Background: Violence is a global issue that has received considerable attention during recent years. Available research has suggested various factors, mostly family and social factors, to possibly affect violence. As previous studies have not examined the relationship between these factors and violent behaviors in adolescents, this study aimed to assess the relationship between environmental factors and violence in adolescents.
Methods: This descriptive, correlational research used cluster sampling to select 5500 adolescent students from Isfahan Province (Iran). Data were collected through a 21-item researcher-made questionnaire. The questionnaire was modified according to the relevant experts' opinions and had Cronbach's alpha of 0.82. The collected data were analyzed by applying multiple regression analysis in SPSS (SPSS Inc., Chicago, IL, USA).
Results: Most participants (89.1%) lived in urban areas and about half (49.8%) of them were female. Linear regression test showed violent behaviors to have significant, inverse relationships with love and affection in the family (β = -0.097; P < 0.001) and watching drama and comedy movies (β = -0.128; P < 0.001 and β = -0.032; P = 0.030, respectively). There were significant, direct relationships between violent behaviors in adolescents and aggressive behaviors in the family (β =0.099; P < 0.001) and watching crime, police, and action movies (β =0.129; P < 0.001, detective movies β =0.043; P < 0.001, and β =0.061; P < 0.001, respectively). However, the incidence of violent behaviors was not significantly related with the effects of peers and presence of sports facilities.
Conclusions: Our findings confirmed love and affection and healthy pastime (e.g. watching comedy and drama movies) in the family to reduce violent behaviors in adolescents. In contrast, aggressive behaviors in the family, watching crime, police, and action movies were found to increase violent behaviors in adolescents.
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http://dx.doi.org/10.4103/2008-7802.157664 | DOI Listing |
Alzheimers Dement
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Aga Khan University, Nairobi, Kenya.
Background: Population growth and an increase in the number of Africans who survive to old age puts them at a higher risk of developing neurodegenerative diseases such as dementia and Alzheimer's. Little research has been conducted on community knowledge and perceptions of dementia in rural settings in Kenya.
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Psychosoc Interv
January 2025
Mind, Brain, and Behavior Research Center University of Granada Spain Mind, Brain, and Behavior Research Center (CIMCYC); University of Granada, Spain.
Exposing women to intimate partner violence (IPV) poses a risk to their physical and mental health, necessitating that they leave the relationship. However, women face various obstacles in doing so, such as cognitive distortions that affect their interpretation of the reality of violence, trapping them and significantly influencing their decision to leave. This scoping review explores, synthesizes, and analyzes the available evidence on the relationship between cognitive distortions and decision-making among women involved in IPV.
View Article and Find Full Text PDFPLoS One
January 2025
Department of Psychiatry and Behavioral Sciences, McMaster University/St Joseph's Healthcare Hamilton, Hamilton, Ontario, Canada.
Background: Dual harm involves the unfortunate experience of harm to self and others/objects. Safeguarding individuals in forensic psychiatric settings against all forms of harm to self and others is sacrosanct. While understanding dual harm is crucial in the care and rehabilitation of patients in forensic psychiatric settings, only a few studies have explored this phenomenon.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
January 2025
Persuasive Information Systems, University of Oulu, Oulu, Finland.
A substantial portion of the literature investigating whether playing video games with violent content causes aggressive thoughts, feelings, and behaviors has relied on experimental exposure to video game violence. To date, there is significant evidence suggesting these concepts are positively related, while other experiments demonstrate a null effect. A potential explanation for these contradicting findings is a failure to account for confounding such as video game performance and video game experience.
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