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"Aggressiveness Research"
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Aggressive behavior : genetic and neural approaches
by
Simmel, Edward C., editor
,
Hahn, Martin E., editor
,
Walters, James K., editor
in
Aggressiveness Physiological aspects.
,
Aggressiveness Research.
,
Aggressiveness Genetic aspects.
2021
Since the heyday of research on aggression in the late 1960s, developments in several varied areas had enabled us to take a new look at this important though difficult topic. Recent findings and sophisticated new techniques in behavior genetic analysis at the time had made it possible not only to enhance our understanding of the genetic mechanisms underlying aggressive behavior, but also to provide some reasonable suggestions as to the role of aggression in evolution. Originally published in 1983, there had been significant advances in genetic and neural research and a much more sophisticated and heuristic approach to the measurement and conceptualization of aggressive behavior had developed. The ten chapters in this volume provide a thorough overview of these new approaches and methodologies. There are also suggestions regarding the scope of future research on aggressive behavior, since much of what is presented describes the ongoing research activities of the contributors. This book is divided into four sections: The first provides a systematic foundation for research on aggression, and a description of some of the newer strategies for research in this area; the second concerns quantitative genetic analyses, selection data from both wild and laboratory populations, and situational determinants of aggressive behavior; the third section details new and exciting findings in neurochemical and neuropharmacological effects; and the last section contains a chapter that provides a summary and synthesis of all that has come before.
Study Confirms Link Between Violent Video Games and Physical Aggression
2018
\"The latest in the long-standing debate over violent video games: They do cause players to become more physically aggressive. An international study looking at more than 17,000 adolescents, ages nine to 19, from 2010 to 2017, found playing violent video games led to increased physical aggression over time.\" (USA Today (Online)) Read more about this study of violent video games and physical aggression.
Newspaper Article
The social psychology of good and evil
\"This timely, accessible reference and text addresses some of the most fundamental questions about human behavior, such as what causes racism and prejudice and why good people do bad things. Leading authorities present state-of-the-science theoretical and empirical work. Essential themes include the complex interaction of individual, societal, and situational factors underpinning good or evil behavior; the role of moral emotions, unconscious bias, and the self-concept; issues of responsibility and motivation; and how technology and globalization have enabled newer forms of threat and harm. New to This Edition *Many new authors; extensively revised with the latest theory and research. *Section on group perspectives, with chapters on bystanders to emergencies, remembering historical victimization, organizational dynamics, and globalization and terrorism. *Chapters on free will, conscious versus unconscious processes, media violence, dehumanization, genocide, and sexual violence. *Chapters on false moral superiority, compassionate goals in relationships, and moral emotions in incarcerated offenders\"-- Provided by publisher.
Violent Video Games Linked to Aggressive Thoughts, Behaviour
\"Playing violent video games, such as those depicting decapitation, could lead young people here to think and act more aggressively, said a study published on Monday [Mar 24, 2014]. The study of 3,034 primary and secondary school students here showed that those who played more violent video games tend to be more likely over time to commit acts of physical aggression, such as hitting someone who had angered them.\" (Straits Times (Singapore)) Learn more about the aggression that can result from playing violent video games.
Newspaper Article
Violent Games a Big Influence on Kids' Lives
by
Paddison, Kate
in
Aggressiveness in children
,
Aggressiveness, Research
,
Behavioral assessment of children
2014
\"Children who play violent video games are learning thought patterns that will impact their behaviour to think more aggressively as they grow up, according to a new study by Iowa State University researchers. The researchers found that regardless of culture, gender or age of the child, the effect is the same.\" (Province) Read how violent video games affect children throughout their lives.
Newspaper Article
Basal forebrain projections to the lateral habenula modulate aggression reward
2016
Here, the circuits underlying the motivational or rewarding component to aggression are deconstructed, showing that an inhibitory projection from the basal forebrain to the lateral habenula bi-directionally controls this aspect of aggression.
Aggression as its own reward
The brain areas responsible for initiating aggressive behaviour have been identified, but little is known about the systems responsible for establishing a motivational or rewarding component to aggression. Here, Scott Russo and colleagues deconstruct the circuits underlying reward processing as it relates to aggression. They show that an inhibitory projection from the basal forebrain to the lateral habenula controls this aspect of aggression bi-directionally. This work could pave the way for the identification of targets for therapeutics designed to treat aggression and aggression-related neuropsychiatric disorders
Maladaptive aggressive behaviour is associated with a number of neuropsychiatric disorders
1
and is thought to result partly from the inappropriate activation of brain reward systems in response to aggressive or violent social stimuli
2
. Nuclei within the ventromedial hypothalamus
3
,
4
,
5
, extended amygdala
6
and limbic
7
circuits are known to encode initiation of aggression; however, little is known about the neural mechanisms that directly modulate the motivational component of aggressive behaviour
8
. Here we established a mouse model to measure the valence of aggressive inter-male social interaction with a smaller subordinate intruder as reinforcement for the development of conditioned place preference (CPP). Aggressors develop a CPP, whereas non-aggressors develop a conditioned place aversion to the intruder-paired context. Furthermore, we identify a functional GABAergic projection from the basal forebrain (BF) to the lateral habenula (lHb) that bi-directionally controls the valence of aggressive interactions. Circuit-specific silencing of GABAergic BF–lHb terminals of aggressors with halorhodopsin (NpHR3.0) increases lHb neuronal firing and abolishes CPP to the intruder-paired context. Activation of GABAergic BF–lHb terminals of non-aggressors with channelrhodopsin (ChR2) decreases lHb neuronal firing and promotes CPP to the intruder-paired context. Finally, we show that altering inhibitory transmission at BF–lHb terminals does not control the initiation of aggressive behaviour. These results demonstrate that the BF–lHb circuit has a critical role in regulating the valence of inter-male aggressive behaviour and provide novel mechanistic insight into the neural circuits modulating aggression reward processing.
Journal Article
Board of Director Gender and Corporate Tax Aggressiveness: An Empirical Analysis
by
Taylor, Grantley
,
Richardson, Grant
,
Lanis, Roman
in
Aggressiveness
,
Boards of directors
,
Business and Management
2017
This study examines the impact of board of director gender diversity on corporate tax aggressiveness. Based on a sample of 418 U.S. firms covering the 2006-2009 period (1672 firm-year observations), our ordinary least squares regression results show a negative and statistically significant association between female representation on the board and tax aggressiveness after controlling for endogeneity. Our results are consistent across several measures of tax aggressiveness and additional robustness checks.
Journal Article
Violent Video Game Effects on Children and Adolescents
by
Gentile, Douglas A
,
Buckley, Katherine E
,
Anderson, Craig A
in
Adolescents
,
Aggressiveness in adolescence
,
Aggressiveness in children
2007
Violent video games are increasingly popular, raising concerns by parents, researchers, policy makers, and informed citizens about potential harmful effects. Chapter 1 describes the history of violent games and their explosive growth. Chapter 2 discusses research methodologies, how one establishes causality in science, and prior research on violent television, film, and video games. Chapter 3 presents the General Aggression Model, focusing on how media violence increases aggression and violence in both short and long-term contexts. Important scientific questions are answered by three new studies. Chapter 4 reports findings from a laboratory experiment: even children's games with cartoonish violence increased aggression in children and college students. Chapter 5 reports findings from a survey study of high school students: frequent violent game play leads to an angry and hostile personality and to frequent aggression and violence. Chapter 6 reports findings from the first longitudinal study video game effects: elementary school children who frequently played violent games early in the school year became more verbally and physically aggressive, and less helpful. Chapters 7 and 8 compare a host of risk factors for development of aggression, and find video game effects to be quite important. Chapter 9 describes the role of scientific findings in public policy, industry responses to scientific findings, and public policy options. Chapter 10 recommends that public policy debates acknowledge the harmful effects of violent video games on youth, and urges a more productive debate about whether and how modern societies should act.