1; Pearson v2, P , 0.001. The 5-year mortality rate for those patients with fatal outcomes was calculated at 16.5%.Conclusion: Patients who had prior ED visits for penetrating trauma were at greater risk for fatal outcomes compared to those with no prior visits. Therefore, trauma-related ED visits might

  17. Climate change, natural disasters, and the risk of violent conflict

    Energy Technology Data Exchange (ETDEWEB)

    Slettebak, Rune Thorkildsen

    2012-07-01

    This PhD project aims to assess the relation between natural disasters triggered by extreme weather events and the risk of violent conflict. The focus on these natural disasters stems from expectations that climate change will increase the frequency and severity of extreme weather events, combined with frequent suggestions that climate change in general and natural disasters in particular can be expected to trigger more violent conflicts. A number of conflict types, ranging from riots to civil war, are tested. Case studies have found examples where environmental factors have contributed to triggering conflict. However, without systematic assessments, we do not know whether these cases are exceptions or parts of a common pattern. Learning more about this is a prime aim of this thesis. As the effects of climate change are still mainly in the future, I turn to the past for learning more about these connections. Although future relations may differ from those in the past, learning from history is considered the best way of increasing our basis of knowledge on what to expect from the future. The thesis tests two opposing theoretical traditions against each other. On one side is the environmental security literature, which holds that environmentally induced adversity is likely to increase the risk of violent conflict. The other, relatively unknown tradition, called disaster sociology, expects adversity to stimulate altruistic behavior and replace past ascribed identities with new 'communities of sufferers' in the disaster aftermath. In a violent conflict setting, this argument is read as that disasters should reduce conflict risk. Four analyses have been conducted. The first has a global coverage, two focus on India and the last one on Indonesia. The first analysis aims to uncover general trends, while the three others use cases where environmentally driven violence is considered particularly likely, and disaggregated analytical designs that should be well

  18. Democracy and Violent Conflicts in Nigeria: Implications for National ...

    African Journals Online (AJOL)

    The paper found that; the nature of competition for political power, multi-ethnic nature of the polity as well as corruption, unemployment and poverty are some of the factors which make democracy in Nigeria‟s Fourth Republic violent-ridden. The paper therefore, recommends among others, the need to cut down on the ...

  19. Application of reality therapy on violent beliefs of Nigerian ...

    African Journals Online (AJOL)

    The application of Reality Therapy on students' violent beliefs was investigated through quasi-experimental research design with a sample of 18 students (13 boys and 5 girls) and another set of 18 students (15 boys and 3 girls) for experimental and control groups respectively. The students in experimental group were those ...

  20. Deterring Violent Extremism in America by Utilizing Good Counter-Radicalization Practices from Abroad: A Policy Perspective

    Science.gov (United States)

    2017-03-01

    counter-violent extremism, deterring violent extremism, counter-radicalization, country study, CVE, DVE, deterrence, policy perspective , good practices...both North America and in Europe, more constructive policies must be developed to manage diversity. There are serious flaws in the current policies...EXTREMISM IN AMERICA BY UTILIZING GOOD COUNTER-RADICALIZATION PRACTICES FROM ABROAD: A POLICY PERSPECTIVE by Amy Fires Bonanno March 2017

  1. Spaces of insecurity : human agency in violent conflicts in Kenya

    NARCIS (Netherlands)

    Witsenburg, K.; Zaal, A.F.M.

    2012-01-01

    There are regions in the world where socio-economic deprivation, ecological marginality, political exclusion, poverty and violence all seem to converge. The cases presented in this book describe various violent conflicts in rural Kenya and aim to understand spatial insecurity while searching for

  2. Revisiting violent videogames research: Game studies perspectives on aggression, violence, immersion, interaction, and textual analysis

    Directory of Open Access Journals (Sweden)

    Kyle Kontour

    2009-04-01

    Full Text Available Thus far, the bulk of effects research on violent video games demon-strates troubling correlations between playing violent video games and increases in (or primers for aggressive behavior, which suggests that overall, violent video games may be detrimental to society. However, there may be significant weaknesses in this body of research, concerning not only methodological issues such as study design and the ways in which ‘aggression’ or ‘violence’ are conceptualized, but also containing fundamental misunderstandings of games as text, apparatus, or cultural artifact. Because these studies may not have a sophisticated enough un-derstanding of games as objects or gaming as an activity, we must there-fore reconsider the conclusions and implications thus far arrived at in this research and look for new ways forward for assessing violence in/and video games.

  3. Much ado about nothing: the misestimation and overinterpretation of violent video game effects in eastern and western nations: comment on Anderson et al. (2010).

    Science.gov (United States)

    Ferguson, Christopher J; Kilburn, John

    2010-03-01

    The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression or violence. In a new meta-analysis, C. A. Anderson et al. (2010) questioned these findings. However, their analysis has several methodological issues that limit the interpretability of their results. In their analysis, C. A. Anderson et al. included many studies that do not relate well to serious aggression, an apparently biased sample of unpublished studies, and a "best practices" analysis that appears unreliable and does not consider the impact of unstandardized aggression measures on the inflation of effect size estimates. They also focused on bivariate correlations rather than better controlled estimates of effects. Despite a number of methodological flaws that all appear likely to inflate effect size estimates, the final estimate of r = .15 is still indicative of only weak effects. Contrasts between the claims of C. A. Anderson et al. (2010) and real-world data on youth violence are discussed.

  4. National Cohort Study of Suicidality and Violent Criminality among Danish Immigrants.

    Directory of Open Access Journals (Sweden)

    Roger T Webb

    Full Text Available Immigrant populations in western societies have grown in their size and diversity yet evidence is incomplete for their risks of suicidality and criminal violence. We examined these correlated harmful behaviours in a national cohort.(i Compare absolute risk between first and second generation immigrants, foreign-born adoptees and native Danes by plotting cumulative incidence curves to onset of early middle age; (ii estimate sex-specific relative risks for these immigrant type subgroups vs. native Danes; (iii examine effect modification by higher vs. lower socio-economic status.In a cohort of over two million persons, attempted suicides and violent crimes were investigated using data from multiple interlinked registers. We plotted sex-specific cumulative incidence curves and estimated incidence rate ratios.In the whole study cohort, 1414 people died by suicide, 46,943 attempted suicide, and 51,344 were convicted of committing a violent crime. Among all immigrant subgroups combined, compared with native Danes, relative risk of attempted suicide was greater in female immigrants (incidence rate ratio, 1.59; 95% confidence interval: CI 1.54-1.64 than in male immigrants (1.26; CI 1.20-1.32, and vice versa for relative risk of violent offending in male immigrants (2.36; CI 2.31-2.42 than in female immigrants (1.74; CI 1.62-1.87. Risk for both adverse outcomes was significantly elevated in virtually every gender-specific immigrant type subgroup examined. Violent crime risk was markedly raised in first generation immigrant males and in the Danish born male children of two immigrant parents. However, male immigrants of lower social status had lower risk of attempted suicide than their native Danish peers.Young immigrants of both first and second generation status face serious challenges and vulnerabilities that western societies need to urgently address. Relative risk patterns for these adverse outcomes vary greatly between the genders and also by

  5. Mountainous terrain and violent conflict in the post-Soviet Caucasus.

    Science.gov (United States)

    Witmer, F. D. W.; Linke, A. M.; Holland, E.; O'Loughlin, J.

    2015-12-01

    What are the connections between mountainous terrain and violent conflict in the post-Soviet Caucasus? Political science and international relations research often use simplistic metrics to characterize terrain and its relation to conflict. We examine linkages between environmental conditions and conflict using fine-resolution spatially disaggregated data for violent events occurring in five wars in the broader Caucasus region: between the Russian state and separatists in Chechnya and the neighboring republics (1999-2002); the Russian state and Islamists in the North Caucasus (2002-2015); between Armenians and Azerbaijanis in Nagorno-Karabakh (1990-2015); and between Georgia and separatists in South Ossetia (1991-2008) and Abkhazia (1992-2008). For environmental conditions, we consider land use, elevation, and slope to identify profiles of violence intensity within each of the five cases. Data include forest cover derived from Landsat imagery, slope data calculated from a digital elevation model, and land cover derived from MODIS imagery. The Landsat imagery provide consistent 30 meter information on percent forest cover across the multiple study regions. We use GIS (buffers around conflict points) to create categorical summary statistics. The "operational costs of context" vary dramatically across regions within the study area and by the actor who initiates subsets of violent events. Our empirical focus is on Russia's south and the neighboring countries of the South Caucasus but we leverage comparisons between the five wars to generalize outward to other world regions and to contribute to research on conflict propensity in regions of rugged and mountainous terrain.

  6. The Code of the Street and Violent Versus Property Crime Victimization.

    Science.gov (United States)

    McNeeley, Susan; Wilcox, Pamela

    2015-01-01

    Previous research has shown that individuals who adopt values in line with the code of the street are more likely to experience violent victimization (e.g., Stewart, Schreck, & Simons, 2006). This study extends this literature by examining the relationship between the street code and multiple types of violent and property victimization. This research investigates the relationship between street code-related values and 4 types of victimization (assault, breaking and entering, theft, and vandalism) using Poisson-based multilevel regression models. Belief in the street code was associated with higher risk of experiencing assault, breaking and entering, and vandalism, whereas theft victimization was not related to the street code. The results suggest that the code of the street influences victimization broadly--beyond violence--by increasing behavior that provokes retaliation from others in various forms.

  7. Intra-active subject formation – with friends and violent video games

    DEFF Research Database (Denmark)

    Søndergaard, Dorte Marie

    Violent videogames and their implications for children’s and youth’s subject formation have engaged researchers and educational professionals for many years. In a study on bullying, I asked: Why does online violent gaming become so attractive to children and youth positioned in schools saturated...... with bullying practices? How do they encounter and develop this relevance together? I will discuss the potentials and limitations in an agential realist approach to analyses rooted in these questions, and argue that although agential realist conceptualizations of diffraction and material-discursive intra......-activity promise a strong potential re. attention to complexity, in order to be helpful the concepts need further diffractive readings with theories that offer refined understandings of subject formation. And – that the science-approach of agential realisme, in relation to analyses of ethnographic material, must...

  8. Childhood Neurodevelopmental Disorders and Violent Criminality: A Sibling Control Study

    Science.gov (United States)

    Lundström, Sebastian; Forsman, Mats; Larsson, Henrik; Kerekes, Nora; Serlachius, Eva; Långström, Niklas; Lichtenstein, Paul

    2014-01-01

    The longitudinal relationship between attention deficit hyperactivity disorder (ADHD) and violent criminality has been extensively documented, while long-term effects of autism spectrum disorders (ASDs), tic disorders (TDs), and obsessive compulsive disorder (OCD) on criminality have been scarcely studied. Using population-based registers of all…

  9. Effects of playing violent videogames on Chinese adolescents' pro-violence attitudes, attitudes toward others, and aggressive behavior.

    Science.gov (United States)

    Wei, Ran

    2007-06-01

    This study examines the effects of exposure to online videogame violence on Chinese adolescents' attitudes toward violence, empathy, and aggressive behavior. Results of bivariate analyses show that playing violent videogames on the Internet was associated with greater tolerance of violence, a lower emphatic attitude, and more aggressive behavior. Results of hierarchical regression analyses showed sustained relationships between exposure and pro-violent attitudes and empathy when exposure was examined simultaneously with gender, computer use, and Internet use. However, the linkage between exposure and aggression became non-significant, suggesting that the effects of playing violent videogames were greater for attitudinal outcomes than on overt behavior. Gender differences in playing videogames and in effects were also found.

  10. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study

    OpenAIRE

    Wei Pan; Wei Pan; Wei Pan; Xuemei Gao; Shuo Shi; Fuqu Liu; Chao Li

    2018-01-01

    A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the...

  11. Lack of Evidence That Neural Empathic Responses Are Blunted in Excessive Users of Violent Video Games: An fMRI Study

    OpenAIRE

    Szycik, Gregor R.; Mohammadi, Bahram; M?nte, Thomas F.; te Wildt, Bert T.

    2017-01-01

    The use of violent video games has been often linked to increase of aggressive behavior. According to the General Aggression Model, one of the central mechanisms for this aggressiveness inducing impact is an emotional desensitization process resulting from long lasting repeated violent game playing. This desensitization should evidence itself in a lack of empathy. Recent research has focused primarily on acute, short term impact of violent media use but only little is known about long term ef...

  12. A Plea for Caution: Violent Video Games, the Supreme Court, and the Role of Science

    Science.gov (United States)

    Hall, Ryan C. W.; Day, Terri; Hall, Richard C. W.

    2011-01-01

    On November 2, 2010, the US Supreme Court heard arguments in the case of Schwarzenegger v Entertainment Merchants Association, with a ruling expected in 2011. This case addressed whether states have the right to restrict freedom of speech by limiting the sale of violent video games to minors. To date, 8 states have tried to pass legislation to this effect, with all attempts being found unconstitutional by lower courts. In large part, the Supreme Court's decision will be determined by its review and interpretation of the medical and social science literature addressing the effects of violent video games on children. Those on both sides of the violent video game debate claim that the scientific literature supports their opinions. Some involved in the debate have proclaimed that the debate is scientifically settled and that only people holding personal interests and biases oppose these “established truths.” We review the historical similarities found in the 1950s comic book debate and studies identified from a PubMed search of the term violent video games showing both the harmful and beneficial effects of these video games. We define factors that physicians need to consider when reading and stating opinions about this literature. Opinions from past court rulings are discussed to provide insight into how judges may approach the application of these social science studies to the current legal issue. Although on the surface the case of Schwarzenegger v Entertainment Merchants Association pertains only to the restriction of violent video games, it may establish principles about how medical and public health testimony can affect fundamental constitutional rights and how much and on what basis the courts will defer to legislators' reliance on unsettled science. PMID:21454733

  13. Violent fan fluctuations: a diffusion perspective to explain supporters' violence

    NARCIS (Netherlands)

    Braun, R.; Vliegenthart, R.

    2009-01-01

    In this article, we address the question of how diffusion mechanisms predict the level of violence among soccer fans. We embed possible causes of violent fan behavior in a theoretical framework of diffusion, as social movement scholars deploy it to study other instances of collective violence. Four

  14. Adolescent delinquency and antisocial tendencies as precursors to adult violent offending: a prospective study of a representative sample of swiss men.

    Science.gov (United States)

    Laubacher, Arja; Rossegger, Astrid; Endrass, Jérôme; Angst, Jules; Urbaniok, Frank; Vetter, Stefan

    2014-05-01

    Studies on adult sex and violent offenders have found high rates of adolescent delinquency, while early delinquency has been shown to be significantly associated with adult offending. The examined subsample (n = 123) of a longitudinal prospective study (n = 6,315) includes all men who at the age of 19 had an entry in the criminal records. During the observation period of 34 years, 68.3% of the sample had been reconvicted as adults, 23.6% for violent or sex offenses. The odds of adult sex or violent offending were 2.8 times higher for those who had committed a violent offense in adolescence and 1.05 times higher for any offense committed before the age of 19. The characteristics of criminal history showed the highest discriminative values (area under the curve [AUC] = 0.61-0.65). The most important finding of this study was that characteristics of adolescent delinquency predicted adult violent or sex offending, whereas socioeconomic and psychiatric characteristics did not.

  15. The Cost of Performance? Students' Learning about Acting as Change Agents in Their Schools

    Science.gov (United States)

    Kehoe, Ian

    2015-01-01

    This paper explores how performance culture could affect students' learning about, and disposition towards, acting as organisational change agents in schools. This is based on findings from an initiative aimed to enable students to experience acting as change agents on an aspect of the school's culture that concerned them. The initiative was…

  16. Brain morphometric correlates of MAOA-uVNTR polymorphism in violent behavior

    Directory of Open Access Journals (Sweden)

    C. Romero-Rebollar

    2015-01-01

    Discussion: This findings suggests that grey matter integrity in superior temporal pole could be a neurobiological correlate of the allelic association between MAOA-uVNTR polymorphism and violent behavior due to its implication in socio-emotional processing.

  17. Environmental and nursing-staff factors contributing to aggressive and violent behaviour of patients in mental health facilities.

    Science.gov (United States)

    van Wijk, Evalina; Traut, Annalene; Julie, Hester

    2014-08-14

    Aggressive and violent behaviour of inpatients in mental health facilities disrupts the therapeutic alliance and hampers treatment. The aim of the study was to describe patients' perceptions of the possible environmental and staff factors that might contribute to their aggressive and violent behaviour after admission to a mental health facility; and to propose strategies to prevent and manage such behaviour. A qualitative, phenomenological study was utilised, in which purposefully sampled inpatients were interviewed over a six-month period. Inpatients were invited to participate if they had been admitted for at least seven days and were in touch with reality. Forty inpatients in two mental health facilities in Cape Town participated in face-to-face, semi-structured interviews over a period of six months. Tesch's descriptive method of open coding formed the framework for the data analysis and presentation of the results. Trustworthiness was ensured in accordance with the principles of credibility, confirmability, transferability and dependability. Analysis of the data indicates two central categories in the factors contributing to patients' aggressive and violent behaviour, namely, environmental factors and the attitude and behaviour of staff. From the perspective of the inpatients included in this study, aggressive and violent episodes are common and require intervention. Specific strategies for preventing such behaviour are proposed and it is recommended that these strategies be incorporated into the in-service training programmes of the staff of mental health facilities. These strategies could prevent, or reduce, aggressive and violent behaviour in in-patient facilities.

  18. Homegrown violent extremists: A seemingly undetectable threat

    Energy Technology Data Exchange (ETDEWEB)

    Crawford, Justin

    2017-04-01

    With today’s unlimited and instantaneous communication, it is easy for a United States citizen to easily connect with anyone in the world. There are many positives to this; however, the unintended consequences include vulnerable people being influenced by radical ideologies. This is evident with the increase in homegrown violent extremists (HVE).The challenge for law enforcement is how to work with constitutional constraints that require a criminal predicate to be present in order to allow intelligence teams to continue collecting information in a permanent file.

  19. Factors associated with violent victimisation among homeless adults in Sydney, Australia.

    Science.gov (United States)

    Larney, Sarah; Conroy, Elizabeth; Mills, Katherine L; Burns, Lucy; Teesson, Maree

    2009-08-01

    To determine the prevalence and correlates of violent victimisation among homeless people in inner-Sydney. Cross-sectional design. Clients of a shelter for homeless, substance-using adults were interviewed about their drug use, mental health and violent victimisation in the previous 12 months. Logistic regression was used to identify factors associated with victimisation. Participants reported complex drug use histories and high levels of depression, post-traumatic stress disorder (PTSD) and schizophrenia or other psychotic disorders. Forty-eight per cent of participants reported past year victimisation. In univariate analyses, being female, schizophrenia/psychotic disorder, PTSD, depression and regular use of psychostimulants were associated with increased risk of victimisation. In multivariate analyses, regular use of psychostimulants (odds ratio [95% CI] 5.07 [1.53-16.84]), schizophrenia or other psychotic disorder (3.13 [1.24-7.9], and depression (2.65 [1.07-6.59]) were associated with increased risk of victimisation. This sample of homeless, substance-using adults experienced high levels of violence. People with poor mental health and regular psychostimulant users were at greater risk of victimisation. A longitudinal study to determine whether victimisation prolongs homelessness is warranted. Clinical staff working with homeless populations need to be aware of the likelihood of past and future victimisation and its effects on mental health. Homeless persons may benefit from learning to identify risk situations for victimisation and how to de-escalate potentially violent situations.

  20. A time series modeling approach in risk appraisal of violent and sexual recidivism.

    Science.gov (United States)

    Bani-Yaghoub, Majid; Fedoroff, J Paul; Curry, Susan; Amundsen, David E

    2010-10-01

    For over half a century, various clinical and actuarial methods have been employed to assess the likelihood of violent recidivism. Yet there is a need for new methods that can improve the accuracy of recidivism predictions. This study proposes a new time series modeling approach that generates high levels of predictive accuracy over short and long periods of time. The proposed approach outperformed two widely used actuarial instruments (i.e., the Violence Risk Appraisal Guide and the Sex Offender Risk Appraisal Guide). Furthermore, analysis of temporal risk variations based on specific time series models can add valuable information into risk assessment and management of violent offenders.

  1. Rape-Myth Congruent Beliefs in Women Resulting from Exposure to Violent Pornography: Effects of Alcohol and Sexual Arousal

    Science.gov (United States)

    Davis, Kelly Cue; Norris, Jeanette; George, William H.; Martell, Joel; Heiman, Julia R.

    2006-01-01

    Previous research findings indicate that women suffer a variety of detrimental effects from exposure to violent pornography. This study used an experimental paradigm to examine the effects of a moderate alcohol dose and alcohol expectancies on women's acute reactions to a violent pornographic stimulus. A community sample of female social drinkers…

  2. How long do the short-term violent video game effects last?

    Science.gov (United States)

    Barlett, Christopher; Branch, Omar; Rodeheffer, Christopher; Harris, Richard

    2009-01-01

    How long do the effects of the initial short-term increase in aggression and physiological arousal last after violent video game play? Study 1 (N=91) had participants complete pre- and postvideo game measures of aggressive thoughts, aggressive feelings, and heart rate. Then, participants completed Time 3 measures after 4 min or 9 min of delay. Study 2 employed a similar procedure, but had participants (N=91) complete the hot sauce paradigm to assess aggressive behavior after a 0, 5, or 10 min delay. First, results indicated that aggressive feelings, aggressive thoughts, aggressive behavior, and heart rate initially increased after violent video game play. Second, results of the delay condition revealed that the increase in aggressive feelings and aggressive thoughts lasted less than 4 min, whereas heart rate and aggressive behavior lasted 4-9 min. Copyright 2009 Wiley-Liss, Inc.

  3. Reliability of risk assessment measures used in sexually violent predator proceedings.

    Science.gov (United States)

    Miller, Cailey S; Kimonis, Eva R; Otto, Randy K; Kline, Suzonne M; Wasserman, Adam L

    2012-12-01

    The field interrater reliability of three assessment tools frequently used by mental health professionals when evaluating sex offenders' risk for reoffending--the Psychopathy Checklist-Revised (PCL-R), the Minnesota Sex Offender Screening Tool-Revised (MnSOST-R) and the Static-99-was examined within the context of sexually violent predator program proceedings. Rater agreement was highest for the Static--99 (intraclass correlation coefficient [ICC₁] = .78) and lowest for the PCL-R (ICC₁ = .60; MnSOST-R ICC₁ = .74), although all instruments demonstrated lower field reliability than that reported in their test manuals. Findings raise concerns about the reliability of risk assessment tools that are used to inform judgments of risk in high-stake sexually violent predator proceedings. Implications for future research and suggestions for improving evaluator training to increase accuracy when informing legal decision making are discussed.

  4. I Wish I Were a Warrior: The Role of Wishful Identification in the Effects of Violent Video Games on Aggression in Adolescent Boys

    Science.gov (United States)

    Konijn, Elly A.; Bijvank, Marije Nije; Bushman, Brad J.

    2007-01-01

    This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on…

  5. Youth and Violent Conflict. Study Guide for Teachers and Students

    Science.gov (United States)

    United States Institute of Peace, 2006

    2006-01-01

    The objectives of this study guide are: (1) to increase student understanding of the prevalence of youth participation in violent conflict and the challenges to addressing this global issue; (2) to familiarize students with strategies for conflict prevention, management, and resolution; (3) to develop students' analytical reading, writing, and…

  6. Differentiating gang members, gang affiliates and violent men on their psychiatric morbidity and traumatic experiences

    OpenAIRE

    Wood, Jane L.; Kallis, Constantinos; Coid, Jeremy

    2017-01-01

    Objective: Little is known about the differences between gang members and gang affiliates;\\ud individuals who associate with gangs, but who are not gang members. Even less is known\\ud about how these groups compare with other violent populations. This study, examined how\\ud gang members, gang affiliates, and violent men, compare on mental health symptoms and\\ud traumatic experiences. Method: Data included a sample of 1,539 adult males, aged 19-34\\ud years, taken from an earlier survey conduct...

  7. Is Meal Frequency Associated with Mental Distress and Violent Behaviors in Children and Adolescents? the CASPIAN IV Study

    Directory of Open Access Journals (Sweden)

    Hossein Ansari

    2016-07-01

    Full Text Available Background: This study aimed to assess the relationship between meal frequency with mental distress and violent behavior among a nationally representative sample of Iranian children and adolescents. Materials and Methods: The participants of this national study were 14,880 Iranian students with 6 to 18 years of age. They were selected from urban and rural regions of Iran by multi-stage cluster sampling method. The data were obtained about demographic information, mental distress, violent behaviors and meal frequency by the questionnaire of the World Health Organization-Global School-based Student Health Survey (WHO-GSHS. Results: The response rate was 90.6%. The participants who were categorized as the group eating 3 meals per week significantly experienced less mental distress than those who were categorized as consuming 2 meals and one/no meal per week (P-value < 0.05. The min rate of violent behaviors was observed among participants who were classified as consuming 3 meals group and the max rate in one/no meal group. Participants who were categorized as consuming one/ no meal and 2 meals per week had higher risk of mental distress and violent behaviors compared with those whom consumed 3 meals per week. Conclusions: Meal skipping was significantly associated with mental problems and violent behaviors among Iranian children and adolescents and this association was independent of known confounders.

  8. Self-image and suicidal and violent behaviours of adolescent girls

    Directory of Open Access Journals (Sweden)

    Katarzyna Sitnik-Warchulska

    2016-05-01

    Full Text Available Background An increase in self-destructive and aggressive behaviours in adolescents has been observed in recent years. The present study focused on self-perception of adolescent girls who show different types of extreme destructive behaviours (suicidal or violent. The main aim of the study was to identify personality predictors of suicidal and violent behaviour in adolescent girls. Participants and procedure The study involved 163 female participants aged 13-17 years, including 44 suicide attempters (without extreme aggressive behaviour towards others, 46 girls using violence against others (without extreme self-destructive behaviour and 77 girls exhibiting no destructive behaviour. The following research methods were applied: the Adjective Checklist (ACL (versions “What am I like?” and “What would I like to be?”, and the Sentence Completion Test. Results The girls showing extreme destructive behaviour, particularly self-destructive behaviour, were found to have a more negative self-image, a lower level of consistency of the self-image, lower self-esteem and a higher level of inner conflict than the control group. Stepwise discriminant analysis was used to determine predictors of extreme self-destructive or aggressive behaviours. Escalated inner conflicts within the attitude towards oneself appear to be the most important predictor of suicidal behaviour in adolescent girls, whereas self-perception based on strength seems to be the most significant predictor of violent behaviour in adolescent girls. Conclusions The research showed that destructive behaviour among adolescents is a multidimensional phenomenon. The statistical model presented in the study has been proved to have a high value. The results can help in successful prevention and therapy of destructive behaviours in adolescents.

  9. Personality characteristics and parent-child relationships juveniles who commit violent crimes of a sexual nature

    Directory of Open Access Journals (Sweden)

    Vartanyan G.A.

    2017-07-01

    Full Text Available Studies of aggressive behavior of teenagers and sexual aggression in particular in the last time are particularly relevant and valuable in modern society. This is confirmed by the data of criminological statistics, according to which the rate of minor crime in the Russian Federation in recent years has virtually the same range. A comprehensive study of the person of a minor convicted of violent crimes of a sexual nature (personal characteristics, characteristics of sexual identity and parent-child relationship on the basis of comparative analysis with a group of teenagers convicted of the crime of mercenary-violent type, and a group of students emerging in socially favourable environment, enabled them to identify some distinctive features. The obtained results allow to suggest a possible mutual influence of personal characteristics and characteristics of sexual identity with the peculiarities of child-parent relationships in a group of juveniles convicted for violent crimes of a sexual nature.

  10. ACTS 2014

    DEFF Research Database (Denmark)

    Co-curator of ACTS 2014 together with Rasmus Holmboe, Judith Schwarzbart and Sanne Kofoed. ACTS is the Museum of Contemporary Art’s international bi-annual festival. ACTS was established in 2011 and, while the primary focus is on sound and performance art, it also looks toward socially oriented art....... For the 2014 festival, the museum has entered into a collaboration with the Department for Performance Design at Roskilde University – with continued focus on sound and performance art, and social art in public spaces. With ACTS, art moves out of its usual exhibition space and instead utilizes the city, its...... various possibilities and public spaces as a stage. ACTS takes place in and around the museum and diverse locations in Roskilde city. ACTS is partly curated by the museum staff and partly by guest curators. ACTS 2014 is supported by Nordea-fonden and is a part of the project The Museum goes downtown....

  11. Playing Violent Video and Computer Games and Adolescent Self-Concept.

    Science.gov (United States)

    Funk, Jeanne B.; Buchman, Debra D.

    1996-01-01

    Documents current adolescent electronic game-playing habits, exploring associations among preference for violent games, frequency and location of play, and self-concept. Identifies marked gender differences in game-playing habits and in scores on a self-perception profile. Finds that for girls, more time playing video or computer games is…

  12. Trolling New Media: Violent Extremist Groups Recruiting Through Social Media

    Science.gov (United States)

    2015-12-01

    We must make the Internet our tool.”67 In addition to al Neda, al Qaeda maintains several other websites such as al Ansar (the Helpers ) and al...players can hone their sniper skills by executing Prime Minister Ariel Sharon.126 Just as violent extremist groups have expanded recruiting efforts

  13. The Challenge of Researching Violent Societies: Navigating Complexities in Ethnography

    Science.gov (United States)

    Tshabangu, Icarbord

    2009-01-01

    Through use of a recent study researching democratic education and citizenship in Zimbabwe, this paper examines the methodological dilemmas and challenges faced by an ethnographer, particularly by a research student in a violent context. The article posits a bricolage strategy to navigate some of the dangers and methodological dilemmas inherent so…

  14. Is Maternal PTSD Associated with Greater Exposure of Very Young Children to Violent Media?

    Science.gov (United States)

    Schechter, Daniel S.; Gross, Anna; Willheim, Erica; McCaw, Jaime; Turner, J. Blake; Myers, Michael M.; Zeanah, Charles H.; Gleason, Mary Margaret

    2009-01-01

    This study examined media-viewing by mothers with violence-related posttraumatic stress disorder (PTSD) and related media exposure of their preschool-age children. Mothers (N = 67) recruited from community pediatric clinics participated in a protocol involving a media-preference survey. Severity of maternal PTSD and dissociation were significantly associated with child exposure to violent media. Family poverty and maternal viewing-behavior were also associated. Maternal viewing-behavior mediated the effects specifically of maternal PTSD severity on child exposure. Clinicians should assess maternal and child media viewing practices in families with histories of violent trauma exposure and related psychopathology. PMID:19924819

  15. Impact of a Universal School-Based Violence Prevention Program on Violent Delinquency: Distinctive Benefits for Youth with Maltreatment Histories

    Science.gov (United States)

    Crooks, Claire V.; Scott, Katreena; Ellis, Wendy; Wolfe, David A.

    2011-01-01

    Objective: Child maltreatment constitutes a strong risk factor for violent delinquency in adolescence, with cumulative experiences of maltreatment creating increasingly greater risk. Our previous work demonstrated that a universal school-based violence prevention program could provide a protective impact for youth at risk for violent delinquency…

  16. Canaries in the coal mine: Interpersonal violence, gang violence, and violent extremism through a public health prevention lens.

    Science.gov (United States)

    Eisenman, David P; Flavahan, Louise

    2017-08-01

    This paper asks what programmes and policies for preventing violent extremism (also called 'countering violent extremism', or CVE) can learn from the public health violence prevention field. The general answer is that addressing violent extremism within the wider domain of public health violence prevention connects the effort to a relevant field of research, evidence-based policy and programming, and a broader population reach. This answer is reached by examining conceptual alignments between the two fields at both the case-level and the theoretical level. To address extremist violence within the wider reach of violence prevention, having a shared model is seen as a first step. The World Health Organization uses the social-ecological framework for assessing the risk and protective factors for violence and developing effective public-health based programmes. This study illustrates how this model has been used for gang violence prevention and explores overlaps between gang violence prevention and preventing violent extremism. Finally, it provides policy and programme recommendations to align CVE with public health violence prevention.

  17. Violent Fantasies in Young Men With Autism Spectrum Disorders: Dangerous or Miserable Misfits? Duty to Protect Whom?

    Science.gov (United States)

    Palermo, Mark T; Bogaerts, Stefan

    2017-07-01

    Predictability of dangerousness in association with mental disorders remains elusive, outside of a few relatively well-established risk factors for the prognostication of violence, such as male sex, the presence of a psychotic disorder, and comorbid substance abuse. In clinical practice, inquiry into the presence of aggressive or violent ideation, in the form of ideas of homicide or suicide, is part of a standard mental status examination. Nonetheless, fantasy life, when it concerns harm toward others, may not be as reliable an indicator of imminent danger as it may be in the case of self-harm. Five cases of young Italian men with Asperger syndrome and recurrent and extremely violent femicide fantasies are presented. While there is no direct correlation between autism spectrum conditions and violence, as other humans, persons with an autistic condition are capable of committing crimes, including homicide. All five had in common a number of characteristics and behaviors felt to be pathoplastic: All had been bullied, all had been romantically rejected, all were long-standing First Person Shooter (FPS) game players, and all were avid violent pornography consumers. The potential for an actual neurocognitive impact of violent video games, well documented in the literature, and its combination with personal life history and chronic habituation following long-standing violent pornography use is discussed in the context of social and emotional vulnerabilities. While aggressive fantasies cannot and should not be underestimated, in countries where duty to protect legislation does not exist, a clinical approach is imperative, as, incidentally, should be anywhere.

  18. Russia and Countering Violent Extremism in the Internet and Social Media: Exploring Prospects for U.S.-Russia Cooperation Beyond the "Reset"

    Directory of Open Access Journals (Sweden)

    Sharyl N. Cross Dr.

    2013-12-01

    Full Text Available Russia has been targeted with a series of terrorist attacks over the past several years, and there are a growing number of extremist groups operating throughout Russia’s society utilizing the Internet/social media to promote their narratives and objectives. Russia’s policy community has created institutional mechanisms and laws to address the challenge of violent extremism in the Internet/social media, and recognizes the importance of international cooperation toward these ends. This study, based on primary research conducted in Moscow in 2012, defines Russia’s assessment of domestic and international sources violent extremist threats; explains Moscow’s perspective on balancing democratic principles with the challenge of countering violent extremism in the Internet/social media; assesses existing capacities and impediments to further international collaboration with Russia in countering violent extremism in the Internet/social media spheres; defines specific initiatives that Russia, the United States, and other nations of the world community could advance to enhance international cooperation in countering violent extremism throughout the world cyber community.

  19. Parental Psychiatric Disease and Risks of Attempted Suicide and Violent Criminal Offending in Offspring: A Population-Based Cohort Study.

    Science.gov (United States)

    Mok, Pearl L H; Pedersen, Carsten Bøcker; Springate, David; Astrup, Aske; Kapur, Nav; Antonsen, Sussie; Mors, Ole; Webb, Roger T

    2016-10-01

    Self-directed and interpersonal violence share some common risk factors such as a parental history of mental illness. However, relationships between the full spectrum of parental psychiatric disease and these 2 related outcomes are unclear. To examine associations between the full spectrum of parental psychiatric disease and risks of attempted suicide and violent offending among offspring. Population-based cohort study of all persons born in Denmark 1967 through 1997, followed up from their 15th birthday until occurrence of adverse outcome or December 31, 2012, whichever came first. Array of parental psychiatric disorders and parental suicide attempt, delineated from records of secondary care treatments. Using survival analyses techniques, incidence rate ratios were estimated for offspring suicide attempt and violent offending. We examined 1 743 525 cohort members (48.7% female; total follow-up, 27.2 million person-years). Risks for offspring suicide attempt and violent offending were elevated across virtually the full spectrum of parental psychiatric disease. Incidence rate ratios were the most elevated for parental diagnoses of antisocial personality disorder (suicide attempt, 3.96; 95% CI, 3.72-4.21; violent offending, 3.62; 95% CI, 3.41-3.84) and cannabis misuse (suicide attempt, 3.57; 95% CI, 3.25-3.92; violent offending, 4.05; 95% CI, 3.72-4.39), and for parental suicide attempt (suicide attempt, 3.42; 95% CI, 3.29-3.55; violent offending, 3.31; 95% CI, 3.19-3.44). Parental mood disorders (and bipolar disorder in particular) conferred more modest risk increases. A history of mental illness or suicide attempt in both parents was associated with double the risks compared with having just 1 affected parent. Associations between parental psychiatric disease and offspring violent offending were stronger for female than for male offspring, whereas little sex difference in risk was found for offspring suicide attempt. The similarities in risk patterns observed

  20. French regulations for countering external violent forces affecting nuclear power stations

    International Nuclear Information System (INIS)

    Dupraz, B.

    1986-01-01

    This article describes the general principles underlying nuclear safety regulations to counter external violent forces to which plants can be exposed. It then examines the statutory directives concerning external violences connected with human activities or originating from natural phenomena. 3 refs [fr

  1. The association between elevated blood lead levels and violent behavior during late adolescence: The South African Birth to Twenty Plus cohort.

    Science.gov (United States)

    Nkomo, Palesa; Mathee, Angela; Naicker, Nisha; Galpin, Jacky; Richter, Linda M; Norris, Shane A

    2017-12-01

    Epidemiological studies have shown the adverse neuro-behavioral health effects of lead exposure among children, in particular. However, there is lack evidence in this regard from developing countries. The main aim of this study was to assess the association between blood lead levels (BLLs) during early adolescence and violent behavior in late adolescence. Our study sample from the Birth to Twenty Plus cohort in Soweto-Johannesburg, South Africa included 1332 study participants (684 females). BLLs were measured using blood samples collected at age 13years. Violent behavior was evaluated using data collected at ages 15 to 16years using the Youth Self Report questionnaire. First, bivariate analysis was used to examine data for an association between lead exposure in early adolescence and violent behavior items during late adolescence. Principal Component Analysis (PCA) was used for dimensionality reduction and six violent behavior components were derived. Data were further analyzed for an association between BLLs at age 13years and violent behavior using PCA derived components; to determine the specific type(s) of violent behavior associated with lead exposure. Median whole BLLs were 5.6μg/dL (plead exposure (plead exposure. They highlight the urgent need for preventive measures against lead exposure among children in low or middle income countries such as South Africa. Copyright © 2017 Elsevier Ltd. All rights reserved.

  2. Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior.

    Science.gov (United States)

    Ewoldsen, David R; Eno, Cassie A; Okdie, Bradley M; Velez, John A; Guadagno, Rosanna E; DeCoster, Jamie

    2012-05-01

    Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.

  3. A classification of psychological factors leading to violent behavior in posttraumatic stress disorder.

    Science.gov (United States)

    Silva, J A; Derecho, D V; Leong, G B; Weinstock, R; Ferrari, M M

    2001-03-01

    Posttraumatic stress disorder has long been linked to violent behavior. However, the exact nature of that association remains poorly characterized due to the limitations of knowledge in the area of phenomenology, contextual factors, the biology, and the nature of the aggression involved in the disorder. A clear understanding of the genesis of violence in posttraumatic stress disorder can be helpful to those involved in assessing psychiatric-legal issues relevant to the disorder and in its therapeutic management. In this article, we review the potential psychological links between posttraumatic stress disorder secondary to combat exposure and violent behavior and suggest a tentative classification of the main psychological causes of violence in that syndrome.

  4. Violent film characters' portrayal of alcohol, sex, and tobacco-related behaviors.

    Science.gov (United States)

    Bleakley, Amy; Romer, Daniel; Jamieson, Patrick E

    2014-01-01

    To determine the extent to which movies popular with adolescents feature characters who jointly engage in violence and other risk behaviors. We hypothesized that violent characters engage in other risk behaviors equally often in films rated appropriate for children over 12 (PG-13) and Restricted (R)-rated films. Content analysis of a sample of top-grossing movies from 1985 to 2010 (n = 390). We coded movies for the presence of at least 1 main character who was involved in violence and either sex, tobacco, or alcohol use within a 5-minute movie segment and throughout a film. Approximately 90% of the movies contained a segment with a main character involved in violence, and ~77% of the films had the same character engaging in at least 1 other risk behavior. A violent character was portrayed most often partaking in alcohol-related and sexual behaviors. G and PG movies had less co-occurrence than PG-13 or R-rated movies, but there was no statistical difference between PG-13 and R-rated movies with regards to violence co-occurring with other risk behaviors. These trends did not vary over time. Popular films that contain violent characters also show those characters engaging in other risk behaviors. Similar rates of co-occurrence between PG-13 and R-rated films suggest that the Motion Picture Association of America ratings system is not sensitive to the joint portrayal of violence and alcohol, sex, and tobacco-related risk behaviors. The on-screen clustering of violence with other risk behaviors is cause for concern and worthy of additional research.

  5. The role of self-control and self-esteem and the impact of early risk factors among violent offenders.

    Science.gov (United States)

    Woessner, Gunda; Schneider, Stephanie

    2013-04-01

    Research on the role of self-esteem and self-control among violent offenders has so far yielded inconsistent findings. Certain factors, such as an adverse upbringing, foster development of delinquent behaviour, but it is less clear how this is mediated. Little is known about the interrelationship between self-control and self-esteem or factors that influence them. AIM AND HYPOTHESIS: This study aimed to examine the relevance of self-esteem and self-control as distinct characteristics of violent offenders, and of their interrelationship with biographical risk factors for violence. Data were obtained from interviews and psychological testing with 101 incarcerated violent male offenders. These violent men showed higher body-related self-esteem compared with a general population sample. There were no offence-specific differences for self-control. Self-esteem was associated with self-control on binary testing, but, when entered into a regression analysis with attention and cognitive factors together with established early childhood risk factors, only the variable 'family problems' was independently related to self-control. The findings stress the complex interrelation between self-control, self-esteem and early childhood risk factors for antisocial behaviour. The combination of low social self-esteem, high body-related self-esteem and history of parenting problems characterising the violent offenders raises testable questions about whether high body-related self-esteem and violence are means of compensating for low social self-esteem with origins in parental neglect, inconsistent or harsh discipline. Copyright © 2013 John Wiley & Sons, Ltd.

  6. I am right, you are wrong: how biased assimilation increases the perceived gap between believers and skeptics of violent video game effects.

    Science.gov (United States)

    Greitemeyer, Tobias

    2014-01-01

    Despite hundreds of studies, there is continuing debate about the extent to which violent video games increase aggression. Believers argue that playing violent video games increases aggression, but this stance is disputed by skeptics. The present study addressed believers' and skeptics' responses to summaries of scientific studies that do or do not present evidence for increased aggression after violent video game play. Participants (N = 662) indicated whether they believed that violent video games increase aggression. Afterwards, they evaluated two opposing summaries of fictitious studies on the effects of violent video play. They also reported whether their initial belief had changed after reading the two summaries and indicated again whether they believed that violent video games increase aggression. Results showed that believers evaluated the study showing an effect more favorably than a study showing no effect, whereas the opposite was observed for skeptics. Moreover, both believers and skeptics reported to become more convinced of their initial view. In contrast, for actual attitude change, a depolarization effect was found. These results suggest that biased assimilation of new information leads believers and skeptics to become more rather than less certain of their views. Hence, even when confronted with mixed and inconclusive evidence, the perceived gap between both sides of the argument increases.

  7. Actes de langage et imaginaire linguistique. une ét ude de l’acte définitoire dans le discours « zouglou » en Côte d’Ivoire

    Directory of Open Access Journals (Sweden)

    Aimée-Danielle LEZOU KOFFI

    2017-12-01

    Full Text Available In 1990, when the Ivorian society was leading trade unions, political and social struggle, a new musical genre arrived from the university campuses: Zouglou. Students denounce their deleterious living conditions against a backdrop of caustic or even violent discourse. This genre quickly left university campuses to establish itself as a characteristic type of Ivorian musical identity and a practice of speech. The observation of zouglou discourse - discourse as a unit of meaning anchored in a field of social practices that defines it - reveals a recurrent recourse to definition. This linguistic phenomenon thus contributes to the construction of meaning in verbal interaction. It is known that defining acts in discourse reveal as anchors of discursive identity. Beyond this consideration, our contribution, standing at the interface of pragmatics and sociolinguistics, would like to pose the hypothesis of defining acts as revealing of the linguistic imagination of the speakers. Definition activity, in fact, contributes to the dynamics of the French language in Côte d'Ivoire. Speech acts, imbued with the culture of the speakers, contribute to the diversity of French speakers.

  8. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature.

    Science.gov (United States)

    Anderson, C A; Bushman, B J

    2001-09-01

    Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.

  9. Facteurs liés aux épisodes violents dans les soins

    DEFF Research Database (Denmark)

    Estryn-Behar, Madeleine; Duville, Nathalie; Menini, Marie-Laurène

    2007-01-01

    analyses were conducted with SPSS 12 software. RESULTS: After adjustment for age, gender and other occupational risk factors, the factors indicating insufficient team work were highly associated with an increased risk of violent events. Dissatisfaction with shift change (OR=1.35; 95%CI 1...

  10. Violent Victimization and Perpetration during Adolescence: Developmental Stage Dependent Ecological Models

    Science.gov (United States)

    Matjasko, Jennifer L.; Needham, Belinda L.; Grunden, Leslie N.; Farb, Amy Feldman

    2010-01-01

    Using a variant of the ecological-transactional model and developmental theories of delinquency on a nationally representative sample of adolescents, the current study explored the ecological predictors of violent victimization, perpetration, and both for three different developmental stages during adolescence. We examined the relative influence…

  11. Violent Media Consumption and the Recognition of Dynamic Facial Expressions

    Science.gov (United States)

    Kirsh, Steven J.; Mounts, Jeffrey R. W.; Olczak, Paul V.

    2006-01-01

    This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent media consumption. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph.…

  12. Building a Nonviolent Organization: Religious Leadership in a Violent World

    Science.gov (United States)

    Moore, Mary Elizabeth

    2015-01-01

    The purpose of this study is to demonstrate the role of leaders in building nonviolent organizations and the role of organizations in cultivating habits of peace, thereby preparing people as peacemakers in a violent world. Leadership literature asks how to build healthy organizations; conflict literature asks how to make global peace. Both ask how…

  13. A Study on the Violent Interactions of an Immiscible Drop impacting on a Superheated Pool

    KAUST Repository

    Alchalabi, Mohamad

    2014-05-01

    ABSTRACT A Study on the Violent Interactions of an Immiscible Drop Impacting on a Superheated Pool Mohamad Alchalabi The interactions between two immiscible liquids of different temperatures can be violent to the extent of causing harm to individuals, or damage to equipment, especially when used in the industry. Only a few studies investigated these interactions but they could not produce the violent interactions often reported by the industry, and therefore their results did not help much to develop clear understanding of the dynamics of these interactions. In this work, a high speed imaging system operated at 100,000 frames per second was utilized to record the events and phenomena taking place upon the impact of Perfluorohexane droplet at room temperature onto a hot soybean oil pool at temperatures as high as 300 ºC. The impact velocity was varied by varying the height of the droplet before it pinches off under its own weight. The recorded events identified the occurrence of vortex ring vapor explosions, weak and strong nucleate boiling, and film boiling. An impact velocity vs. oil temperature diagram identifying the regions in which each of these phenomena takes place was generated, and the dynamics driving their occurrences were explored. The vortex ring vapor explosions were found to become less violent as the impact velocity was increased, which was attributed to the existence of a smaller amount of liquid Perfluorohexane within the rings at high speed impacts, which does evaporate but does not expand violently. Weak nucleate boiling occurred at very high impact velocities relatively. As the temperature is increased, however, they start 5 turning into strong nucleate boiling. The strong nucleate boiling usually starts right upon impact, and when the temperature of the oil at one impact velocity is increased, it starts turning into film boiling, in which the liquid Perfluorohexane is covered by a vapor layer of its own vapor.

  14. Cool, callous and in control: superior inhibitory control in frequent players of video games with violent content

    OpenAIRE

    Stockdale, Laura; Morrison, Robert G; Palumbo, Robert; Garbarino, James; Silton, Rebecca L

    2017-01-01

    Abstract Research on the effects of media violence exposure has shown robust associations among violent media exposure, increased aggressive behavior, and decreased empathy. Preliminary research indicates that frequent players of violent video games may have differences in emotional and cognitive processes compared to infrequent or nonplayers, yet research examining the amount and content of game play and the relation of these factors with affective and cognitive outcomes is limited. The pres...

  15. 77 FR 43084 - Office of Federal High-Performance Green Buildings; Federal Buildings Personnel Training Act...

    Science.gov (United States)

    2012-07-23

    ... Federal High-Performance Green Buildings; Federal Buildings Personnel Training Act; Notification of... High- Performance Green Buildings, Office of Governmentwide Policy, General Services Administration... download from the Office of Federal High-Performance Green Building Web site Library at-- http://www.gsa...

  16. Fear of Violent Victimization among the Foreign-Born

    Directory of Open Access Journals (Sweden)

    Viviana ANDREESCU

    2013-05-01

    Full Text Available In general, most studies that examined the relationship immigrants – criminal behavior focused on the immigrants’ involvement in criminal activities as offenders and/or the effects of immigration on crime rates. Only limited research looked at the levels of victimization and perceived safety experienced by immigrants in their receiving countries. Using the most recent available data from the European Social Survey (Round 5/2010, the present quantitative analysis conducted on a representative sample of residents in United Kingdom (N=2422 tries to determine the levels of criminal victimization and fear of violent crime associated with foreign nationals living in a European country, where immigration is generally unpopular. Although foreign-born persons living in United Kingdom appear to have a higher degree of victimization (vicarious and direct than natives, the inter-group difference is not sufficiently large to be significant at p< .05.Nevertheless, compared to natives, first-generation immigrants manifest a significantly higher level of fear of violent victimization. Results also show that in addition to inter-group differences in the levels of perceived unsafety and experiences with victimization, the effects of fear-of-crime correlates vary in intensity among respondents differentiated by their country of birth. In addition, one’s level of acculturation contributes to differences in fear of crime among immigrants.

  17. Making Friends in Violent Neighborhoods: Strategies among Elementary School Children

    Directory of Open Access Journals (Sweden)

    Anjanette M. Chan Tack

    2017-03-01

    Full Text Available While many studies have examined friendship formation among children in conventional contexts, comparatively fewer have examined how the process is shaped by neighborhood violence. The literature on violence and gangs has identified coping strategies that likely affect friendships, but most children in violent neighborhoods are not gang members, and not all friendship relations involve gangs. We examine the friendship-formation process based on in-depth interviews with 72 students, parents, and teachers in two elementary schools in violent Chicago neighborhoods. All students were African American boys and girls ages 11 to 15. We find that while conventional studies depict friendship formation among children as largely affective in nature, the process among the students we observed was, instead, primarily strategic. The children’s strategies were not singular but heterogeneous and malleable in nature. We identify and document five distinct strategies: protection seeking, avoidance, testing, cultivating questioners, and kin reliance. Girls were as affected as boys were, and they also reported additional preoccupations associated with sexual violence. We discuss implications for theories of friendship formation, violence, and neighborhood effects.

  18. Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players.

    Science.gov (United States)

    Yang, Grace S; Huesmann, L Rowell; Bushman, Brad J

    2014-01-01

    Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is that males are more aggressive than females. Thus, playing a violent video game as a male avatar, compared to a female avatar, should be more likely to prime aggressive thoughts and inclinations in players and lead to more aggressive behavior afterwards. Male and female university students (N = 242) were randomly assigned to play a violent video game as a male or female avatar. After gameplay, participants gave an ostensible partner who hated spicy food hot sauce to eat. The amount of hot sauce given was used to measure aggression. Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar. The priming effects of the male avatar were somewhat stronger for male participants than for female participants, suggesting that male participants identified more with the male avatar than did the female participants. These results are particularly noteworthy because they are consistent with another recent experiment showing that playing a violent game as an avatar with a different stereotypically aggressive attribute (black skin color) stimulates more aggression than playing as an avatar without the stereotypically aggressive attribute (Yang et al., 2014, Social Psychological and Personality Science). © 2014 Wiley Periodicals, Inc.

  19. Have LEGO Products Become More Violent?

    Directory of Open Access Journals (Sweden)

    Christoph Bartneck

    Full Text Available Although television, computer games and the Internet play an important role in the lives of children they still also play with physical toys, such as dolls, cars and LEGO bricks. The LEGO company has become the world's largest toy manufacturer. Our study investigates if the LEGO company's products have become more violent over time. First, we analyzed the frequency of weapon bricks in LEGO sets. Their use has significantly increased. Second, we empirically investigated the perceived violence in the LEGO product catalogs from the years 1978-2014. Our results show that the violence of the depicted products has increased significantly over time. The LEGO Company's products are not as innocent as they used to be.

  20. Have LEGO Products Become More Violent?

    Science.gov (United States)

    Bartneck, Christoph; Min Ser, Qi; Moltchanova, Elena; Smithies, James; Harrington, Erin

    2016-01-01

    Although television, computer games and the Internet play an important role in the lives of children they still also play with physical toys, such as dolls, cars and LEGO bricks. The LEGO company has become the world's largest toy manufacturer. Our study investigates if the LEGO company's products have become more violent over time. First, we analyzed the frequency of weapon bricks in LEGO sets. Their use has significantly increased. Second, we empirically investigated the perceived violence in the LEGO product catalogs from the years 1978-2014. Our results show that the violence of the depicted products has increased significantly over time. The LEGO Company's products are not as innocent as they used to be.

  1. A transdisciplinary approach to understanding the causes of wicked problems such as the violent conflict in Rwanda

    Directory of Open Access Journals (Sweden)

    Andreas Velthuizen

    2012-07-01

    Full Text Available The paper is presented against a background of many wicked problems that confront us in the world today such as violent crime, conflict that emanates from political power seeking, contests for scarce resources, the increasing reaction all over the world to the deterioration of socio-economic conditions and the devastation caused by natural disasters. This article will argue that the challenge of violent conflict requires an innovative approach to research and problem solving and proposes a research methodology that follows a transdisciplinary approach. The argument is informed by field research during 2006 on the management of knowledge in the Great Lakes region of Africa, including research on how knowledge on the 1994 genocide in Rwanda is managed. The paper will make recommendations on how transdisciplinary research is required to determine the causes of violent conflict in an African context and how practitioners and academics should engage in transdisciplinarity. It was found that trans- disciplinary research is required to gain better insight into the causes of violent conflict in an African context. It requires from the researcher to recognise the many levels of reality that has to be integrated towards a synthesis to reveal new insights into the causes of violent conflict, including recognising the existence of a normative-spiritual realm that informs the epistemology of Africa. It furthermore requires a methodology that allows us to break out of the stifling constraints of systems thinking and linear processes into the inner space at the juncture where disciplines meet (the diversity of African communities. Keywords: Africa, conflict, Rwanda, crime, genocide, violence, transdisciplinary Disciplines: politics, education, law, epistemology, sociology, theology, management science

  2. Climate change and violent conflict in Europe over the last millennium

    NARCIS (Netherlands)

    Tol, R.S.J.; Wagner, S.

    2010-01-01

    We investigate the relationship between a thousand-year history of violent conflict in Europe and various reconstructions of temperature and precipitation. We find that conflict was more intense during colder period, just like Zhang et al. (Clim Change 76:459-477, 2006) found for China. This

  3. Autopsy study of traumatic/violent deaths in Rivers State of Nigeria ...

    African Journals Online (AJOL)

    Methods: Archived autopsy reports of victims of violent deaths were reviewed for age, gender, circumstances, causes and mechanisms of death between 1998 and 2008. The autopsies were medicolegal cases carried out in different government and privately owned mortuaries located in Rivers state in accordance with the ...

  4. Sharia Adherence Mosque Survey: Correlations between Sharia Adherence and Violent Dogma in U.S. Mosques

    Directory of Open Access Journals (Sweden)

    Mordechai Kedar

    2011-12-01

    Full Text Available A random survey of 100 representative mosques in the U.S. was conducted to measure the correlation between Sharia adherence and dogma calling for violence against non-believers.  Of the 100 mosques surveyed, 51% had texts on site rated as severely advocating violence; 30% had texts rated as moderately advocating violence; and 19% had no violent texts at all.  Mosques that presented as Sharia adherent were more likely to feature violence-positive texts on site than were their non-Sharia-adherent counterparts.  In 84.5% of the mosques, the imam recommended studying violence-positive texts.  The leadership at Sharia-adherent mosques was more likely to recommend that a worshipper study violence-positive texts than leadership at non-Sharia-adherent mosques.  Fifty-eight percent of the mosques invited guest imams known to promote violent jihad.  The leadership of mosques that featured violence-positive literature was more likely to invite guest imams who were known to promote violent jihad than was the leadership of mosques that did not feature violence-positive literature on mosque premises.  

  5. Possible association between serotonin transporter promoter region polymorphism and extremely violent crime in Chinese males.

    Science.gov (United States)

    Liao, Ding-Lieh; Hong, Chen-Jee; Shih, Hao-Ling; Tsai, Shih-Jen

    2004-01-01

    The neurotransmitter, serotonin, has been implicated in aggressive behavior. The serotonin transporter (5-HTT), which reuptakes serotonin into the nerve terminal, plays a critical role in the regulation of serotonergic function. Previous western reports have demonstrated that the low-activity short (S) allele of the 5-HTT gene-linked polymorphic-region (5-HTTLPR) polymorphism is associated with aggressive behavior and associated personality traits. In the present study, we investigated this 5-HTTLPR genetic polymorphism in a group of Chinese males who had been convicted for extremely violent crime (n = 135) and a normal control group (n = 111). The proportion of S-allele carriers was significantly higher in the criminal group than in the controls (p = 0.006). A significant association was not demonstrated for the relationship between the 5-HTTLPR polymorphism and antisocial personality disorder, substance abuse or alcohol abuse in the criminal group. Our findings demonstrate that carriage of the low-activity S allele is associated with extremely violent criminal behavior in Chinese males, and suggests that the 5-HTT may be implicated in the mechanisms underlying violent behaviors.

  6. Violent and nonviolent video games differentially affect physical aggression for individuals high vs. low in dispositional anger.

    Science.gov (United States)

    Engelhardt, Christopher R; Bartholow, Bruce D; Saults, J Scott

    2011-01-01

    Although numerous experiments have shown that exposure to violent video games (VVG) causes increases in aggression, relatively few studies have investigated the extent to which this effect differs as a function of theoretically relevant individual difference factors. This study investigated whether video game content differentially influences aggression as a function of individual differences in trait anger. Participants were randomly assigned to play a violent or nonviolent video game before completing a task in which they could behave aggressively. Results showed that participants high in trait anger were the most aggressive, but only if they first played a VVG. This relationship held while statistically controlling for dimensions other than violent content on which game conditions differed (e.g. frustration, arousal). Implications of these findings for models explaining the effects of video games on behavior are discussed. © 2011 Wiley Periodicals, Inc.

  7. A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, Iran

    OpenAIRE

    Sarallah Shojaei; Tahereh Dehdari; Keramat Noori Jelyani; Behnaz Dowran

    2013-01-01

    Background and Objectives: Adolescents are the main audiences of video games. Attractive technologies of these games make virtual faces seem real characters to their audiences. There is a high tendency to show violent and deadly scenes. The present study was done with the purpose of determining the predictors of the amount of aggression in the adolescent users of violent video games in Qom city.Methods: In this descriptive cross-sectional study, 100 adolescent users of violent video game refe...

  8. Declarations, accusations and judgement: examining conflict of interest discourses as performative speech-acts.

    Science.gov (United States)

    Mayes, Christopher; Lipworth, Wendy; Kerridge, Ian

    2016-09-01

    Concerns over conflicts of interest (COI) in academic research and medical practice continue to provoke a great deal of discussion. What is most obvious in this discourse is that when COIs are declared, or perceived to exist in others, there is a focus on both the descriptive question of whether there is a COI and, subsequently, the normative question of whether it is good, bad or neutral. We contend, however, that in addition to the descriptive and normative, COI declarations and accusations can be understood as performatives. In this article, we apply J.L. Austin's performative speech-act theory to COI discourses and illustrate how this works using a contemporary case study of COI in biomedical publishing. We argue that using Austin's theory of performative speech-acts serves to highlight the social arrangements and role of authorities in COI discourse and so provides a rich framework to examine declarations, accusations and judgements of COI that often arise in the context of biomedical research and practice.

  9. Leading indicators of community-based violent events among adults with mental illness.

    Science.gov (United States)

    Van Dorn, R A; Grimm, K J; Desmarais, S L; Tueller, S J; Johnson, K L; Swartz, M S

    2017-05-01

    The public health, public safety and clinical implications of violent events among adults with mental illness are significant; however, the causes and consequences of violence and victimization among adults with mental illness are complex and not well understood, which limits the effectiveness of clinical interventions and risk management strategies. This study examined interrelationships between violence, victimization, psychiatric symptoms, substance use, homelessness and in-patient treatment over time. Available data were integrated from four longitudinal studies of adults with mental illness. Assessments took place at baseline, and at 1, 3, 6, 9, 12, 15, 18, 24, 30 and 36 months, depending on the parent studies' protocol. Data were analysed with the autoregressive cross-lag model. Violence and victimization were leading indicators of each other and affective symptoms were a leading indicator of both. Drug and alcohol use were leading indicators of violence and victimization, respectively. All psychiatric symptom clusters - affective, positive, negative, disorganized cognitive processing - increased the likelihood of experiencing at least one subsequent symptom cluster. Sensitivity analyses identified few group-based differences in the magnitude of effects in this heterogeneous sample. Violent events demonstrated unique and shared indicators and consequences over time. Findings indicate mechanisms for reducing violent events, including trauma-informed therapy, targeting internalizing and externalizing affective symptoms with cognitive-behavioral and psychopharmacological interventions, and integrating substance use and psychiatric care. Finally, mental illness and violence and victimization research should move beyond demonstrating concomitant relationships and instead focus on lagged effects with improved spatio-temporal contiguity.

  10. Virtually justifiable homicide: the effects of prosocial contexts on the link between violent video games, aggression, and prosocial and hostile cognition.

    Science.gov (United States)

    Gitter, Seth A; Ewell, Patrick J; Guadagno, Rosanna E; Stillman, Tyler F; Baumeister, Roy F

    2013-01-01

    Previous work has shown that playing violent video games can stimulate aggression toward others. The current research has identified a potential exception. Participants who played a violent game in which the violence had an explicitly prosocial motive (i.e., protecting a friend and furthering his nonviolent goals) were found to show lower short-term aggression (Study 1) and show higher levels of prosocial cognition (Study 2) than individuals who played a violent game in which the violence was motivated by more morally ambiguous motives. Thus, violent video games that are framed in an explicitly prosocial context may evoke more prosocial sentiments and thereby mitigate some of the short-term effects on aggression observed in previous research. While these findings are promising regarding the potential aggression-reducing effects of prosocial context, caution is still warranted as a small effect size difference (d = .2-.3), although nonsignificant, was still observed between those who played the explicitly prosocial violent game and those who played a nonviolent game; indicating that aggressive behavior was not completely eliminated by the inclusion of a prosocial context for the violence. © 2013 Wiley Periodicals, Inc.

  11. The pacifist Jesus and the violent Jesus in the Gospel of Matthew

    African Journals Online (AJOL)

    Test

    2010-05-28

    May 28, 2010 ... Jerusalem, while the violent Jesus is the future or eschatological Jesus, who will return from ..... more so once we consider that most of these references are .... the non-Christian Jewish community, the Law-liberal wider.

  12. Effects of Violent-Video-Game Exposure on Aggressive Behavior, Aggressive-Thought Accessibility, and Aggressive Affect Among Adults With and Without Autism Spectrum Disorder.

    Science.gov (United States)

    Engelhardt, Christopher R; Mazurek, Micah O; Hilgard, Joseph; Rouder, Jeffrey N; Bartholow, Bruce D

    2015-08-01

    Recent mass shootings have prompted the idea among some members of the public that exposure to violent video games can have a pronounced effect on individuals with autism spectrum disorder (ASD). Empirical evidence for or against this claim has been missing, however. To address this issue, we assigned adults with and without ASD to play a violent or nonviolent version of a customized first-person shooter video game. After they played the game, we assessed three aggression-related outcome variables (aggressive behavior, aggressive-thought accessibility, and aggressive affect). Results showed strong evidence that adults with ASD, compared with typically developing adults, are not differentially affected by acute exposure to violent video games. Moreover, model comparisons provided modest evidence against any effect of violent game content whatsoever. Findings from this experiment suggest that societal concerns that exposure to violent games may have a unique effect on adults with autism are not supported by evidence. © The Author(s) 2015.

  13. Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players

    NARCIS (Netherlands)

    Yang, G.S.; Huesmann, L.R.; Bushman, B.J.

    2014-01-01

    Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is

  14. I Am Right, You Are Wrong: How Biased Assimilation Increases the Perceived Gap between Believers and Skeptics of Violent Video Game Effects

    Science.gov (United States)

    Greitemeyer, Tobias

    2014-01-01

    Background Despite hundreds of studies, there is continuing debate about the extent to which violent video games increase aggression. Believers argue that playing violent video games increases aggression, but this stance is disputed by skeptics. The present study addressed believers' and skeptics' responses to summaries of scientific studies that do or do not present evidence for increased aggression after violent video game play. Methods/Principal Findings Participants (N = 662) indicated whether they believed that violent video games increase aggression. Afterwards, they evaluated two opposing summaries of fictitious studies on the effects of violent video play. They also reported whether their initial belief had changed after reading the two summaries and indicated again whether they believed that violent video games increase aggression. Results showed that believers evaluated the study showing an effect more favorably than a study showing no effect, whereas the opposite was observed for skeptics. Moreover, both believers and skeptics reported to become more convinced of their initial view. In contrast, for actual attitude change, a depolarization effect was found. Conclusions/Significance These results suggest that biased assimilation of new information leads believers and skeptics to become more rather than less certain of their views. Hence, even when confronted with mixed and inconclusive evidence, the perceived gap between both sides of the argument increases. PMID:24722467

  15. I am right, you are wrong: how biased assimilation increases the perceived gap between believers and skeptics of violent video game effects.

    Directory of Open Access Journals (Sweden)

    Tobias Greitemeyer

    Full Text Available BACKGROUND: Despite hundreds of studies, there is continuing debate about the extent to which violent video games increase aggression. Believers argue that playing violent video games increases aggression, but this stance is disputed by skeptics. The present study addressed believers' and skeptics' responses to summaries of scientific studies that do or do not present evidence for increased aggression after violent video game play. METHODS/PRINCIPAL FINDINGS: Participants (N = 662 indicated whether they believed that violent video games increase aggression. Afterwards, they evaluated two opposing summaries of fictitious studies on the effects of violent video play. They also reported whether their initial belief had changed after reading the two summaries and indicated again whether they believed that violent video games increase aggression. Results showed that believers evaluated the study showing an effect more favorably than a study showing no effect, whereas the opposite was observed for skeptics. Moreover, both believers and skeptics reported to become more convinced of their initial view. In contrast, for actual attitude change, a depolarization effect was found. CONCLUSIONS/SIGNIFICANCE: These results suggest that biased assimilation of new information leads believers and skeptics to become more rather than less certain of their views. Hence, even when confronted with mixed and inconclusive evidence, the perceived gap between both sides of the argument increases.

  16. Aggression control therapy for violent forensic psychiatric patients: method and clinical practice.

    NARCIS (Netherlands)

    Hornsveld, R.H.J.; Nijman, H.L.I.; Hollin, C.R.; Kraaimaat, F.W.

    2008-01-01

    Aggression control therapy is based on Goldstein, Gibbs, and Glick's aggression replacement training and was developed for violent forensic psychiatric in- and outpatients (adolescents and adults) with a (oppositional-defiant) conduct disorder or an antisocial personality disorder. First, the

  17. The quest for happiness as an underlying motive for violent conflict ...

    African Journals Online (AJOL)

    Violent conflicts continue to be a major feature of much of Africa's political landscape. Not only are Africa's conflicts increasing, but they are also interpreted and theorised in varied ways, with irreducible discrepancies. In the dominant literature, ethnicity, religion, resources, territory, poor governance, and the struggle for ...

  18. Mitigating the risks of violent radicalization among youth in Mali and ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    The researchers will clarify, document, and analyze the underlying causes, as well as the individual and collective resilience factors in the involvement of young people in violent extremist movements. These results ... New funding opportunity for gender equality and climate change. IDRC is ... Careers · Contact Us · Site map.

  19. Water Resource Management Mechanisms for Intrastate Violent Conflict Resolution: the Capacity Gap and What To Do About It.

    Science.gov (United States)

    Workman, M.; Veilleux, J. C.

    2014-12-01

    Violent conflict and issues surrounding available water resources are both global problems and are connected. Violent conflict is increasingly intrastate in nature and coupled with increased hydrological variability as a function of climate change, there will be increased pressures on water resource use. The majority of mechanisms designed to secure water resources are often based on the presence of a governance framework or another type of institutional capacity, such as offered through a supra- or sub-national organization like the United Nations or a river basin organization. However, institutional frameworks are not present or loose functionality during violent conflict. Therefore, it will likely be extremely difficult to secure water resources for a significant proportion of populations in Fragile and Conflict Affected States. However, the capacity in Organisation for Economic Co-operation and Development nations for the appropriate interventions to address this problem is reduced by an increasing reluctance to participate in interventionist operations following a decade of expeditionary warfighting mainly in Iraq and Afghanistan, and related defence cuts. Therefore, future interventions in violent conflict and securing water resources may be more indirect in nature. This paper assesses the state of understanding key areas in the present literature and highlights the gap of securing water resources during violent conflict in the absence of institutional capacity. There is a need to close this gap as a matter of urgency by formulating frameworks to assess the lack of institutional oversight / framework for water resources in areas where violent conflict is prevalent; developing inclusive resource management platforms through transparency and reconciliation mechanisms; and developing endogenous confidence-building measures and evaluate how these may be encouraged by exogenous initiatives including those facilitated by the international community. This effort

  20. The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior

    NARCIS (Netherlands)

    Hasan, Y.; Bègue, L.; Scharkow, M.; Bushman, B.J.

    2012-01-01

    It is well established that violent video games increase aggression. There is a stronger evidence of short-term violent video game effects than of long-term effects. The present experiment tests the cumulative long-term effects of violent video games on hostile expectations and aggressive behavior

  1. Trends in violent crime: a comparison between police statistics and victimization surveys

    NARCIS (Netherlands)

    Wittebrood, Karin; Junger, Marianne

    2002-01-01

    Usually, two measures are used to describetrends in violent crime: police statistics andvictimization surveys. Both are available inthe Netherlands. In this contribution, we willfirst provide a description of the trends inviolent crime. It appears that both types ofstatistics reflect a different

  2. When love hurts: assessing the intersectionality of ethnicity, socio-economic status, parental connectedness, child abuse, and gender attitudes in juvenile violent delinquency.

    Science.gov (United States)

    Lahlah, Esmah; Lens, Kim M E; Bogaerts, Stefan; van der Knaap, Leontien M

    2013-11-01

    Researchers have not yet reached agreement about the validity of several competing explanations that seek to explain ethnic differences in juvenile violent offending. Ethnicity cannot solely explain why boys with an ethnic minority background commit more (violent) crimes. By assessing the intersectionality of structural, cultural and individual considerations, both the independent effects as well as the interplay between different factors can be examined. This study shows that aforementioned factors cumulatively play a role in severe violent offending, with parental connectedness and child abuse having the strongest associations. However, since most variables interact and ethnicity is associated with those specific factors, a conclusion to be drawn is that ethnicity may be relevant as an additional variable predicting severe violent offending although indirectly. Copyright © 2013 Elsevier Ltd. All rights reserved.

  3. Near infrared photometry of violent star formation regions

    International Nuclear Information System (INIS)

    Melnick, J.; Terlevich, R.; Moles, M.

    1985-01-01

    Near infrared broad band photometry and CO indices for a significant number of Violent Star Formation Regions are presented. The existence of a narrow correlation between W (Hβ) and IR colour is confirmed. The interpretation of this relation as an age sequence implies a correlation between CO index and W(Hβ) which is not found. It is argued however that this failure is most likely a consequence of using narrow band filters to determine CO indices in objects with strong emission-line spectra. (author)

  4. Following Gandhi: Social Entrepreneurship as A Non-Violent Way of Communicating Sustainability Challenges

    Directory of Open Access Journals (Sweden)

    Rafael Ziegler

    2014-02-01

    Full Text Available In the context of the Rio Earth Summit numerous international regimes, national policies and organizational guidelines have appeared that help translate the normative demands of sustainable development into political reality. The implementation of these instruments, however, often runs into difficulties or fails entirely. An example is the EU Water Framework Directive (WFD, a progressive approach for the conservation of freshwater that is very unlikely to be implemented by 2015, the target year. We examine in this paper how a recent variation of Gandhian non-violent communication within social entrepreneurship suggests one way to deal with this challenge. Non-violent communication, rooted in Gandhian social action, has long been part of environmental politics. It has undergone a new variation as a mode of communication in the hands of social entrepreneurship initiatives that address urgent social and environmental issues with new, practical ideas. In the conceptual part of this paper, we outline our approach to sustainability, non-violent communication and social entrepreneurship. In a further part, we present data from a trans-disciplinary experiment to illustrate and critically discuss social entrepreneurship as a mode of sustainability communication. The experiment looked at, which is based on French social entrepreneur Roberto Epple’s idea of a Big Jump, is a collaborative campaign that invites young people to take action for water conservation in the context of the WFD.

  5. Association of Breakfast Intake with Psychiatric Distress and Violent Behaviors in Iranian Children and Adolescents: The CASPIAN- IV Study.

    Science.gov (United States)

    Ahadi, Zeinab; Kelishadi, Roya; Qorbani, Mostafa; Zahedi, Hoda; Aram, Mahtab; Motlagh, Mohammad Esmaeil; Ardalan, Gelayol; Shafiee, Gita; Arzaghi, Seyed Masoud; Asayesh, Hamid; Heshmat, Ramin

    2016-09-01

    To assess the relationship of breakfast intake with psychiatric distress and violent behaviors among Iranian children and adolescents. This national survey was conducted among 14,880 students, aged 6-18 y. They were selected by stratified multistage sampling method from urban and rural areas of 30 provinces of Iran. Breakfast intake, psychiatric distress, and violent behaviors were assessed by a questionnaire prepared based on the Global school-based student health survey of the World Health Organization. The data were analyzed by the STATA package. The participation rate was 90.6 %. The percentage of psychiatric distress among breakfast skippers, semi-skippers and non-skippers was 13.4-50.4, 10.1-41.9, and 7.0-33.3 % respectively. The prevalence of psychiatric distress was significantly higher among breakfast skippers than semi-skippers and non-skippers (P value breakfast skippers to non-skippers. The prevalence of violent behaviors was significantly higher among breakfast skippers than non-skippers. Students who skipped breakfast reported to be more victimized (29.2 % vs. 26.7 %, respectively, P = 0.04), bullied (21.0 % vs. 16.2 %, respectively, P breakfast were less likely to experience mental health disorders and violent behavior. Adhering to a regular and balanced diet, besides the awareness of parents on the importance of breakfast eating, may be an appropriate approach for preventing mental health problems and violent behavior in children and adolescents.

  6. Callous-unemotional, impulsive-irresponsible, and grandiose-manipulative traits: Distinct associations with heart rate, skin conductance, and startle responses to violent and erotic scenes.

    Science.gov (United States)

    Fanti, Kostas A; Kyranides, Melina N; Georgiou, Giorgos; Petridou, Maria; Colins, Olivier F; Tuvblad, Catherine; Andershed, Henrik

    2017-05-01

    The present study aimed to examine whether callous-unemotional, grandiose-manipulative, and impulsive-irresponsible dimensions of psychopathy are differentially related to various affective and physiological measures, assessed at baseline and in response to violent and erotic movie scenes. Data were collected from young adults (N = 101) at differential risk for psychopathic traits. Findings from regression analyses revealed a unique predictive contribution of grandiose-manipulative traits in particular to higher ratings of positive valence for violent scenes. Callous-unemotional traits were uniquely associated with lower levels of sympathy toward victims and lower ratings of fear and sadness during violent scenes. All three psychopathy dimensions and the total psychopathy scale showed negative zero-order correlations with heart rate at baseline, but regression analyses revealed that only grandiose manipulation was uniquely predictive of lower baseline heart rate. Grandiose manipulation was also significantly associated with lower baseline skin conductance. Regarding autonomic activity, findings resulted in a unique negative association between grandiose manipulation and heart rate activity in response to violent scenes. In contrast, the impulsive-irresponsible dimension was positively related with heart rate activity to violent scenes. Finally, findings revealed that only callous-unemotional traits were negatively associated with startle potentiation in response to violent scenes. No associations during erotic scenes were identified. These findings point to unique associations between the three assessed dimensions of psychopathy with physiological measures, indicating that grandiose manipulation is associated with hypoarousal, impulsive irresponsibility with hyperarousal, and callous-unemotional traits with low emotional and fear responses to violent scenes. © 2017 Society for Psychophysiological Research.

  7. Theorizing the Process of Leaving a Violent Marriage and Getting a Divorce in Tehran.

    Science.gov (United States)

    Nikparvar, Fatemeh; Stith, Sandra; Myers-Bowman, Karen; Akbarzadeh, Mojgan; Daneshpour, Manijeh

    2017-12-01

    This study utilized qualitative methods to develop a theory regarding the process used by Tehranian women who leave violent marriages to get a divorce. Findings from semistructured, in-depth interviews with nine women in Tehran who left their abusive husbands suggested that there are six stages in this process: "denial," "using cognitive and internal strategies to save marriage," "using behavioral and external strategies to save marriage," "seeking power to end violence," "preparation to leave marriage," and "termination" stage. The implications of this study help therapists working with women in Tehran who are living in violent marriages and provide effective prevention and intervention services that are appropriately targeted to the specific needs of Iranian women.

  8. Have LEGO Products Become More Violent?

    Science.gov (United States)

    Min Ser, Qi; Moltchanova, Elena; Smithies, James; Harrington, Erin

    2016-01-01

    Although television, computer games and the Internet play an important role in the lives of children they still also play with physical toys, such as dolls, cars and LEGO bricks. The LEGO company has become the world’s largest toy manufacturer. Our study investigates if the LEGO company’s products have become more violent over time. First, we analyzed the frequency of weapon bricks in LEGO sets. Their use has significantly increased. Second, we empirically investigated the perceived violence in the LEGO product catalogs from the years 1978–2014. Our results show that the violence of the depicted products has increased significantly over time. The LEGO Company’s products are not as innocent as they used to be. PMID:27203424

  9. Sensorimotor gating characteristics of violent men with comorbid psychosis and dissocial personality disorder: Relationship with antisocial traits and psychosocial deprivation.

    Science.gov (United States)

    Sedgwick, Ottilie; Young, Susan; Greer, Ben; Arnold, Jack; Parsons, Aisling; Puzzo, Ignazio; Terracciano, Mariafatima; Das, Mrigendra; Kumari, Veena

    2017-07-06

    Evidence suggests violence amongst those with psychosis is not aetiologically homogeneous, and that a large proportion of those who engage in violent behaviour have a comorbid antisocial personality disorder. Initial investigations indicate that this subgroup has distinct historical and neuropsychological characteristics, which may indicate diverse treatment needs. This study investigated sensorimotor gating characteristics of violent men with diagnoses of both psychosis and dissocial personality disorder (DPD) (n=21) relative to violent men with psychosis alone (n=12), DPD alone (n=14) and healthy, non-violent male controls (n=27), using the prepulse inhibition (PPI) paradigm. The results indicated that, relative to the psychosis alone and healthy control groups, the comorbid group had lower PPI, especially at 60-ms prepulse-to-pulse interval. The DPD group took an intermediary position and did not differ from any group. Antisocial personality traits (factor two scores of the Psychopathy Checklist - Revised), and greater severity of childhood psychosocial deprivation (including physical and sexual abuse), were significantly correlated with poor PPI across the clinical sample. The findings suggest diverse sensorimotor gating profiles amongst subgroups of violent offenders, with comorbid psychosis and DPD showing most impairment. This is consistent with a 'double dose' of deficit explanation amongst those with both diagnoses, explained at least in part by presence of antisocial personality traits and childhood psychosocial deprivation. Copyright © 2017 Elsevier B.V. All rights reserved.

  10. Corrigendum: Like a Magnet: Catharsis Beliefs Attract Angry People to Violent Video Games.

    Science.gov (United States)

    2016-07-01

    Bushman, B. J., & Whitaker, J. L. (2010). Like a magnet: Catharsis beliefs attract angry people to violent video games. Psychological Science, 21, 790-792. (Original DOI: 10.1177/0956797610369494). © The Author(s) 2016.

  11. Developmental Predictors of Violent Extremist Attitudes : A Test of General Strain Theory

    NARCIS (Netherlands)

    Nivette, Amy; Eisner, Manuel; Ribeaud, Denis

    2017-01-01

    Objectives: This study examines the influence of collective strain on support for violent extremism among an ethnically diverse sample of Swiss adolescents. This study explores two claims derived from general strain theory: (1) Exposure to collective strain is associated with higher support for

  12. "No Girls on the Internet": The Experience of Female Gamers in the Masculine Space of Violent Gaming

    Directory of Open Access Journals (Sweden)

    Carina Assunção

    2016-07-01

    Full Text Available The experience of female gamers in the masculine space of violent videogame playing was explored. Hypotheses concerned identity management strategies used online as well as offline. The study adopts a mixed methods approach. 291 women aged 18-48 were recruited via advertisements on social media. An online questionnaire addressed gaming habits, while a focus group with three women explored the pleasures they take from playing violent games. It was found that those who do play violent games, play video games for significantly more hours than those who don't play games which are violent. In turn, the more hours they play, the more likely it is they will discuss their gamer identity socially. Focus group findings however, showed that, by default, women players stay away from the topic of gaming. Regarding their gaming habits, the results support previous research that choice of games depend on the time gamers have available. Investigating female gamers’ reactions to harassment based on their gender identity during online gaming, it was found that those exposed to toxic behaviour probably stopped playing online because of its impact on their psychological well-being. Additionally, the focus group showed participants strategically express their gender identity when they have won. The impact for women to succeed in a male-dominated activity is discussed.

  13. Advertising Violent Toys in Weekly Circulars of Popular Retailers in the United States

    Directory of Open Access Journals (Sweden)

    Corey H. Basch

    2015-10-01

    with fists out and aggressive faces (26%. Conclusion: Parents should be mindful of toy retailer’s marketing of violent toys, especially toward boys, and the potential for those toys to desensitize their children to violence.

  14. Influence of Acculturation Strategies on the Judgment of a Violent Act Committed by a North African Woman

    Directory of Open Access Journals (Sweden)

    Chloé Dougez

    2018-04-01

    Full Text Available The aim of this research was to examine how judgment of an aggressive act committed by a North African immigrant woman was influenced by the perpetrator’s acculturation strategies and the participants’ level of social dominance orientation (SDO. Two hundred seven students read a scenario describing a physical assault committed by a North African woman. She was described as having one of four acculturation profiles (assimilation, integration, separation, and marginalization. The consequences of the assault were manipulated (low impact vs. high impact. Participants judged both the act and its perpetrator on different dimensions. When the aggressor had not adopted French culture and/or had maintained her original culture, the offense was explained by internal causes and was judged more severely, and the offender was judged more negatively and was perceived as having more masculine characteristics than in the other conditions. These results were particularly true for participants with a high level of SDO. SDO level also affected how participants rated the feminine characteristics of the offender. The acculturation strategy adopted by the aggressor as a factor not directly related to the act and SDO level played a crucial role in the way participants judged a North African woman carrying out a physical assault. The implications and issues of this study are discussed.

  15. Toward brain correlates of natural behavior: fMRI during violent video games.

    Science.gov (United States)

    Mathiak, Klaus; Weber, René

    2006-12-01

    Modern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games. (c) 2006 Wiley-Liss, Inc.

  16. Predicting non-familial major physical violent crime perpetration in the US Army from administrative data.

    Science.gov (United States)

    Rosellini, A J; Monahan, J; Street, A E; Heeringa, S G; Hill, E D; Petukhova, M; Reis, B Y; Sampson, N A; Bliese, P; Schoenbaum, M; Stein, M B; Ursano, R J; Kessler, R C

    2016-01-01

    Although interventions exist to reduce violent crime, optimal implementation requires accurate targeting. We report the results of an attempt to develop an actuarial model using machine learning methods to predict future violent crimes among US Army soldiers. A consolidated administrative database for all 975 057 soldiers in the US Army in 2004-2009 was created in the Army Study to Assess Risk and Resilience in Servicemembers (Army STARRS). Of these soldiers, 5771 committed a first founded major physical violent crime (murder-manslaughter, kidnapping, aggravated arson, aggravated assault, robbery) over that time period. Temporally prior administrative records measuring socio-demographic, Army career, criminal justice, medical/pharmacy, and contextual variables were used to build an actuarial model for these crimes separately among men and women using machine learning methods (cross-validated stepwise regression, random forests, penalized regressions). The model was then validated in an independent 2011-2013 sample. Key predictors were indicators of disadvantaged social/socioeconomic status, early career stage, prior crime, and mental disorder treatment. Area under the receiver-operating characteristic curve was 0.80-0.82 in 2004-2009 and 0.77 in the 2011-2013 validation sample. Of all administratively recorded crimes, 36.2-33.1% (male-female) were committed by the 5% of soldiers having the highest predicted risk in 2004-2009 and an even higher proportion (50.5%) in the 2011-2013 validation sample. Although these results suggest that the models could be used to target soldiers at high risk of violent crime perpetration for preventive interventions, final implementation decisions would require further validation and weighing of predicted effectiveness against intervention costs and competing risks.

  17. The Impact of Degree of Exposure to Violent Video Games, Family Background, and Other Factors on Youth Violence.

    Science.gov (United States)

    DeCamp, Whitney; Ferguson, Christopher J

    2017-02-01

    Despite decades of study, no scholarly consensus has emerged regarding whether violent video games contribute to youth violence. Some skeptics contend that small correlations between violent game play and violence-related outcomes may be due to other factors, which include a wide range of possible effects from gender, mental health, and social influences. The current study examines this issue with a large and diverse (49 % white, 21 % black, 18 % Hispanic, and 12 % other or mixed race/ethnicity; 51 % female) sample of youth in eighth (n = 5133) and eleventh grade (n = 3886). Models examining video game play and violence-related outcomes without any controls tended to return small, but statistically significant relationships between violent games and violence-related outcomes. However, once other predictors were included in the models and once propensity scores were used to control for an underlying propensity for choosing or being allowed to play violent video games, these relationships vanished, became inverse, or were reduced to trivial effect sizes. These results offer further support to the conclusion that video game violence is not a meaningful predictor of youth violence and, instead, support the conclusion that family and social variables are more influential factors.

  18. Nailing the coffin shut on doubts that violent video games stimulate aggression: comment on Anderson et al. (2010).

    Science.gov (United States)

    Huesmann, L Rowell

    2010-03-01

    Over the past half century the mass media, including video games, have become important socializers of children. Observational learning theory has evolved into social-cognitive information processing models that explain that what a child observes in any venue has both short-term and long-term influences on the child's behaviors and cognitions. C. A. Anderson et al.'s (2010) extensive meta-analysis of the effects of violent video games confirms what these theories predict and what prior research about other violent mass media has found: that violent video games stimulate aggression in the players in the short run and increase the risk for aggressive behaviors by the players later in life. The effects occur for males and females and for children growing up in Eastern or Western cultures. The effects are strongest for the best studies. Contrary to some critics' assertions, the meta-analysis of C. A. Anderson et al. is methodologically sound and comprehensive. Yet the results of meta-analyses are unlikely to change the critics' views or the public's perception that the issue is undecided because some studies have yielded null effects, because many people are concerned that the implications of the research threaten freedom of expression, and because many people have their identities or self-interests closely tied to violent video games.

  19. Deception studies manipulating centrally acting performance modifiers: a review.

    Science.gov (United States)

    Williams, Emily L; Jones, Hollie S; Sparks, Sandy; Marchant, David C; Micklewright, Dominic; McNaughton, Lars R

    2014-07-01

    Athletes anticipatorily set and continuously adjust pacing strategies before and during events to produce optimal performance. Self-regulation ensures maximal effort is exerted in correspondence with the end point of exercise, while preventing physiological changes that are detrimental and disruptive to homeostatic control. The integration of feedforward and feedback information, together with the proposed brain's performance modifiers is said to be fundamental to this anticipatory and continuous regulation of exercise. The manipulation of central, regulatory internal and external stimuli has been a key focus within deception research, attempting to influence the self-regulation of exercise and induce improvements in performance. Methods of manipulating performance modifiers such as unknown task end point, deceived duration or intensity feedback, self-belief, or previous experience create a challenge within research, as although they contextualize theoretical propositions, there are few ecological and practical approaches which integrate theory with practice. In addition, the different methods and measures demonstrated in manipulation studies have produced inconsistent results. This review examines and critically evaluates the current methods of how specific centrally controlled performance modifiers have been manipulated, within previous deception studies. From the 31 studies reviewed, 10 reported positive effects on performance, encouraging future investigations to explore the mechanisms responsible for influencing pacing and consequently how deceptive approaches can further facilitate performance. The review acts to discuss the use of expectation manipulation not only to examine which methods of deception are successful in facilitating performance but also to understand further the key components used in the regulation of exercise and performance.

  20. A computationally efficient 3D finite-volume scheme for violent liquid–gas sloshing

    CSIR Research Space (South Africa)

    Oxtoby, Oliver F

    2015-10-01

    Full Text Available We describe a semi-implicit volume-of-fluid free-surface-modelling methodology for flow problems involving violent free-surface motion. For efficient computation, a hybrid-unstructured edge-based vertex-centred finite volume discretisation...