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14 Cards in this Set

  • Front
  • Back

Criminal Behaviour

An act that is against the law

Types of crime

violent, drug related, acquisitive, sexual and anti-social offences

Social construct

A concept that exists as the result of interactions between people who make up society

Subjectivity

Based on personal opinion rather than fact

Limitations of criminal behaviour being a social construct

Difficult to define; changes over time/ by culture; can artificially create increases in criminal behaviour without any changes to actual behaviour (if behaviour A that is commonplace- I.e smoking- is suddenly outlawed there will be a marked increase in crime without a change in behaviour.

Deviation from norms

When an act or behaviour goes against the accepted standards of society

Culture

A collective set of norms and values that determine the way of life of a group of people

Anti social behavior

Behaviour by a person which causes or is likely to cause harassment, alarm or distress to one or more persons not of the same household as the person (Antisocial behaviour Act 2003 & Police Reform and social responsibility act 2011)

Cooper and Mackie (1986) Overview

Social learning theory study. A study into the transmission of aggression through imitation and aggressive models.




Hypothesis: playing an aggressive video game compared to other video games would lead to increased aggression in children.




Findings: Showed some evidence of children's play imitating the kinds of behaviours they had observed in computer games, supporting Social learning theory

Cooper and Mackie (1986) Method

Lab experiment




Design: Independent groups




Sample: 84 9-11 year olds (New Jersey)




Independent variable: Type of game, whether it was observed or played




Dependent variable: Aggression levels

Cooper and Mackie (1986)- materials used

Missile Command Video Game


Pac Man video game


Star Wars and Tron paper-and-pen maze


warrior figure


basketball set


pinball machine


building blocks


buzzer


questionnaire for recording previous experience of video games


questionnaire for rating games played in the experiment

Cooper and Mackie (1986) Controls

Cooper and Mackie (1986) Conclusions

Cooper and Mackie (1986) Criticisms