APPLICATIONS The theory proposed had many applications in various fields. It is used majorly as a method to eliminate phobias of people by the process of different stimuli to cure vertigo, fear of snakes etc. Some of the major fields it is being applied in is: Criminology The modelling theory is primarily useful in criminology when explaining the reasoning behind violent acts. According to Bandura, individuals learn aggressive behaviour from other people. When enforced by the media and living environment, such behaviour is modelled by the learner. It is noted that an individual will not imitate violent behaviour unless certain criteria warrants modelling. In addition to being exposed to violence, an individual must pay attention to and remember …show more content…
The second outcome that could be observed is that a person may receive the stimulus but choose to act completely against it or behave in a completely opposite way by being non-violent as the motivation in this case would be to restrict further violent harm. The theory also suggests that deviant behaviour also acts as a major stimulant. It states that criminal and deviant behaviour is learned in both social and non-social situations through combinations of direct reinforcement, vicarious reinforcement, explicit instruction and even direct/indirect observation. Both the probability of being exposed to certain behaviours and the nature of the reinforcement are dependent on group norms. This is seen in the case of the protagonist of the famous TV series “Dexter” where the main character reacts to a violent stimulus in his life by turning into a vigilante killer who kills for justice by subjugating the murderers and the killers to horrible painful deaths. In this case we see that the subject being Dexter reacts positively by accepting and reproducing the violent acts. It is seen here that the subject has met all the conditions by not only receiving a live …show more content…
It is often seen that positive rewards and lack of punishment for aggressive behaviours reinforces aggression in a person. There is a significant correlation between viewing violent television and aggression later in life, as well as playing violent video games and aggressive behaviors. The role of observational learning has also been cited as an important factor in the rise of rating systems for TV, movies, and video games. This is seen in the case of violent games such as Counter-Strike which provide the gamers with the option of choosing the side of the Terrorists which has been proved to influences gamers towards violent tendencies and even situations where children have in the presence of fire arms in an attempt to recreate game have in fact killed each other or even hurt themselves on numerous occasions. It has even been seen that games like Call Of Duty and Mortal Combat has also increased the violent tendencies in children. Most games in fact rely on the violence and gore to promote their games as in the case of Mortal Combat X and Just Cause 3 and especially games like the ones in the Grand Theft Auto series actual promote violence and homicidal tendencies. One of the landmark cases that can be noted here is the famous Manga killing case which occurred in Scotland in which a couple of students after watching the series Death Note decided to act like the protagonist, who kills criminals by
Modeling theory was developed by Albert Bandura and is used by criminologist when violent acts occur to sometimes explain the reason behind those acts. Bandura felt like that people learned their behavior from other people, especially the aggressive behavior. In addition he felt that people were not born with these aggressive behaviors they had to be learned from others. It was felt that form, the situation displayed, and targets are determined by the social learning factors (Schmalleger, 2012, p. 134).
In this paper I will be analyzing how living in a stressful, violent, and poverty-ridden environment in combination with racial discrimination can allow residents of that community too develop a “code of the street”, a set of informal rules to abide by. The two theories I will be connecting this matter to, is the social learning theory and social disorganization theory. More often, these street codes and rules are created by young gang members who manage and “run” the neighbourhood and have an influence. It is a requirement for every resident to not only be aware but abide by the rules, it does not matter the age, sex, or colour, but more where that individual resides, at times it may be for survival. Some of the rules in this code are
It does not consider other factors such as criminal associations, individual traits, and inner strains, which plays a significant role in determining punishment for the individuals in committing crimes. It is observed that this theory endeavours to know that whether the activities of crime as well as the victim’s choice, criminals commit the activities on start from rational decisions. The theory also determines that criminals consider different elements before committing crime. They engage in the exchange of ideas before reaching on any final decision. These elements consist of consequences of their crimes, which include revealing their families to problems or death, chances of being arrested, and others elements, which comprises of placement of surveillance systems (Walsh & Hemmens, 2010; Lichbach,
Today, it is normal for modern technology to show many forms of violence. These acts of violence may influence children and teens to be more aggressive in everyday life. For example, I babysit a pair of twin boys. Their names are Devin and Gavin. Devin and Gavin like to play video games.
Then there is the theory of Operant Conditioning of B.F. Skinner and what the public’s view on this theory is and how well it works. Behavior Modification
Furthermore, the psychology of criminal behavior, psychology, and criminology all have a primary objective of achieving an understanding of the variation in the criminal behavior of individuals (Andrews and Bonta , 2010). Empirically, the study of variation in criminal behavior is done by the studying of covariates (Andrews and Bonta , 2010). The primary covariates that PCC studies are biological, social, and psychological (Andrews and Bonta , 2010). Although, criminology tends to assess criminality at an aggregate level, in comparison to the psychology of criminal conduct’s focus on an individual level. Additionally, a psychology of criminal conduct involves applying what is learned by the studying of psychological information and methods to the predicting and influencing the propensity of criminal behavior on an individual
Social learning theory states that an individual will model behaviors that one has been exposed to as a child (Chibucos, Leite, & Weis, 2005). As a child, it is through observation and imitating other people that we learn our behaviors and what is acceptable or normal behaviors. Violence is said to be a learned behavior which can be learned directly or indirectly through family members, friends, partners, etc. These learned behaviors are reinforced in childhood and can continue into adulthood through a term called operant conditioning. Bandura (1973) mentions that these behaviors that continue into adulthood typically act as a coping response to stress or as a method of conflict resolution.
Violent video games are not responsible for violent actions in the real world. Violent video games have been around for decades. “One of the first controversial games was Death Race (1976), which had players running over people with cars. Even though the victims did not look realistic—they were just stick figures—the controversy stirred enough concern that the television
Violent video games have been blamed for everything from bullying to school shootings. Critics of these video games believe they cause people to commit violent acts in real life. These critics, mainly comprised of parents and other responsible adults, don’t agree with what the video games portray. Others say the video games cause less violence and are an outlet for anger and stress. Although violent video games have violent actions in them, teenagers should be able to play violent video games because there isn’t enough evidence to prove they make teens more aggressive, it could prevent violence, and violent video games are a fun and relaxing way to relieve stress and anger.
They seek to gain answers to what really happens on the streets, police stations, behind prison bars and courtrooms, They collect much of their information by analyzing data sets and statistical studies mainly on topics relating to drug use and homicide rates. Not only does it attempt to explain crimes within a societal background and the variations between our society, but this brings me to the three distinct theories as stated in the book on page 67, that attempt to explain why criminals behave in a certain
What a great fun that I feel when I win a difficult video game, it is really exciting. It took me a very long period to forget the massage on the screen (GAME OVER ).But with the time I realized that Playing violent video games is no more likely to be damaging to young children’s behavior than those considered harmless, so that I choose some researches that can deal with case . More and more kids are playing video and computer games — especially ultra-violent ones that are top sellers. Research shows that children are also spending increasing amounts of time playing them: an average of 13 hours per week for boys and five hours for girls.
There are games that literally replicate and give people the ability to score points for doing the very same thing that these students are doing inside schools, where you get extra points for finishing someone off who’s lying there begins for their life.” ( 6) There are several ideas that say young people benefit from these violent video games “Surprisingly, playing video games can help our physical, mental, and emotional health.” It helps them to improve hand eye coordination and thinking ability. These benefits are not worth the risk of being influenced by violent video games. (7) All in all the research and officials say that violent video games affect how children, teenagers and young adults act.
Research shows that at least 83% of children in the US aged between 8-12 years are involved in video gaming once a month. This elevated number of video gaming has had its fair share of effects on its consumers. For instance, video games have positively influenced children to work together in completing various tasks, and often improve a child’s thinking capacity, especially through solving puzzles (Anderson et al, 2007). However, the contentious issue has been the effects of violent games on children, which are often negative to their well-being. In short, violent video games increase the aggressiveness of a child, and may eventually cause mental ill health.
Some researches admit that violent games may cause adolescents to become tremendous. Studies showed that video games increase psychological awakening, it could also increase aggressive behavior, emotions and thoughts and finally let teenagers lose the sense of helping others. All these effects will be carried by aggressive young people. It’s true that video games are violent, but aggressive adolescents are more likely to be more attracted to it. Some games reward players for doing violent actions, so this will affect them negatively, letting them think that violence is normal.
But everything is not absolutely right or wrong. The violent video game also has the good effect. By playing violent video games, it can provide opportunities for children to explore virtually the consequences of violent actions and to develop their moral compasses. According to a study, “The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents”, by Dorothy Salonius-Pasternak and Holly Gelfond , Violent video game can simulate the moral issue such as “war”, “violence”, and “death” without real world consequence. A researcher at the Harvard Medical School Center for Mental Health and Media wrote about her research: “Many war-themed video games allow or require players to take the roles of soldiers from different sides of a conflict, perhaps making players more aware of the costs of war."