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Mindmap

Agression

James Wright Englisch

Inhalt der Mindmap

Agression

  1. Defining aggression

    • The intent to physically, verbally and psychologically harm and/or the physical destruction of property
  2. Types of aggression

    • Hostile aggression
      • The primary goal is the injury of another human being and cause the victim to suffer
    • Instrumental aggerssion
      • The intention is also to harm the victim but the aim is to receive some other type of reward
  3. Biological reasons for aggression

    • Scientists have not found a gene that is responsible for aggression
    • They have mostly focused on how areas of the brain are involved in it
    • The limbic system
      • The limbic system is in the middle of the brain and shaped like a wish bone
      • This is where the several structures come together that are responsible for recognising, producing and controlling emotions
        • They are also responsible for producing the emotional needs for survival fear and aggression
    • The amygdala
      • This is part of the limbic system directly responsible for recognising and producing fear
      • Animal studies
        • The removal of the amygdala causes animals to become very calm and not responding to threatening situations and aggression
      • Human case studies
        • A woman who's amygdala was removed was electrically stimulated during an operation became threatening and verbally aggressive until the current was turned off
        • Charles Whitman
          • Whitman murdered 18 people in a mass shooting in Texas, 1966
            • Whitman had left a note in his house asking for an autopsy
              • The autopsy found a brain tumor that was pressing on his amygdala
            • Whitman also died in this mass shooting
  4. Hormones and aggression

    • Testosterone is the male sex hormone which is secreted by the adrenal gland and testes
    • It is needed to produce sperm, develop male reproductive organs and produce male features such as facial hair
    • Animal studies
      • Research done on animals showed that the higher the testosterone levels the more aggressive they become
    • Human studies
      • It is unethical to intentionally increase the levels of testosterone to study
      • Psychologists can take blood to test the levels of testosterone
        • You can never get any definitive results without an experiment
  5. Social Tearning Theory

    • Before this theory learning theories focused on trial and error learning through the consequences of our own actions
      • However, Albert Bandura argued that this ignored the cognitive processes humans have and understanding of consequences of their behaviour
        • We don't have to experience the alternatives ourselves to work out what to do but we can learn from watching an imitating others
          • Albert Bandura 1977
            • By observing others we can not only how to do things but predict the likely consequences of our behaviour
              • The general principle of SLT is that and adults learn through observing and imitating the behaviours of people around them
                • The people who are observed and imitated are known as role models
                  • The act of imitating an observed behaviour is called modelling
                    • This process is known as observational learning
                      • Role model
                        • We are more likely to copy someone people than others
                          • When we are younger we seek to imitate people who are similar to us and older than us
                            • These role models don't imitate us as they're are more experienced
                          • The people we're are most likely to imitate and copy are those we identify with
                            • They're are skilled, older and similar to us
                      • Selecting behaviours to imitate
                        • It is important to note that not all behaviour is imitated
                          • There are two main factors that determine whether we imitate certain types of behaviour
                            • What we believe we can doe
                            • The expected outcome
                      • Processes of observational learning
                        • Attention
                        • Remember
                        • Reproduce
                        • Motivation to imitate
                        • Positive reinforcement
                          • A reward or pleasant outcome that makes a behaviour more likely to be repeated
                        • punishement
                          • An unpleasant outcome that makes a behaviour less likely to be repeated
            • Vicarious reinforcement
              • Vicarious to do something through someone else
              • We are more likely to imitate someone if we think we'll get a reward in it for us
              • Vicarious learning
                • Being encouraged to imitate someone because we have been rewarded for it
  6. Case Studies

    • Anderson & Dill (2000)
      • Aim
        • To see if people who played violent video games became violent
      • Participants
        • 210 psychology students split in to 2 groups
      • IV
        • The video game played
          • Myst: a non violent fantasy game
          • Wolfeinstien 3D: a violent and graphic shoot em up game
      • DV
        • The volume and the duration of the blast of noise inflicted on their opponent in a reaction test game
      • Design
        • 210 psychology students split in to two groups
          • So that participants couldn't give others any hints
      • Procedure
        • Participants were invited to a lab to complete a study on the development of motor skills
          • They were told this to avoid any correct or incorrect preconceptions
          • Participants sat in a cubicle to play one of the games for 15 minutes
          • They were then engaged in another game involving a reaction test against an opponent in another cubicle
          • The person who pressed the button fastest would be able to give their opponent a blast of loud noise
          • They could choose the volume and duration of the noise they inflicted
      • Results
        • Anderson & Dill found that the loudest and longest blasts of noise were give from participants who played Wolfenstien
          • Interestingly women gave greater punishment than men
      • conclusion
        • Playing violent video games such as Wolfenstien increased levels of aggression particularly women
    • Charlton et al (2000)
      • Aim
        • To investigate the effects of introducing TV on children's behaviour
      • Participants
        • The population of St Helena an isolated island in the pacific
          • Charlton et al were interested in St Helena as it had no TV access till 1995 and they wanted to measure the effect is had on children
      • Natural experiment
        • This was a natural experiment as they didn't have any control over confounding variables also the children were in their natural environment
      • IV
        • Before TV's intro
        • After TV's introduction
      • DV
        • The behaviour of the children on the island

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Mindmap am Agression, erstellt von James Wright am 19/05/2015.
Erstellt von
James Wright
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