• Title/Summary/Keyword: violent

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Validation of a Path Model on Adolescents' Suicidal Ideation and Violent Behavior (청소년의 자살사고.폭력행동 경로모형 분석)

  • Park, Hyun-Sook
    • Journal of Korean Academy of Nursing
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    • v.37 no.6
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    • pp.835-843
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    • 2007
  • Purpose: This study examined the fitness of a path model on the relationship among stress, self-esteem, aggression, depression, suicidal ideation, and violent behavior for adolescents. Methods: The subjects consisted of 1,177 adolescents. Data was collected through self-report questionnaires. The data was analyzed by the SPSS and AMOS programs. Results: Stress, self-esteem, aggression, and depression showed a direct effect on suicidal ideation for adolescents, while stress, self-esteem, and aggression showed an indirect effect on suicidal ideation for adolescents. Stress, self-esteem, aggression, and suicidal ideation showed a direct effect on violent behavior for adolescents, while stress, self-esteem, aggression, and depression showed an indirect effect on violent behavior for adolescents. The modified path model of adolescent's suicidal ideation and violent behavior was proven correct. Conclusion: These results suggest that adolescent's suicidal ideation and violent behavior can be decreased by reducing stress, aggression, and depression and increasing self-esteem. Based on the outcomes of this study, it is necessary to design an intervention program that emphasizes reducing stress, aggression, and depression and increasing self-esteem in order to decrease adolescents' suicide ideation and violence.

Relationships between Middle and High School Students' Experience of Viewing Media Sports Violence and the Imitation Behavior

  • Song, Young-Ung
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.199-205
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    • 2022
  • The purpose of this study is to investigate the causal relationship between the variables related to media sports violence viewing experience, negative emotion, aggression and violent imitation behavior of middle school students and high school students. The subjects of 240 middle school students and 240 high school students were surveyed for 2 months. Among the collected data, 64 samples judged to have low reliability were excluded from the analysis, and the final 416 data were used. The questionnaire used in this study consisted of four potential variables including experience of watching media sports violence, negative emotion, aggression, and violent imitation behavior. Among the sub-variables of experience of watching media sports violence, exogenous potential variables except frequency, period and time and questions that are endogenous potential variables were composed of a questionnaire of 5-point Likert scale. results of this study were analyzed using the AMOS statistical program, which was used to identify the causal relationship between watching media sports violence and negative emotion, aggression, and violent imitation behavior. There was no significant difference in violent imitation behavior according to school grade. The causal models for media sports violence viewing experience, negative emotions, aggression and violent imitation behavior were found to be appropriate. It was found that there was a significant causal relationship between the viewing experience of sports violence and the violent imitation behavior. Therefore, in order to reduce the imitation behavior of adolescents, it is necessary to be more careful about the production and viewing of sports violence programs at the institutions and homes that produce media.

Effects of Violent PC-Games and Aggressive Personality on Aggressive Behavior and Aggressive Intention (폭력적 PC게임의 경험과 공격적 성격특성이 공격행동과 공격의도에 미치는 영향)

  • Ji Hwan Kim
    • Korean Journal of Culture and Social Issue
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    • v.11 no.4
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    • pp.45-66
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    • 2005
  • This study verified the effects of violent PC games and aggressive personality on aggressive behavior and aggressive intention as predicted by GAM in Anderson and Bushman (2002), and a correlational study and experimental research were carried out to corroborate a differences of the effects of the two variables according to the developmental levels. The correlational study showed that aggressive personality was an explanatory variable for aggressive behavior; however, exposure to violent PC games was not a significant factor, contrary to the predictions by GAM. It has been clarified that the effects of the two variables influenced aggressive behavior in a different way according to the developmental levels. Further, no positive relation existed between repetitive (chronic) violent PC game plays and aggressive personality. The experimental research analyzed the differences of aggressive intention in each of the experimental conditions designed with a 2(PC games types: violent vs. non-violent) x 2(aggressive personality: high vs. low) x 2 (developmental levels: middle school boys and college students) between-subjects factorial design. As a result, violent PC games had an effect on aggressive intention for the middle school boy group, while it was supported that aggressive personality had an effect on aggressive intention for both middle school and college students. Noticeably, the primary hypothesis in the study has been supported that the effects of violent PC games and aggressive personality on aggressive intention vary according to different age groups. In conclusion, the effects of violent PC games and aggressive personality as predicted by GAM have been confirmed in parts; however, future studies on GAM must be necessarily supplemented with the developmental perspectives, as it has been ascertained that the effects of the variables vary according to the developmental levels.

The Effects of Violent Internet Game Usage and Game Overindulgence on Aggressive Behavior in Elementary School-Aged Boys (초등학교 남아의 인터넷 폭력게임 사용시간과 게임과몰입정도가 공격적 행동에 미치는 영향)

  • Jung, Ji Hae;Park, Ju Hee;Lim, Yang Mi
    • Korean Journal of Child Studies
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    • v.35 no.4
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    • pp.41-59
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    • 2014
  • The purpose of this study was to examine the effects of the time spent on violent internet games and game overindulgence on aggressive behavior exhibited by elementary school-aged boys and to investigate the mediating effects of self-control on the relationship between children's game overindulgence and their aggressive behavior. The subjects of this study were 118 fourth to sixth grade boys from five elementary schools. The instruments used were the aggression subscale of the Korean-Youth Self Report (Oh, Ha, Lee, & Hong, 2001), a questionnaire of the time spent playing violent internet games developed by the authors, the Internet Game Addiction Scale for Children (Kim, Lee, Kim, Kim, & Kim, 2006) and the Self-Control Scale (Nam, 1999). The data were analyzed by means of a Structural Equation Model (SEM). The results were as follows. First, children's self-control mediated the relationship between game overindulgence and aggressive behavior. Second, the amount of time spent playing violent internet games had no effect on children's aggressive behavior.

The Effect of a Social Skills Program on Violent Behaviors in Children Aged 60~72 Months

  • Kuzlu Ayyildiz, Tulay;Cimete, Guler
    • Journal of Korean Academy of Nursing
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    • v.49 no.6
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    • pp.771-782
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    • 2019
  • Purpose: To determine the effects of a child and parent program on developing social skills for preventing violent behaviors in children aged 60~72 months through a specially developed pre and posttest, control group, quasi-experimental study. Methods: A social skills development program based on Gardner's Multiple Intelligence Theory was used. The data were collected using the Social Skills Assessment Scale (SSAS), a Chart to Monitor Verbal and Behavioral Violence in Children, the Parental Attitude Scale and the Parent Interview Form. This quasi-experimental study that included a pretest, posttest, and control group had a sample comprising 67 children and parents, with 36 in the experimental group, and 31 in the control group. Results: Over a six-month period, while the social skill scores of the children in the experimental and control groups increased, their violent behaviors decreased (p<.050). Increase in social skill scores and decrease in violent behaviors were higher in the experimental than in the control group children (p<.050). The parents in the experimental group stated that they had started to empathize with their children, using "I" language, and applied rules more consistently after the program. Conclusion: This program was successful in preventing violent behaviors in children through the development of social skills. Hence, it can be effectively implemented through a teacher/nurse collaboration.

Latent class analysis with multiple latent group variables

  • Lee, Jung Wun;Chung, Hwan
    • Communications for Statistical Applications and Methods
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    • v.24 no.2
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    • pp.173-191
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    • 2017
  • This study develops a new type of latent class analysis (LCA) in order to explain the associations between one latent variable and several other categorical latent variables. Our model postulates that the prevalence of the latent variable of interest is affected by another latent variable composed of other several latent variables. For the parameter estimation, we propose deterministic annealing EM (DAEM) to deal with local maxima problem in the proposed model. We perform simulation study to demonstrate how DAEM can find the set of parameter estimates at the global maximum of the likelihood over the repeated samples. We apply the proposed LCA model in an investigation of the effect of and joint patterns for drug-using behavior to violent behavior among US high school male students using data from the Youth Risk Behavior Surveillance System 2015. Considering the age of male adolescents as a covariate influencing violent behavior, we identified three classes of violent behavior and three classes of drug-using behavior. We also discovered that the prevalence of violent behavior is affected by the type of drug used for drug-using behavior.

Effects of a violent experience and job stress on burnout in female 119 emergency medical technicians (여성 119구급대원의 폭력경험과 직무스트레스가 소진에 미치는 영향)

  • Jung, Hwa-Yoon;Song, Hyo-Suk;Bang, Sung-Hwan
    • The Korean Journal of Emergency Medical Services
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    • v.23 no.3
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    • pp.135-143
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    • 2019
  • Purpose: The purpose of this study was to determine the effect of a violent experience and job stress on burnout and to investigate the factors that affect burnout in female 119 emergency medical technicians. Methods: Data from 189 female EMTs were collected using a structured questionnaire. The data were analyzed using SPSS 23.0. The analyses included descriptive statistics, independent t-tests, analysis of variance, Scheffe test, Pearson's correlation coefficient, and multiple linear regression. Results: Burnout was positively correlated with a violent experience in female 119 EMTs. Violent experience (β=.39, p<.001) were a significant predictor of burnout in 15.2% of female 119 EMTs. Conclusion: A violent experience is identified as a significant factor affecting burnout in female 119 EMTs. Therefore, it is necessary to impart education to female 119 EMTs on effectively coping with violence.

The Design and implementation of the game for improving disabled children's intelligence

  • Kim, Jong Kyum;Kweon, Soon Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.6
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    • pp.39-46
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    • 2016
  • In this paper, I proposed the general children's games and showed the design and implementation of children's games which are non-violent, emotionally helpful and good for the development of intelligence. I designed the user interface of the game for children, proposed relevant algorithms, and showed resultant screens of the game. Most of contemporary games are violent to children. To solve such problems, I designed and implemented the game which is not violent but educative and child-friendly. These days, entertainment games or Internet online games have been developed highly biased to children's interest and amusement rather than children's intellectual development. Usually, disabled children are inferior to normal children in movement of their hands and bodies. Therefore, it is hard for them to follow speedy games. This paper shows that the proposed intellectual development of the game can help disabled children not to be violent and to be more intelligent. That was proved by the results through the question investigation. According to the survey, disabled children's any violent actions were not reported after they played this game. Also, this game helped their intellectual development in accordance with the results of this study.

Analysis of "The History of Religious Culture" - A Kyrgyz Government Initiative to Prevent Radicalisation and Violent Extremism among Adolescents

  • JAILOBAEVA, KANYKEY;ASILBEKOVA, GULNARA;LATIPOVA, KANYKEI;CHOLPONBAEVA, NAZGUL;UULU, AZAMAT SHARSHENALY;KOLSARIEVA, GULNAZ;BAIALIEVA, MYRZAGUL
    • Acta Via Serica
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    • v.6 no.1
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    • pp.31-54
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    • 2021
  • Radicalisation has become an important issue for the Kyrgyz Republic with an increasing number of individuals leaving the country for conflict zones. The government of the Kyrgyz Republic adopted a number of policies to prevent radicalisation and violent extremism among youth. One of these measures is piloting a new subject, titled, History of Religious Culture, (История религиозной культуры) in public schools. The analysis in this paper aims to explore the experiences of teachers, who have taught the new class. The article also examines any differences in the level of resilience of pupils in schools, piloting and not piloting the new subject, towards radicalisation and violent extremism. Data used in this article comes from a survey with 760 adolescents across public schools in six regions of the country and key informant interviews with teachers who have taught the new class. Qualitative findings showed a positive experience of teachers who reported expanding their pupils' and their own knowledge of various religions. Quantitative findings indicate that the new class, History of Religious Culture, may have had a positive impact on violence-related beliefs in pilot schools that reported views less supportive of violence. The study concludes that the government's response to radicalisation and violent extremism has expanded beyond a security approach by including education. This, however, poses a risk of securitising education.

A Study on Relationship of Marital Violence and Marital Unstability (부부폭력과 결혼불안정성의 관계)

  • 김수연;김득성
    • Journal of Families and Better Life
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    • v.19 no.1
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    • pp.53-62
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    • 2001
  • The purpose of this study was to explore the relationship of marital violence and marital unstability. A total of 192 marital couples in Pusan completed a structure questionnaire. The major finding were as follows : 1. Husbands and wives reciprocally inflicted psychological aggression and physical violence. 2. Violent couples who were high level of marital unstability had worse family system function than violent couples who were low level of marital unstability. Violent husbands who were high level of marital unstability were disengaged and chaos family system. 3. Husbands inflicted violence toward their wives when husbands had the contempt of communication style, and their family function were disengaged level. Wives inflicted violence toward their husbands when wives had the contempt of communication style. Couples who had high level of marital unstability were more likely to violent and were disengaged level on Circumplex Model.

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