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๐ What is the General Aggression Model (GAM)?
The General Aggression Model (GAM) is a comprehensive framework in psychology that explains how situational factors and individual differences can lead to aggressive behavior. It integrates cognitive, affective, and arousal processes to understand aggression as a dynamic process.
๐ A Brief History
The GAM was developed by Craig A. Anderson and Brad J. Bushman. It built upon earlier cognitive-neoassociationistic models of aggression to provide a more encompassing and integrated explanation. The model was created to explain how media violence impacts aggression but has evolved to incorporate a broad range of influences.
- ๐งโ๐ฌ Early Models: Previous theories focused mainly on specific factors, such as frustration or social learning.
- ๐ค Integration: GAM aimed to integrate these diverse perspectives into a single, coherent framework.
- ๐ Evolution: The model has been refined and expanded based on ongoing research and new findings.
๐ง Key Principles of GAM
GAM proposes that aggression results from a combination of individual characteristics and situational factors that influence a person's thoughts, feelings, and physiological arousal.
- ๐ง Person Factors: These include personality traits, attitudes, and beliefs about aggression. Examples include a tendency towards impulsivity or a belief that aggression is justified in certain situations.
- ๐ Situation Factors: These encompass environmental cues and social interactions. Examples might include exposure to violent media or provocation from others.
- ๐ญ Cognition: Aggressive thoughts and scripts activated by person and situation factors.
- ๐ก Affect: Feelings of anger, hostility, or frustration.
- ๐ฅ Arousal: Physiological arousal, such as increased heart rate or blood pressure.
- ๐ฆ Appraisal and Decision Processes: An individual's interpretation of the situation and decision-making regarding whether or not to act aggressively.
๐ Real-World Examples of GAM in Action
Let's explore how GAM applies to everyday situations:
๐ฎ Video Games and Aggression
A teenager with a history of aggressive behavior (person factor) plays a violent video game (situation factor). The game activates aggressive thoughts and feelings, increasing arousal. If the teen appraises the situation as justifying aggression, they may exhibit aggressive behavior in real life, such as arguing with family members.
๐ Road Rage
An individual already stressed from work (person factor) is cut off in traffic (situation factor). This triggers feelings of anger and frustration. If they have a predisposition to react aggressively and perceive the other driver's actions as intentional, they might engage in road rage, such as honking, yelling, or even physical confrontation.
๐ข Bullying in Schools
A student with low empathy and a desire for dominance (person factor) observes another student being socially excluded (situation factor). This activates thoughts of power and control. If the student believes that bullying is a way to gain social status, they might engage in bullying behavior.
๐ก Conclusion
The General Aggression Model provides a robust framework for understanding the complexities of human aggression. By considering the interplay of person factors, situation factors, and cognitive-affective processes, GAM offers valuable insights into why and how aggressive behavior occurs. This understanding is crucial for developing effective strategies to prevent and reduce aggression in various contexts.
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