When looking at aggression along with criminal behavior we see from our reading this week that there are some theories that examine the question at hand, and two of these theories are the modeling theory and the attachment theory (Schmalleger, 2012). When looking at the modeling theory, we see that it makes a connection between violence found in video games, television, and other sources that are readily available to children and that of criminal behavior. We see that in this theory that it is suggested that when children and teenagers spend hours each day viewing violence, then they form a detachment from violence and it becomes an everyday norm for them that can leave the video world and enter into the reality of violent criminal behavior
The attachment theory links into practice because the whole concept of it is forming an attachment, this theory therefore links into practice because for example if a child has a strong bond/attachment such as recognising and being able to share problems and concerns then this gives children the confidence and support and they can acknowledge that and practitioners can meet their needs e.g. if a child forms an attachment with their caregiver then the care giver will become aware of their needs, their likes and dislikes and can put certain interventions into place, so just say a child only communicates with their caregiver and no one else then the caregiver will become aware of that and may do certain things one by one in order for them to communicate
The main argument of this article is that video games have a direct link to short term and long term aggression. The author presents this argument by providing studies from peer reviewed articles that all conclude that video games do cause an increase of aggression. The main point of this article is to answer the question, “Do violent video games lead to aggression.” The article is about the effects of violent video games leading to aggression. The author uses recent examples, like the Sandy Hook and Washington Navy Yard shooting. In both of these examples, the author cites that both shooters had a history with playing violent video games. The author uses a study which selected individuals to play violent video games for a certain period of time. The study would then compare the results to a group who played non-violent video games. The study concluded that violent video games cause a direct link in aggression due to humans reenacting the actions the characters within the video games perform.
In Brad Bushman’s and Rowell Huesmann’s Article Short-term and Long-term Effects of Violent Media on Aggression in Children and Adults from the Archives of Pediatric and Adolescent Medicine journal, they believe the violent media in video games, tv shows, music, and movies, are affecting behavior in children and adults. Bushman and Huesmann believe that all the violence that has made a more popular appearance in today’s culture is causing for adults and children to be more prone to aggression. They hypothesized that the long-term effects would be greater in children and the short-term effects would be greater in adults, and discovered their hypotheses to be correct. Other articles, such as Beth Stein’s If Violent Video Games are Harmless Fun,
Geoffrey Chaucer made a huge contribution to English literature by writing in the vernacular language of English instead of Latin. His work The Canterbury tales is one of the greatest works in the world of literature. While Chaucer took inspiration from some of poets he created his own unique style and individuality. A true testament to the quality of Geoffrey Chaucer’s work is the fact that some six hundred years later we are still studying and enjoying his beautiful and intriguing work. Geoffrey Chaucer wrote The Canterbury Tales between 1387 and 1300. The Canterbury Tales is a collection of stories which begins with 30 pilgrims of all social status. The General Prologue states that each pilgrim was to tell two tales while travelling to Canterbury and two tales while returning from Canterbury. Amongst the pilgrims are a miller, a knight, a merchant and an oft-widowed wife from Bath. This essay will discuss the manner in which The Miller’s Tale responds to The Knight’s Tale. We will discuss the similarities and differences
Savage and Yancey had noticed that while there had been numerous studies on whether video games increase aggression to their peers, no one had tested whether or not they affected criminal tendencies in teens and young adults. After exposing them to a violent television show, the kids were made to take a test to see if violent tendencies were displayed later. Once it was all said and done the results pointed to there not being any correlation with criminality and violent media consummation. (Savage, Yancey 16-17)
During World War II, the Allies sought to reign in some of the chaos of international transactions. Problems, to that point, were myriad; currencies and economies were not well-equipped to handle the rapid globalization that was underway. Little regulation meant ample room for abuse, like aggressive devaluation of a country’s currency, along with the less nefarious but equally damaging shocks in the newly-interconnected markets. “Beggar thy neighbor” policies, most of them ultimately landing on Germany’s doorstep after World War I, played a major part in precipitating World War II.
There are indicators that links playing violent video games to increasing aggression in young people. Teenagers who are expose to violent games are more supposable to increase the likelihood of experiencing aggressive thoughts, in which turns into the likelihood of engaging in physical aggression against another person. Furthermore, violent video games produce an emotional desensitization to aggression and violence to the youth (Anderson). Based on the observation teenagers are exposed to when they are playing violent video games, they will reenact almost immediately in real life if the situational contact is sufficiently similar to the ones in the games. Therefore, consumption of violent video games produces negative behaviors that are controlled by negative
There are many ways to define trolling. Although both authors acknowledgement this issue exists, their definitions and the possible resolutions they each offer are as based on their own perceptions. This is a good example of why it’s so hard to resolve this overall issue under our constitutional right to free speech to begin with. Everyone perceives the problem and solutions in their own, individual way.
Psychologists realized that the first few years of a child 's life are vital to their personality and behavioral development. One of the most critical qualities of a child 's development is the child 's relationship with their caregiver. From determining a child 's early attachment patterns, it can help further the child 's behavior in later development, and the way the child will relate to others in her years to come. The acknowledgment of this simple fact has led many psychologists to create theories and findings to support this idea. Bowlby’s creation of the Attachment Theory sparked many famous psychologists to come up with ways to support his theory. Mary Ainsworth is known to be most famous for her “Strange Situation” procedure, which determined how attached a child is with their caregiver (usually the mother).
The number of school shootings by teenagers causes researchers great concern. Researchers wonder if there is a correlation between the increased numbers in young adolescents playing video games containing violence, and the increased numbers of teenage school shootings. Brad Bushman believes there is a correlation between “video game violence and violence” (2013, p. 376) To explore the correlation, one must first understand the definition of aggression. Eden and Eshet-Alkalai use Anderson and Bushman’s (2003) definition: “who define aggression as a behavior that is directed toward another person (either virtually or physically) in a purpose of causing harm” (2014, p. 451). According to Eden and Eshet-Alkalai: “in their study of aggression, Little, Henrich, Jones, and Hawley, (2003) claim that the most common types of aggression among children and adolescents are Extrovert Aggression, in which a child attacks another child, either physically or verbally, and Interpersonal Aggression, in which a child or group of children attempt to harm the relations between other children…” (2014, p. 451). Olson et al. claim that, “For studies to be useful for policy, aggression must be clearly defined and validly measured with a focus on practical (not just statistical) significance” (2009, p. 189). Once the definition of aggression is established, researchers can evaluate the risk factors, exposure to violence in video games, the length of the exposure, and other environmental factors, of
To begin with attachment theory, first everyone should understand what the attachment is. According to attachment means bonding between a child and caregiver or vice versa. The attachment theory is the theory that describes the long term interpersonal relationship between the humans. Also, it can be defined as the strong bond between parent and child, and later in peer and romantic relationship (Metzger, Erdman, Ng 85). It generates a specific fact that how the humans react in relationships when they get hurt, separated from loved ones and perceiving a threat. Basically the two main types of attachment are secure and insecure. Secure attachment is the attachments where mother and father are available for their child and during that time child demonstrates his or her stress and reestablish the connection (Metzger, Erdman, Ng 87). Insecure attachment is the attachment where parents are not regularly in touch with their children or they ignore their child which built a failed emotion communication (Metzger, Erdman, Ng 87). Also, it may be repeated from one generation to another until it is not recovered. However, as a result of attachment theory, it is so important for children to know about it and there are also several emotional effects on children when their parents leave to go to another county due to their connections or bond between them.
This essay will comprise, firstly, of past research looking into what attachment/ attachment theory is, focusing on Bowlby’s (1973) research into why an infant’s first attachment is so important. Followed, by the work of Ainsworth et al (1978) bringing to light the findings from the strange situation, and how the research can explain mental illness. From this and in-depth discussion looking at how the previously discussed pieces of research have an effect on two particular disorders, depression and anxiety; while keeping a holistic approach considering other variables within attachment theory which have been linked with the development of these disorders. Through-out, the implications of knowing about this potential link between attachment and mental health will also be discussed. Finally, a conclusion will be made to whether there is a strong link with attachment and mental illness.
Despite the reiteration by Bowlby that the basic essential dynamics of Attachment Theory covered the normative dynamics exhibited by children in accordance with the attachment behavioral system, there are notable are individual deviations in the manner in which children assess the accessibility of the caregiver or the attachment figure. Additionally, there are discernable differences in the manner that infants regulate their attachment traits as a response to the corresponding threats. The individual differences in the attachment patterns only surfaced upon the study by Bowlby’s colleague Mary Ainsworth (1913-1999) (Matos et al. 149-165). Ainsworth commenced the systematic study of child-parent separations upon which she articulated a formal
Studies into the effects of violent video games on teenage behavior stem back decades. Yet no study has isolated video games as being the sole contributor to juvenile violence. Consumption of video games continues to rise, while violent crimes committed by teens are in decline. Total video game sales in the US increased 204% from 1994 to 2014. Meanwhile, murders committed by juveniles acting alone fell 76% in that same period (1). If the claims of critics were valid, then what should be happening is an increase in teenage crime. As
As evidence has shown, children view many violent scenes while watching television, movies, or playing video games, but the question still remains: What psychological effect does violence in the media have on children? Research over the past 10 years has consistently shown that there is a cause-and-effect relationship between media violence and real-life aggression (Strasburger 129). Violence in the media can lead to aggressive behavior by children and teenagers who watch the various programs. Of course, not all children who watch television, or movies, or play video games develop aggressive behavior. However, there is a strong correlation between media violence and aggressive behavior. A study, published in the Journal of the American Academy of Child Adolescent Psychiatry, examined how children's television viewing practices are related to aggressive behaviors. The results revealed that children who reported watching greater amounts of television per day had higher levels of violent behavior than children who reported lesser amounts of television viewing (Singer 1041). Witnessing violence is an important determining factor in violent behavior. The media serves as a means for children to witness violence. According to Bandura's Social Learning Theory, children imitate behavior that they see on television, especially if the person performing the behavior is attractive or if the