Human Aggression: Comprehensive Notes on the General Aggression Model (GAM)

Foundational Definitions of Aggression and Violence

  • Aggression: Human aggression is defined as any behavior directed toward another individual that is carried out with the proximate (immediate) intent to cause harm.     * For an act to be aggressive, the perpetrator must believe the behavior will harm the target.     * The target must be motivated to avoid the behavior.     * Exclusions: Accidental harm is not aggressive because there is no intent. Harm as an incidental byproduct of helpful actions (e.g., pain during a dental procedure) is excluded because the perpetrator believes the target is not motivated to avoid it. Sexual masochism is excluded because the victim actively solicits the pain.

  • Violence: Violence is defined as aggression that has extreme harm, such as death, as its goal.     * All acts of violence are aggression, but not all aggression is violence (e.g., a child pushing another off a tricycle is aggressive but not violent).

  • Hostile vs. Instrumental Aggression:     * Hostile Aggression: Historically viewed as impulsive, unplanned, driven by anger, and reactive to provocation. It is also labeled as affective, impulsive, or reactive aggression. The ultimate motive is to harm the target.     * Instrumental Aggression: Conceived as a premeditated means of obtaining a goal other than harming the victim (proactive rather than reactive).

  • The Proximality Revision: Bushman and Anderson (20012001) modify these definitions by distinguishing between proximate and ultimate goals.     * Intention to harm is a necessary proximate feature of all aggression.     * Distinctions occur at the ultimate goal level (e.g., robbery has a profit-based ultimate goal, while assault has a harm-based ultimate goal, but both share the proximate goal of harming the victim).

Domain-Specific Theories of Aggression

  • Cognitive Neoassociation Theory: Proposed by Berkowitz (19891989, 19901990, 19931993).     * Aversive events (frustrations, provocations, loud noises, high temperatures, unpleasant odors) produce negative affect.     * Negative affect automatically stimulates thoughts, memories, and physiological responses associated with "fight" (leading to anger) or "flight" (leading to fear).     * Cues present during aversive events become associated with the event and the resulting cognitive/emotional responses.     * Memory is viewed as an associative network where concepts (e.g., "gun") are linked to aggression-related concepts (e.g., "hurt", "shoot"). Activating one concept spreads activation to related concepts.

  • Social Learning Theory: (Bandura 19831983, 20012001; Mischel 19731973, 19991999).     * Aggressive responses are acquired through direct experience or by observing others.     * Focuses on the development of beliefs, expectations, and ways of construing the social world that guide behavior.

  • Script Theory: (Huesmann 19861986, 19981998).     * Children learn aggressive scripts when observing violence in media. Scripts define situations and guide behavior.     * Scripts are sets of well-rehearsed, associated concepts in memory containing causal links, goals, and action plans.     * Multiple rehearsals increase script accessibility; a script can become "chronically accessible."

  • Excitation Transfer Theory: (Zillmann 19831983).     * Physiological arousal dissipates slowly. Arousal from a first event may be misattributed to a second event.     * If the second event is related to anger, the transferred arousal makes the person angrier. A self-generated label of "angry" can sustain the readiness to aggress even after physical arousal fades.

  • Social Interaction Theory: (Tedeschi and Felson 19941994).     * Interprets aggression as social influence behavior (coercive actions).     * An actor uses coercion to obtain value (money, sex, safety), exact retributive justice, or manage social/self-identity.     * The actor is a decision-maker calculating expected rewards, costs, and probabilities of outcomes.

The General Aggression Model (GAM)

  • Conceptual Integration: GAM is a unified framework designed to integrate domain-limited theories into a parsimonious whole. It addresses acts with multiple motives (instrumental and affective) and aids in developing comprehensive interventions.

  • Knowledge Structures: GAM relies on the development and use of knowledge structures (schemata and scripts).     * Knowledge structures influence perception at multiple levels.     * They can become automatized with use and contain linked affective states, behavioral programs, and beliefs.     * Three subtypes: Perceptual schemata (identifying objects/events), Person schemata (beliefs about individuals/groups), and Behavioral scripts (information on how to behave).

  • The Episode: GAM focuses on a single cycle of social interaction called an "episode." The model has three main foci: Inputs, Routes, and Outcomes.

GAM Inputs: Person and Situational Factors

  • Person Factors: Characteristics an individual brings to the situation.     * Traits: Certain traits predispose people to aggression. This includes susceptibility to hostile attribution, perception, and expectation biases.     * Self-Esteem: Research indicates that high, unstable self-esteem (narcissism), rather than low self-esteem, produces high aggression when the individual's self-image is threatened.     * Sex: Males generally show higher rates of homicide and aggravated assault. The male-to-female murderer ratio in the United States is approximately 10:110:1. Females prefer indirect aggression, while males prefer direct aggression.     * Beliefs: Efficacy-related beliefs (self-efficacy and outcome efficacy) determine the selection of aggressive behaviors.     * Attitudes and Values: Positive attitudes toward violence and "cultures of honor" (where affronts must be answered with violence) increase aggression preparedness.

  • Situational Factors: Features of the environment.     * Aggressive Cues: Objects like weapons prime aggressive thoughts. The "weapons effect" (Berkowitz and LePage 19671967) shows the mere presence of guns increases aggression.     * Provocation: Insults, slights, and physical aggression are primary causes. Perceived injustice is a major factor in workplace violence.     * Frustration: Blockage of goal attainment. GAM acknowledges "displaced aggression," where the target is not the cause of the frustration.     * Pain and Discomfort: Aversive conditions like hot temperatures, loud noises, and unpleasant odors increase negative affect and aggression.     * Drugs: Alcohol and caffeine provide indirect effects by facilitating aggression in the presence of other factors (provocation, frustration).

GAM Routes: The Internal State

  • Input variables influence behavior by altering the individual's internal state through three interconnected routes:

  • Cognition:     * Hostile Thoughts: Inputs can increase the relative accessibility of aggressive concepts via "priming."     * Scripts: Development of highly accessible aggressive scripts for social interpretation.

  • Affect:     * Mood and Emotion: Inputs like pain or violent media increase state hostility and anger.     * Expressive Motor Responses: Automatic reactory programs, such as facial expressions of anger, can be activated by aversive experiences.

  • Arousal:     * Arousal can energize dominant action tendencies.     * Arousal from irrelevant sources can be mislabeled as anger (excitation transfer).     * Extremely high or low arousal states may themselves be aversive.

  • Interconnections: Cognitions and arousal influence affect, and affect influences cognition/arousal. Affect can be viewed as part of semantic memory primed via spreading activation.

GAM Outcomes: Appraisal and Decision Processes

  • Immediate Appraisal:     * Automatic, effortless, spontaneous, and occurring without awareness.     * Influenced by the present internal state (e.g., if thinking aggressive thoughts, a bump is perceived as an intentional affront).     * Includes affective, goal, and intention information.

  • Reappraisal:     * Activated if the person has sufficient resources (time, cognitive capacity) and if the immediate appraisal is important and unsatisfying.     * Involves searching for alternative views, causes, or relevant memories.

  • Decision: Reappraisal can lead to either a thoughtful aggressive action or a non-aggressive response. If resources are lacking, an "impulsive action" results from the immediate appraisal.

Personality Processes and Long-term Development

  • Aggressive Personality: Repeatedly exposing children to factors like media violence or poor parenting produces aggressive adults through the development and automatization of aggression-related knowledge structures.

  • Five types of knowledge structures involved:     1. Aggressive Beliefs and Attitudes.     2. Aggressive Perceptual Schemata.     3. Aggressive Expectation Schemata.     4. Aggressive Behavior Scripts.     5. Aggression Desensitization.

  • Environmental Feedback: As a child becomes more aggressive, their social environment changes. Interactions with parents/teachers degenerate, and the child may seek out "deviant" peers, further reinforcing the aggressive cycle.

Related Aggression Phenomena

  • Opportunity: Some situations (e.g., church services) restrict aggression, while others (e.g., bars) facilitate it due to presence of alcohol, cues, and anonymity.

  • Overriding Inhibitions: Mechanisms of "moral disengagement" (Bandura) allow people to bypass normal moral standards:     * Moral Justification: Reasoning that the violence is for a "greater good" or "personal honor."     * Victim Dehumanization: Categorizing victims as lacking human qualities (common in war propaganda).

  • Shared Motivations: Aggression often stems from threats to basic needs: self-esteem, social esteem, belonging, and believing the world is a just place.

  • The Role of Anger:     * Reduces inhibitions by providing justification or interfering with higher-level moral reasoning.     * Maintains aggressive intention over time by increasing focus on the provocation.     * Acts as an information cue to interpret ambiguous situations as hostile.     * Primes aggressive scripts and energizes behavior via arousal.

Interventions and Treatment

  • Difficulty of Change: Changing aggressive individuals becomes harder with age as knowledge structures become more rehearsed and well-established.

  • Failure of Narrow Programs: Treatments like "boot camps," individual therapy, or "scared straight" programs generally fail because they address limited factors.

  • Multisystemic Therapy (MST): A promising family-based approach developed by Borduin (19991999) and Henggeler (19981998).     * Identifies major contributing factors across biological, school, peer, and neighborhood domains.     * Intervention is tailored to the individual.     * Restricts opportunities for violence while rewarding prosocial behavior.     * MST has shown a superior cost/benefit ratio and long-term success rate compared to other treatments.