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    Imaginary Companion 3 There wasn’t enough information to determine other ethnic groups. The items that were measured were evaluated on a 5-pt. scale‚ 1=strongly disagree to 5=stronger agree and the measurements of internal consistency are reported using alpha coefficients. The imagery used was determined by using 10 items adapted the Habitual Use of Imagery and the Imagination factors of Paivio’s Individual Differences Questionnaire. The Habitual Use factor included items like “I often use

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    First of all aggression doesn’t appear out of nowhere; there has to be a cause. One cause is the media‚ but there are also personal backgrounds (e.g. family‚ friends)‚ conditions at work (e.g. frustration)‚ deficits (in one’s personal character) and other socially circumstances like the media or the social environment. So when there’s a violent incident‚ the media is the real cause only in a small percentage of the incidents‚ but generally gets blamed for all of them. Aggression has become an entertainment

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    games on aggression levels. There was a statistically significant man effect‚ F (2‚62) = 7.98‚ p =.001. A Tukey post-hoc test revealed that the mean score for the violent video game condition (M = 59.6‚ SD = 12.4) was significantly different from the nonviolent video condition (M = 47‚ SD = 10.1). However‚ the no video game play condition (M = 55.5‚ SD = 22.4) was not statistically different from the violent video game condition. Table 1 contains the means of the total trait aggression‚ and Table

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    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. Key words: aggression‚ computer‚ trait-hostility‚ video game. Video games are being increasingly used around the world‚ mainly by children‚ adolescents and young adults. Violent

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    Chmielewski Nature vs. Nurture Are you born with aggression or is aggression something that is learned from your surroundings? This debate it called Nature vs. Nurture. I believe that anger is something that is learned and something you pick up from watching people and things around you. I also believe you can take a situation that you are witnessing aggression and turn it around and learn from it so you don’t follow the same way. Aggression can be scary but it fixable and preventable. I believe

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    Violence Affects Children

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    effects of children watching violence on television. Thesis: Excessive viewing of television impacts children through teaching children to rely on violence to solve a problem‚ causing aggression and‚building immunity to sensitivity. Television violence affects children by becoming immune to the horror of violence‚ gradually accepting

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    Violence on Tv

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    Violence on TV Most people in our society generally have the opinion that violence on television increases aggression in children and adolescents. Does it ? Who is to say whether television has a positively direct effect or a positive correlation ? However‚ the majority of the people who have researched this topic have discovered that violence on television is indeed one of the prime factors contributing to the increase in violent and aggressive behavior among the youth in society. That is to

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    Aggressive Driving

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    risk of aggressive confrontation. A vehicle empowers an individual as it carries him or her from point A to point B. Adding a little bit of work or family frustration to an already stressed or tired individual‚ can and most likely will lead to aggression. Drivers see their vehicle as part of their personal space that should not be invaded. Aggressive driving can be anything that causes danger‚ disrespect‚ damage‚ or threatens another driver’s space or property. There are multiple causes that

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    Cited: Lynne‚ Beth. “Weight Gain and Technology?” suite101.com . 2007.22 October 2009 Shin‚ Grace. “Video Games: A Cause of Violence and Aggression.” 2003. 19 October 2009 “Violent Video Games.” American Psychological Association. 2004. 23 October 2009

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    physiological arousal‚ and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science‚ 12‚ 353-359. Bushman Bandura (1971). According to Bandura (1971) social learning theory is define as the idea that we learn (eg: aggression) by observing others and imitating them. The observed models may be fictional (television character) or non-fictional. “This theory holds that modes of response are acquired either through direct experience or through indirect observation of models

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