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Craig A Anderson

Publications and source records attributed to Craig A Anderson.

9 recordsLinked to original sources

Is the curve relating temperature to aggression linear or curvilinear? Assaults and temperature in minneapolis reexamined.

Using archival data from Minneapolis recorded in 3-hr time intervals, E. G. Cohn and J. Rotton concluded that there is an inverted U-shaped relationship between temperature and assault, with the maximum assault rate occurring at 74.9 degrees F. They depicted this relationship by plotting temperature against assault. This plot, however, fails to take into account time of day. Time of day was strongly related to both temperature and assault, but in opposite directions. Between 9:00 p.m. and 2:59 a.m. of the next day, when most assaults occurred, there was a positive linear relationship between temperature and assault. The Minneapolis data actually provide stronger support of a positive linear (or monotonic) relationship between temperature and assault than of an inverted U-shaped relationship.

Aggression↗

Is the curve relating temperature to aggression linear or curvilinear? A response to Bell (2005) and to Cohn and Rotton (2005).

P. Bell recommended examining the relationship between temperature and assaults during the hottest times of day and during the hottest months of the year. The authors' analyses of these data show a linear rather than inverted U-shaped relationship between temperature and assault during the hottest times of day and in the hottest months of the year. E. Cohn and J. Rotton recommended analyzing the 6 hr with the highest assaults versus the 6 hr with the lowest assaults. During high assault periods, there is a strong positive linear relationship between temperature and assault. During low assault periods, there is no relationship between temperature and assaults. Assaults and other violent crimes might decrease when temperatures are very hot, but the Minneapolis data set does not allow for testing of this hypothesis because Minneapolis is too cold.

Aggression↗

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

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.

Adult↗

An update on the effects of playing violent video games.

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.

Adolescent↗

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

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.

Adult↗

Human aggression.

Research on human aggression has progressed to a point at which a unifying framework is needed. Major domain-limited theories of aggression include cognitive neoassociation, social learning, social interaction, script, and excitation transfer theories. Using the general aggression model (GAM), this review posits cognition, affect, and arousal to mediate the effects of situational and personological variables on aggression. The review also organizes recent theories of the development and persistence of aggressive personality. Personality is conceptualized as a set of stable knowledge structures that individuals use to interpret events in their social world and to guide their behavior. In addition to organizing what is already known about human aggression, this review, using the GAM framework, also serves the heuristic function of suggesting what research is needed to fill in theoretical gaps and can be used to create and test interventions for reducing aggression.

Affect↗