From Antecedent Conditions to Violent Actions: A General Affective Aggression Model
By James J. Lindsay, Craig A. Anderson. 2000
198 citations recorded by the source corpus.
Subfields: Clinical Psychology, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/25c171396682b92abd1041172854160df6b97e81
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Clinical Psychology
- C. Carver
- N. L. Carnagey
- Christine R C Murphy
- James D. Ivory
- S. Kalyanaraman
- Arlin J. Benjamin
- Bruce D. Bartholow
- Eddie Harmon-Jones
In Social Psychology
- Craig A. Anderson
- N. L. Carnagey
- Arlin J. Benjamin
- Eddie Harmon-Jones
- Bruce D. Bartholow
- C. Ferguson
- James D. Ivory
- Christine R C Murphy
In Sociology and Political Science
- Craig A. Anderson
- N. L. Carnagey
- Arlin J. Benjamin
- Bruce D. Bartholow
- James D. Ivory
- Christine R C Murphy
- S. Kalyanaraman
- Mindy E. Flanagan
Citations in the corpus
- Violent video games: Specific effects of violent content on aggressive thoughts and behavior (2004, methodology): “Interestingly, this same aggression pattern has occurred in the other two experiments that used the two-phase CRT and both the ambiguous and the increasing provocation pattern (Anderson et al., 2000, Experiment 5; Lindsay & Anderson, 2000, Experiment 4).”
- Effects of songs with prosocial lyrics on prosocial thoughts, affect, and behavior. (2009, unknown): “In fact, previous research into the effects of violent video games (e.g., Lindsay & Anderson, 2000) has shown that measuring aggressive cognitions changes subsequent measures of aggressive behavior.”
- Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? (2009, methodology): “This multiple study approach was used because prior studies have shown that in short-term experimental contexts, measuring one aggression-related variable can disrupt the independent variable effects on subsequently measured aggression (e.g., Lindsay & Anderson, 2000).”
- Violent Video Games and Aggressive Behavior in Young Women. (2003, methodology): “In this study we used a two-phase version of the task, one that we have successfully used in several experimental studies of aggression [Anderson et al., 2000; Bartholow and Anderson, 2002; Lindsay and Anderson, 2000].”
- Anger is an approach-related affect: evidence and implications. (2009, background): “The phrase also suggests that the two kinds of actions are closely related, in the sense that a given situation might lead to either of them depending on other factors (e.g., Berkowitz, 1993, p. 11; Lindsay & Anderson, 2000).”
- Violent Video Games and Hostile Expectations: A Test of the General Aggression Model (2002, unknown): “…2002b; Anderson & Huesmann, in press) is based on several earlier models of human aggression (e.g., Anderson, Deuser, & DeNeve, 1995; Anderson & Dill, 2000; Bandura, 1973, 1983; Berkowitz, 1990, 1993; Crick & Dodge, 1994; Geen, 2001; Huesmann, 1986, 1998; Lindsay & Anderson, 2000; Zillmann, 1983).”
- The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007, methodology): “Presentation order of the word-association task and state hostility scale was counterbalanced to account for potential influence of one aggression measure on the other (see Anderson et al., 2003; Lindsay & Anderson, 2000 ); In each experimental condition, half of the participants received the word-”
- Interactive effects of life experience and situational cues on aggression: The weapons priming effect in hunters and nonhunters (2005, methodology): “The experiments described here are among the first to test all three major components of the GAM (see also Lindsay & Anderson, 2000 ), and the first to link specific life experiences, individual differences in related knowledge structures, and cueing effects based on knowledge structures, all in th”
- Negative affects deriving from the behavioral approach system. (2004, background): “One way to address their co-occurrence in human experience is as follows: Many situations that disrupt pursuit of an incentive simultaneously create a threat of harm (cf. Lindsay & Anderson, 2000).”
- Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001, unknown): “…of human aggression (e.g., Anderson, Anderson, & Deuser, 1996; Anderson, Deuser, & DeNeve, 1995; Bandura, 1971, 1973; Berkowitz, 1993; Crick & Dodge, 1994; Geen, 1990; Huesmann, 1986; Lindsay & Anderson, 2000; Zillmann, 1983) is a useful framework for understanding the effects of violent media.”
- A Theoretical Model of Triggered Displaced Aggression (2003, background): “Trait aggressiveness, however, does not always interact with situational variables to impact anger or aggression (see Lindsay & Anderson, 2000).”