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To explore the sexual scripts of adolescents, 131 10th and 11th graders generated descriptions of three scripts for sexual interactions: (1) the prototypical script for the first consensual sexual intercourse with a new partner attributed to adolescents in general; (2) the script for the first consensual sexual intercourse with a new partner endorsed by themselves individually; (3) the script for a nonconsensual sexual intercourse. Normative acceptance of risk elements of sexual interactions and acceptance of physical force to obtain sexual intercourse with a non-consenting partner were also measured. The results showed that the individual and general scripts for consensual sexual interactions reflected traditional gender roles. The script for the nonconsensual intercourse was based on the <<real rape>> stereotype. Compared to the general scripts for the age group as a whole, individual scripts were more conservative, containing fewer risk elements. Normative acceptance of risk elements predicted the extent to which risk elements were part of the general and individual scripts. In addition, acceptance of physical force predicted the risk elements of the individual scripts
The relationship was examined between exposure to and preference for violent electronic games and aggressive norms as well as hostile attributional style. Following a pilot study to sample widely used electronic games varying in violent content, 231 eighth-grade adolescents in Germany reported their use of and attraction to violent electronic games. They also completed measures of hostile attributional style and endorsement of aggressive norms. There were significant gender differences in usage and attraction to violent electronic games, with boys scoring higher than girls. Significant relationships were found between attraction to violent electronic games and the acceptance of norms condoning physical aggression. Violent electronic games were linked indirectly to hostile attributional style through aggressive norms. The findings are discussed with respect to North American research on the aggression-enhancing effect of violent electronic games. (C) 2003 The Association for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved