Download comic book violence and vengeance

Survey
yes no Was this document useful for you?
   Thank you for your participation!

* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project

Document related concepts

Albert Bandura wikipedia , lookup

Communication in small groups wikipedia , lookup

False consensus effect wikipedia , lookup

Social tuning wikipedia , lookup

Unpopularity wikipedia , lookup

Social perception wikipedia , lookup

Relational aggression wikipedia , lookup

Transcript
Chapter 9
COMIC BOOK VIOLENCE AND VENGEANCE
Steven J. Kirsh and Paul V. Olczak
SUNY-Geneseo
Address correspondence concerning this article to Steven Kirsh, Department of
Psychology, SUNY- Geneseo, Geneseo, NY 14454; e-mail: [email protected]; phone: (585)
245-5215; fax: (585) 245-5235.
2
Steven J. Kirsh and Paul V. Olczak
ABSTRACT
This study investigated the effects of reading violent versus nonviolent comic books on
vengeful responding to hypothetical scenarios. Results indicated that participants reading
violent comic books were the most vengeful. Exposure to violent media may influence the
likelihood of seeking revenge by activating or reinforcing an individual’s aggressive network.
Comic Book Violence and Vengeance
3
COMIC BOOK VIOLENCE AND VENGEANCE
Revenge involves retaliating against a perceived harmdoer and unlike other forms of
aggression, revenge is often perpetrated to “right” a perceived wrong, restore lost self worth
resulting from a perceived wrong, and deter future wrong doings from occurring (Stuckless &
Goranson, 1992; Cota-McKinely, Woody, & Bell, 2001). Emotions accompanying revenge
include hatred and righteous anger (Kim & Smith, 1993). In part due to revenge based school
shootings, revenge as a motivational factor for extreme violence has received increasing
scientific scrutiny. For instance, Dedman (2000) reports that school shooters frequently cite
being bullied and tormented by classmates as the primary reason for their heinous acts.
Similarly, workplace violence, theft, and sabotage are associated with individuals
experiencing some form of interpersonal injustice (e.g., being insulted, misrepresented or
falsely accused by another; Bradfield & Aquino, 1999).
More recently, research has begun to look at psychological, social, and environmental
factors that may influence the likelihood of seeking vengeance. Of note, these factors are
unrelated to the specific act(s) associated with the perceived violation of interpersonal
injustice. For instance, consistent with the finding that most school shootings are committed
by boys, Cota-McKinley, Woody, and Bell (2001) found that males, more so than females,
were accepting of vengeful attitudes. In addition, Cota-McKinley and colleagues found that
individual’s espousing biblical literalness were more likely to have a positive attitude toward
revenge than those without such beliefs. However, recent research has overlooked the role of
media violence on vengeance. Given that perpetrators of revenge based violence (e.g., school
shootings) often immerse themselves in violent media, such an assessment is warranted.
Although the impact of media violence has been under-reported by news services
(Bushman & Anderson, 2001), research has consistently found that exposure to violent media
appears to increase aggressive behavior, thoughts and feelings in children, adolescents, and
young adults (Anderson, 1997). The vast majority of this research has focused on portrayals
of violence in television, movies, and, more recently, video games. However, an understudied
source of violent content to which children and adolescents are exposed comes from comic
books. Although the effects of violent comic books on children came under scrutiny in the
1950s, today, the deleterious effects of video games are receiving a great deal of interest from
both researchers and politicians. However, scores of comic books currently being sold are
also laden with extreme depictions of violence. For instance, comic books such as Homicide,
Spawn, and Evil Ernie frequently depict brutal acts of aggression. These acts include graphic
illustrations of bloody decapitations, vivid eviscerations, and sinewy amputations. The
weapons used to commit these heinous acts range from machine guns to machetes and an
array of body parts including fingernails, toenails, and teeth.
Comic books, unlike video games, do not provide a continuous story in which all of the
action relevant to the story line is exhibited. In comic books, the story line is told in partially
connected frames. Thus, to create a continuous story line, the reader provides continuity
between frames. For instance, if one frame depicts a muscular hero swinging an ax toward his
crouching enemy, the next frame would show the victim's head severed from his body,
spurting blood. Thus, it is up to the reader to visualize that actual decapitation. This type of
disconnected presentation of information forces the reader to engage their imagination and
become active participants in the violence-laden story line (McCloud, 1993). Furthermore,
4
Steven J. Kirsh and Paul V. Olczak
another factor contributing to story line engagement is that comic books are read at a
comfortable, self-guided pace (Potenza, Verhoeff, & Weiss, 1996).
There are several advantages of using comic books to assess the impact of media
violence. In contrast to playing a video game, reading a comic book is devoid of arousal
associated with motor movements. Although much of the arousal associated with violent
video games will come from the violent components of video game play, the arousal
associated with motor movements becomes an unwarranted artifact that has the potential to
confound data. In contrast, the physiological arousal experienced by a comic book reader will
most likely be due to the images in the comic books alone or an interaction of the images with
the individual's personality characteristics. Furthermore, comic books may be less likely than
video games to cause the participants to feel frustrated. Assessments of video games typically
require participants to play a video game for 10-20 minutes and then stop, regardless of where
they are in the game. It is possible that participants feel frustrated from having to stop playing
the game prematurely. In contrast, when using comic books as the medium of media violence,
an individual typically gets to read an entire comic book. In addition, the outcome (e.g.,
winning or losing) the video game being played can cause frustration. For instance, Kirsh
(1998) found that children that tied a basketball video game gave more hostile responses to
ambiguous provocation questions than children either winning or losing a basketball video
game. Furthermore, it is difficult to find a sample of participants who don't play video games
regularly. Estimates suggest that 84% of adolescents play video games on a frequent basis
(Funk, 1993; Walsh 1999). In contrast, because comic books aren't nearly as popular as video
games, the impact of previous exposure to the experimental stimuli is mitigated. Thus, the
outcomes associated with reading violent comic books may be less likely than video games to
be influenced by confounds such as motor arousal, frustration and previous exposure to the
stimuli.
Given the convergent validity of the effects of different forms of violent media on
aggression (Bushman & Anderson, 2001), the findings associated with comic book violence
should be similar to those of other forms of violent media. Recent research suggests this is the
case. For instance, studies involving comic books (Kirsh & Olczak, 2000) and video games
(Lynch, Gentile, Olson, & van Brederode, 2001) have demonstrated links between media
violence and inferring hostile intent to the actions of another, even though the intent of that
individual is unclear (Dill, Anderson, Anderson, & Deuser, 1997; Dodge, 1980). Dodge
(1986) contends that individuals act aggressively and perceive hostility (when none is
present) due to biases in social information processing. According to Dodge’s social
information processing model, when frustrated or hurt in social situations (e.g., being pushed
into a puddle), a series of social cognitive steps are enacted. Dodge’s social information
processing steps include encoding of social cues (e.g., look at smiling provocateur),
interpretation of social cues (e.g., provocateur has a malicious smile; harm was done on
purpose), problem solving strategies (e.g., aggressive retaliation usually works), and the
enactment of behavior (e.g., hit the child). In support of this theory, research has shown that
the social information processing of aggressive children is replete with aggression laden (i.e.,
aggressively biased) perceptions, interpretations, and decision making (Dodge & Crick,
1990).
Despite the high level of aggression in comic books, little recent research has assessed
the impact of violence in comics on aggressive behavior and thoughts. (Potenza, Verhoeff, &
Weiss, 1996). The research that has been conducted, however, suggests that exposure to
Comic Book Violence and Vengeance
5
violent themes in comic books may aggressively bias an individuals' social information
processing. For instance, Kirsh and Olczak (2000) biased the social information processing of
adult males towards aggression (e.g., increased levels of hostile attributions about intent), but
not females, by having them read violent comic books. Although Kirsh and Olczak's (2000)
initial research on overt aggression suggested that violent comic books may have a bigger
negative impact on the social information processing of males than females, more recent
research suggests that type of aggressive conflict assessed may also be important.
Specifically, Kirsh and Olczak (2002) found that both males and females demonstrate
increased aggressive responding when the dependent variable involves judgments of
relational aggression (however, the level of biased responding did not differ between males
and females). Relational aggression involves social exclusion (e.g., not inviting someone to a
party) or social manipulation (e.g., spreading rumors, threatening not to be a friend) in order
to control another's behavior (Crick, 1995). Kirsh and Olczak's findings are consistent with
previous research suggesting that the presence or absence of aggression-related gender
differences may be related to the type of aggressive conflict under study (e.g., relational or
overt aggression; see Bartholow and Anderson, 2002).
Why then, should we expect to see violent comic books influence the likelihood of
seeking vengeance? According to Bushman (1998), exposure to media violence can prime an
individual’s aggressive network. An aggressive network contains associations among
aggressive thoughts, aggressive memories, provocational stimuli, potential responses to
provocations, and concomitant emotions. In addition, an accessible network is believed to aid
in the processing and interpretation of social information (Bushman, 1998). An aggressive
network becomes accessible through frequent use or through a temporary increase (i.e.,
priming) due to exposure to aggressive stimuli (e.g., violent media). Importantly, the content
of the aggressive stimuli (e.g., hitting, kicking) involved in priming the aggressive network
does not have to be related to the observed aggressive behavior (e.g., threat, gossiping) or
thoughts resulting from an accessible aggressive network (Bushman, 1998). For the present
study, the violent comic books should prime participants’ aggressive networks, potentially
influencing participants’ responses to the vengeance scenarios. Thus, it is hypothesized that
individuals exposed to the extremely-violent comic book will respond with a higher level of
vengeance than individual’s reading the nonviolent comic book.
Since repeated activation of an aggressive network should make it chronically accessible
(Bushman, 1998), individuals with high trait hostility are believed to process social
information with an aggressive network. In support of this contention, Epps and Kendall
(1995), found a significant relationship between trait hostility and hostile attributional bias.
Similar findings have been found by Kirsh and Olczak (2000). Thus, based on previous
research, we expect to find that individuals high in trait hostility will be more likely to
respond vengefully than participants low in trait hostility.
6
Steven J. Kirsh and Paul V. Olczak
METHOD
Participants
The participants were 92 introductory psychology students (56% female) at a mid-sized
college in western New York State.
Procedure
At the beginning of the semester, participants filled out the Buss-Durkee Hostility
Inventory (Buss & Durkee, 1957) to assess their trait level of hostility. Approximately 6-10
weeks later, these participants were recruited to participate in the comic book study. Research
assistants randomly assigned participants to one of two conditions: Extremely-violent and
Nonviolent. Participants in the Extremely-violent condition read comic books with a high
degree of violence and aggressive themes. To help equate the two experimental conditions on
reading, related boredom, and fatigue, participants read either two extremely violent comic
books or a one to one-and-a half non-violent comic books, depending upon their assigned
condition. Prior to reading their assigned comic books, participants’ experience with comic
books and their trait hostility were assessed. After reading the comic books, participants rated
the comic books on a variety of dimensions. Finally, participants responded to six
hypothetical scenarios in which the likelihood of vengeance was assessed.
Materials
The extremely-violent comic books shown to participants were Cremator, Curse of the
Spawn, Dark Realm, Evil Ernie, Homicide, Purgatory, and Undertaker. The panels in the
extremely-violent comic books depicted amputations, blood letting, fighting, gore, killing,
threatening words, property destruction, and forcible restraint. The nonviolent comic books
shown to participants were Archie, Cherry Blossom, Dexter's Laboratory, Pocohontas,
Rugrats, and Sabrina. The panels in the nonviolent comic books contained occasional mildlyviolent acts and/or aggressive themes such as pushing and name calling. Both conditions
involved approximately 20 minutes of reading.
Comic Book History Form. Participants were asked to provide a list of comic books they
have read in the last six months and how often they read comic books.
Comic Book Rating Form. To reduce demand characteristics and maintain the ruse that
we need comic book ratings for a future study, participants rated the violence (Aggression),
humor (Humor), interest level (Interest), and overall likeability (Like) of their assigned comic
book. All questions involved 7 point Likert-type scales.
Predispositional Anger. Participants' propensity to respond to a variety of situations with
anger was assessed using the Buss-Durkee Hostility Inventory. The Buss-Durkee Hostility
Inventory consists of 75 true-false questions made up of seven subscales and a total hostility
score. Studies using the total score on the Buss-Durkee Hostility Inventory as a global
Comic Book Violence and Vengeance
7
measure of hostility have found that high scorers retaliated sooner and delivered significantly
more and stronger shocks to another person than low scorers in an experimental aggression
situation (Knott, 1970), and that they perceived significantly more aggression than low
scorers in a binocular rivalry situation (Petzel & Michaels, 1973). Median splits were used to
create High Hostility and Low Hostility variables.
Vengeance. For the assessment, participants responded to six hypothetical scenarios in
which the likelihood of vengeance was assessed (Cota-McKinley, Woody, & Bell, 2001).
Two of the scenarios involved a friend; two involved a relative; and two involved a
significant other. The following is an example of the scenarios that participants read:
Your boyfriend or girlfriend is someone who has been preaching to you since the beginning of
the relationship that they would never cheat on you. Your partner also is someone who
becomes extremely jealous when you talk to a member of the opposite sex. Your partner has
been constantly asking you to come out dancing with him/her. You dislike going to nightclubs
and dancing. One night you decide to surprise your partner by meeting him/her at a
nightclub. However, the surprise is on you. You find him/her with someone else.
Participants were asked to rate the likelihood of seeking vengeance using a 7 point
Likert-type scale. Responses from the six scenarios were tallied to create a “revenge” score
(Cronbach’s alpha = .81).
RESULTS
Preliminary Analyses
Few participants in this study had recently read a comic book. In fact, only 7.5% had read
a comic book (violent or nonviolent) in the last six months. Thus, prior experience reading
comic books does not appear to be a factor in this study.
To verify that the comic books were categorized correctly, a 2 (Comic Book) X 2
(Gender) analysis of covariance (ANCOVA) was conducted for perceived aggression, with
trait hostility as the covariate. Results indicated a significant main effect for comic book, F
(1,82) = 255.4, p < .0001, with extremely-violent comic books (M = 6.1; SD = 1.0) being
rated as significantly more violent than nonviolent comic books (M = 2.1; SD = 1.3). The
main effect for Gender, F (1,82) = .3, p < .86 and the Comic Book X Gender interaction
effect, F (1,82) = .19, p < .66, were both nonsignificant.
To test for differences in participants' perceptions of the comic books, a series of analysis
of variance was conducted. For Like, there was a significant main effect for Comic Book, F
(1,82) = 6.8, p < .01. Participants liked nonviolent comic books significantly more than
extremely-violent comic books. For Humor, there was a significant main effect for Comic
Book, F (1,82) = 20.9, p < .001, in which nonviolent comic books were rated as significantly
more humorous than extremely-violent comic books. The main effect for Interest was not
significant. However, the Comic Book X Gender interaction effect was significant for both
Like, F (1,82) = 16.9, p < .001 and Interest, F (1,82) = 20.8, p < .001. For Like, follow-up pair
wise comparisons indicated that males liked extremely-violent comic books more so than
8
Steven J. Kirsh and Paul V. Olczak
females (p < .001). For Interest, pair wise comparisons indicated that females were more
interested in nonviolent comic books than males (p < .001). Conversely, males were more
interested in extremely-violent comic books than were females (p < .001). Given that
participants’ perceptions of the comic books may influence their responses to the ambiguous
stories, Like, Humor, and Interest were entered as covariates in subsequent analyses. Table 1
presents means and standard deviations for the comic book ratings.
Table 1. Estimated Means and Standard Deviations (in parentheses)
for Comic Book Ratings
Comic Book Type
Nonviolent Comic Extremely-Viole nt
Books
Comic Books
How aggressive did you find your comic book?
Female
Male
Total
How much did you like your comic book?
Female
Male
Total
How interesting did you find your comic book?
Female
Male
Total
How humorous did you find your comic book?
Female
Male
Total
2.2 (1.3)
2.0 (1.2)
2.1 (1.3)
6.1 (1.0)
6.2 (1.0)
6.1 (1.0)
3.9 (1.1)
3.2 (1.5)
3.6 (1.3)
2.0 (1.0)
3.7 (1.4)
2.7 (1.4)
4.0 (1.2)
3.0 (1.2)
3.5 (1.3)
2.6 (1.3)
4.4 (1.7)
3.4 (1.7)
3.3 (1.1)
3.0 (1.4)
3.2 (1.3)
1.8 (1.0)
2.2 (1.1)
2.0 (1.0)
Main Analyses
In order to test the contention that the extremely-violent comic books influence the
likelihood of seeking vengeance, a 2 (Comic Book) X 2 (Gender) X 2 (Hostility) ANCOVA
was conducted, with Humor, Like, and Interest as the covariates and the tallied responses to
the hypothetical vengeance scenarios as the dependent variable. The main effect for Comic
Book was significant, F(1, 82) = 4.97, p < .03. Results indicated that participants reading
extremely-violent comic books (M=35.1, SE = 1.0) were significantly more likely to seek
vengeance than participants reading nonviolent comic books (M=31.6, SE =1.1). See
Figure 1. In addition, the main effect of Trait Hostility was also significant, F(1, 82) = 4.01, p
< .05. Participants high in trait hostility (M=34.6, SE = 0.9) reported significantly more
vengeance than individuals low in trait hostility (M=32.1, SE = 0.9). See Figure 2. The main
effect for Gender and all interaction effects were nonsignificant.
Comic Book Violence and Vengeance
Figure 1. Tallied Revenge Scores as a Function of Comic Book
Revenge Scores
36
35
34
33
32
31
30
29
Nonviolent Comic
Books
Extremely-Violent
Comic Books
Figure 2. Tallied Revenge Scores as a Function of Trait Hostility
Revenge Scores
35
34
33
32
31
30
Low Hostility
High Hostility
9
10
Steven J. Kirsh and Paul V. Olczak
DISCUSSION
Although males and females perceive the same level of violence in both the extremelyviolent comic books and nonviolent comic books, males liked and showed more interest in
extremely-violent comic books whereas females liked and showed more interest in nonviolent
comic books. These findings are consistent with previous research. For instance, CollinsStandley, Gan, Yu, and Zillman (1996) demonstrated that two- to four-year-old boys
preferred fairy-tales replete with violence whereas same age girls preferred romantic fairytales. Similarly, Valkenburg and Janssen (1999) established that 1st through 4th grade Dutch
and American boys, more so than same-aged girls, preferred television shows with violence.
Thus, cutting across age, culture, and presentation medium (e.g., television, books, and comic
books) males, more so than females, generally prefer media laden with violence. The question
of why males and females perceive similar levels of aggression, but prefer different levels of
aggression remains an intriguing one. Research has shown that preferences are not readily
predictable from cognitive judgments (Zajonc, 1998). Thus, much more research is needed to
determine the relationship between the objective properties of stimuli perception and the
objective features of the stimuli that account for our preferences (Zajonc, 1998). However,
social cognitive factors such as appraisals and interpretations influence the likelihood of an
individual acting aggressively (Anderson & Bushman, 2002). Perhaps perceiving extremely
violent material as being humorous, likeable and interesting alters the impact of those acts.
Research on adolescent’s television watching and aggressive tendencies supports this
contention. Walker and Morley (1991) found that the biggest predictor of adolescent
aggressive intent was liking television violence, rather than simply viewing television
violence.
Similar to Cota-McKinley et al. (2001), gender differences in vengeance responding were
not evident. In contrast, previous research has frequently demonstrated a link between gender
and attitudes towards vengeance, with males possessing a more favorable one (Baron &
Richardson, 1994; Stuckless & Goranson, 1992). Thus, while self-reported attitudes towards
vengeance may differ between males and females, it is possible that their likelihood of
seeking vengeance is similar. In the past 30 years, research in social psychology has shown
the link between attitudes and behavior to be a complex one. For example, Russ Fazio and his
colleagues have demonstrated a number of different factors or “moderators” to exist,
including aspects of the situation, aspects of the attitudes themselves (including their origin,
strength, and specificity), and aspects of the individual, such as their personality (see Fazio &
Roskos-Ewoldsen, 1994). Thus, when assessing the impact of violent media on social
information-processing, researchers may need to more carefully consider the nature of the
dependent variable (e.g., attitudes vs. ratings of likelihood vs. actual behavior).
Huesmann (1988) contends that in response to experiences with aggressive behavior,
including the observation of aggressive acts performed by others, individuals develop
aggressive scripts. These scripts contain information regarding the participants and events
surrounding the aggressive act, such as the nature of the provocation and subsequent
response. A review of the literature suggests that males and females may have different
aggressive scripts, with the aggressive scripts of males focusing on overt aggression (e.g.,
hitting or pushing) and the aggressive scripts of females focusing on relational aggression
(e.g., social exclusion or social manipulation; Geen, 1998). In the present study, the
Comic Book Violence and Vengeance
11
dependent variable involved the rated likelihood of vengeance. It may be that although both
males and females showed similar levels of vengeance responding, their plans for carrying it
out may differ (i.e., overt vs. relational). Determining the nature of the vengeance response, as
a function of gender, is an important area for future research.
In any case, the results of the present study are consistent with research showing a link
between aggressive themes in comic books and aggressive feelings (Brand, 1969) and
perceptions of social situations (Kirsh & Olczak, 2000) as well as earlier work finding
relationships between exposure to violent media and aggressive biases in social information
processing (Anderson & Dill, 2000, Bushman & Geen, 1990; Lynch et al., 2001). As
predicted, exposure to extremely-violent comic books influenced the perception of vengeance
responding to hypothetical provocation situations. Participants showed evidence of aggressive
biases in social information processing in that they manifested more vengeance responding
after reading extremely-violent comic books, as compared to nonviolent comic books. These
data support Bushman's (1998) contention that an active aggressive network influences social
information processing, even if the source of the activation is different than the type of
aggressive responding displayed. In addition, the results of the current study suggest that
extremely-violent comic books influence social information processing in a manner similar to
that of other forms of violent media, such as video games (Anderson & Dill, 2000), movies,
and television (Geen, 1998). As predicted, individual’s high in trait hostility reported more
vengeance responding than indiv idual’s low in trait hostility. This finding supports
Bushman’s (1998) contention that an individual with a chronically aggressive network (e.g., a
person high in trait hostility) will demonstrate biased social information-processing in that
direction.
Bies, Tripp, and Kramer (1997) contend that vengeance is a multistep process. First, an
individual experiences a perceived wrong. Second, following a period of rumination, the
individual holds the provocateur accountable. Finally, the individual experiences anger, thus
increasing the likelihood that an act of vengeance will follow. According to Bushman (1998),
exposure to media violence can prime an individual’s aggressive network. An aggressive
network contains associations among aggressive thoughts, aggressive memories,
provocational stimuli, potential responses to provocations, and concomitant emotions. An
aggressive network becomes accessible through frequent use or through a temporary increase
(i.e., priming) due to exposure to aggressive stimuli (e.g., violent media). The content of the
aggressive stimuli (e.g., hitting, kicking) involved in priming the aggressive network does not
have to be related to the observed aggressive behavior (e.g., threat, gossiping). In addition, an
accessible network is believed to aid in the processing and interpretation of social
information. The current data suggest that exposure to comic books, and therefore most likely
others forms of violent media, may influence the likelihood of seeking revenge by activating
an individual’s aggressive network. In turn, the activated aggressive network may affect
revenge related cognitions, such as accountability and revenge related emotions, such as
anger. Previous research on media violence has consistently shown that both affects and
cognitions are negatively biased following exposure to media violence (Anderson &
Bushman, 2002). However, it should be stated that exposure to violent media is just one of
many factors that influence revenge. Future research needs to assess the major risk factors
associated with vengeance to determine their relative health threat.
As a caveat, there are several methodological limitations to the current study. First, the
present results were found using a relatively small sample of comic books (i.e., 6-7 comic
12
Steven J. Kirsh and Paul V. Olczak
books per condition), thus, potentially limiting the generalizability of the findings (Wells &
Windschitl, 1999). Second, it is possible that some subjects figured out the intent of the study
and responded accordingly. Third, there were very few participants in the current study who
frequently read comic books. Thus, additional research is necessary to determine whether or
not frequency of exposure to this form of violent media influences social information
processing. Finally, additional research is necessary to determine the link between media
violence, the interpretation of hypothetical vengeance scenarios, and actual acts of
aggression.
Comic Book Violence and Vengeance
13
REFERENCES
Anderson, C. A. (1997). Effects of violent movies and trait hostility on hostile feelings and
aggressive thoughts. Aggressive Behavior, 23, 161-178.
Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology,
53, 27-51.
Anderson, C. A., & Dill., K. E. (2000). Video games and aggressive thoughts, feelings, and
behavior in the laboratory and in life. Journal of Personality and Social Psychology,
78(4), 772-790.
Baron, R. A., & Richardson, D.R. (1994). Human aggression. 2nd ed. New York: Plenum
Press.
Bartholow, B. D., & Anderson, C. A. (2002). Examining the effects of violent video games
on aggressive behavior: Potential sex differences. Journal of Experimental Social
Psychology, 38(3), 283-290.
Bies, R. J., Tripp, T. M., & Kramer, R. M. (1997). At the breaking point: Cognitive and social
dynamics of revenge in organizations. In R. Giacalone & J. Greenberg (Eds.), Antisocial
Behavior in Organizations, (pp.18-36). Thousand Oaks, CA: Sage
Bradfield, M., & Aquino, K. (1999). The effects of blame attributions and offender
likeableness on forgiveness and revenge in the workplace. Journal of Management, 25,
607-631.
Brand, J. (1969). The effect of highly aggressive content in comic books on seventh grade
children. Graduate Research in Education and Related Disciplines, 5, 46-61
Bushman, B. J. (1998). Priming effects of media violence on the accessibility of aggressive
constructs in memory. Personality and Social Psychology Bulletin, 24(5), 537-545.
Bushman, B. J., & Anderson, C. A. (2001). Media violence and the american public:
Scientific facts versus misinformation. American Psychologist, 56, 477-489.
Bushman, B. J., & Geen, R. G. (1990). Role of cognitive-emotional mediators and individual
differences in the effects of media violence on aggression. Journal of Personality and
Social Psychology, 58(1), 156-163.
Buss, A. H., & Durkee, A. (1957). An inventory for assessing different kinds of hostility.
Journal of Consulting Psychology, 21(4), 343-349.
Collins-Standley, T., Gan, S., Yu H. J., & Zillman, D. (1996). Choice of romantic, violent,
and scary fairy-tale books by preschool boys and girls. Child Study Journal, 26(4), 279302.
Cota-McKinely, A. L, Woody, W. D., & Bell, P.A. (2001). Vengeance: Effects of Gender,
Age and Religious Background. Aggressive Behavior, 27, 343-350.
Crick, N. R. (1995). Relational aggression: The role of intent attributions, feelings of distress,
and provocation type. Development and Psychopathology, 7, 313-322.
Dedman, B (2000). Deadly lessons: School shooters tell why. [On-line]. Available at:
http://www.suntimes.com/shoot.
Dill, K. E., Anderson, C. A., Anderson, K. B., & Deuser, W. E. (1997). Effects of aggressive
personality on social expectations and social perceptions. Journal of Research in
Personality, 31,(2), 272-292.
Dodge, K. A. (1980). Social cognition and children's aggressive behavior. Child
Development, 51, 162-170.
14
Steven J. Kirsh and Paul V. Olczak
Dodge, K. A. (1986). A social information processing model of social competence in
children. In M. Perlmutter (Ed.), Minnesota Symposium on Child Psychology (Vol. 18,
pp. 77-125). Hillsdale, NJ: Erlbaum.
Dodge, K. A., & Crick, N. R. (1990). Social information-processing bases of aggressive
behavior in children. Personality & Social Psychology Bulletin, 16(1), 8-22.
Epps, J., & Kendall, P. C. (1995). Hostile attributional bias in adults. Cognitive Therapy and
Research, 19(2), 159-178.
Fazio, R. H., & Roskos-Ewoldsen, D. R. (1994). Acting as we feel: When and how attitudes
guide behavior. In S. Shavitt & T. C. Brock (Eds.), Persuasion (pp. 71-93). Boston: Allyn
& Bacon.
Funk, J. B. (1993). Reevaluating the impact of violent video games. Clinical Pediatrics, 32,
86-90.
Geen, R. G. (1998). Aggression and antisocial behavior. In Dr. T. Gilbert, S. T. Fiske, & G.
Lindzey (Eds.), The Handbook of Social Psychology. (4th Ed). Vol 2., pp. 317-356.
Boston: McGraw Hill.
Huesmann, L. R. (1988). An information processing model for the development of
aggression. Aggressive Behavior, 14, 13-24.
Kim, S. H., & Smith, R. H. (1993). Revenge and conflict escalation. Negotiation Journal, 9,
37-43.
Kirsh, S. J. (1998). Seeing the world through "Mortal Kombat" colored glasses: Violent video
games and the development of a short-term hostile attribution bias. Childhood, 5(2), 177184.
Kirsh, S. J., & Olczak, P. V. (2000). Violent comic books and perceptions of ambiguous
provocation situations. Media Psychology, 2, 47-62.
Kirsh, S. J., & Olczak, P. V. (2002) Violent comic books and judgments of relational
aggression. Violence and Victims, 17, 373-380.
Knott, P. D. (1970). A further methodological study of the measurement of interpersonal
aggression. Psychological Reports, 26(3), 807-809.
Lynch, P. L., Gentile, D. A., Olson, A. A., & van Brederode, T. M. (2001, April). The effects
of violent video game habits on adolescent aggressive attitudes and behavior. Poster
session presented at the biennial conference of the Society for Research in Child
Development.
McCloud, S. (1993). Understanding comics. Northampton, MA: Kitchen Sink Press.
Petzel, T. P., & Michaels, E. J. (1973). Perception of violence as a function of levels of
hostility. Journal of Consulting and Clinical Psychology, 41, 35-36.
Potenza, M., Verhoeff, P., & Weiss, E. (1996). Comic books and development. Journal of the
American, Academy of Child and Adolescent Psychiatry, 35(12), 1573-1574.
Stuckless, N., & Goranson, R. (1992). The vengeance scale: Development of a measure of
attitudes towards revenge. Journal of Social Behavior and Personality, 7, 25-42.
Valkenburg, P. M., & Janssen, S. C. (1999). What do children value in entertainment
programs? A cross-cultural investigation. Journal of Communication, 49(2), 3-21.
Walker, K. B., & Morley, D. D. (1991). Attitudes and parental factors as intervening variables
in the television violence-aggression relation. Communication Research Reports, 8,
41-47.
Walsh, D. A. (1999). 1999 video and computer game report card. [On-line]. Available at:
http://www.mediafamily.org/research/vgrc/1999-1.shtml.
Comic Book Violence and Vengeance
15
Wells, G. L., & Windschitl, P. D. (1999). Stimulus sampling and social psychological
experimentation. Personality and Social Psychology Bulletin, 25, 1115-1125.
Zajonc, R. B. (1998). Emotions. In D. T. Gilbert, S. T. Fiske, & G. Lindsey (Eds.), The
Handbook of Social Psychology, (4th Ed.). Vol I, pp. 591-632. Boston: McGraw-Hill.