• Title/Summary/Keyword: Anger Provoking Situation

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A Basic Study for Development of the Korean Anger Provoking Situation Scale for Youth (한국판 청소년 분노유발상황 척도 개발을 위한 기초연구)

  • You, Dong-Hwan;Kim, Min;Lee, Jee-Sook
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.520-532
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    • 2021
  • The purpose of this study is to provide basic data for the development of the anger provoking situation scale using the mixed research method. For this purpose, three research methods were used: content analysis of domestic and international anger-inducing situation scale, NAS-PI factor and reliability analysis of youth anger-provoking scale, and FGI with youth expert. In the results of NAS-PI, there were four categories of 'unrespectful treatment', 'unfairness', 'annoying traits of others', and 'irritation' except 'frustration' among five categories. The results of the FGI consisted of seven categories: 'rejection', 'physical and verbal violence', 'ignorance', 'frustration', 'control and restraint', 'rumination', and 'interpersonal relationship'. As a result of integrating these contents, it is finally possible to reconstruction in to seven categories such as 'unfairness', 'injustice', 'ignorance', 'control and restraint', 'ignorance', 'frustration' 'interpersonal relationship'. The meaning of this study is to provide the basic data for the development of the anger provoking situation scale for domestic adolescents by integrating the contents analysis and quantitative and qualitative researches of domestic and international anger provoking situation scale. The results of this study are as follows. First, it is necessary to study the anger provoking situations reflecting sociocultural context, and to develop the reliability and validity of the anger provoking situation scale.

The Effects of A Cognitive-Behavioral Anger Control Training on Anger Control Ability and Peer Relationships of Children (인지행동적 분노조절 훈련이 아동의 분노조절능력과 교우관계에 미치는 효과)

  • Kim, Mi-Ra;Lee, Young-Man
    • The Korean Journal of Elementary Counseling
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    • v.7 no.2
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    • pp.101-115
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    • 2008
  • The purposes of this study were to consist an anger control program in order to help children confirm and modify their cognitive errors in peer anger-provoking situations(Lee Mi-gyeong, 2006), that and to examine the effects of this program on anger-provoking experience, anger controllability and peer relationship. The cognitive-behavioral anger control program was consisted of 16 sessions. The focus of the program were placed on perceiving angry feelings, confirming automatic thinking and cognitive errors and acquiring how to correct the cognitive errors(1st-10th sessions), and checking cognitive errors in 13 anger-provoking situations and practicing way to correct the errors(11th-15th sessions). To examine the effects of the program, 10 children who had a lot of anger-provoking experiences, and were poor at anger control and faced difficulties with peer relationship were selected. The cognitive-behavioral anger control program was implemented for eight weeks, twice a week, 40 minutes each. The collected data were analysed by the ANOVA method using the SPSS and Kwakstat(Kwak Ho-wan, 1993). What cognitive errors children made and how they modified the errors during the program were checked. The findings of the study were as follows: The cognitive-behavioral anger control program served to cut down on the anger-provoking experiences, to improve their anger controllability, to boost their peer relationship, and that effect lasted till six weeks later. And the cognitive errors they made during the program were in the order as follows: stating the oughtness of their behavior, followed by naming, seeing everything in black and white, emotional judgment, mind reading, linking the situation to themselves, overgeneralizing, and hasty conclusion. The ways to correct the cognitive errors were in the order as follows: putting oneself in another's place, explaining in a different manner, looking for proof, thinking of it is so difficult to indure, thinging of there is moral to it, and thinking of how angry after passing time.

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Differences in Driver Anger as a Function of Gender, Driving Experience, and Actor-Observer Perspective: A Driving Simulation Study (성별과 운전경력에 따른 행위자-관찰자 관점에서의 운전분노 차이: 운전 시뮬레이션 연구)

  • Jaesik Lee
    • Korean Journal of Culture and Social Issue
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    • v.20 no.2
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    • pp.107-131
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    • 2014
  • This driving simulation study examined relative differences in driving anger as the functions of drivers' gender and driving experiences, and actor-observer perspectives when they were exposed in two anger-provoking driving scenarios(cutting-in and sudden stop). The results showed the followings. First, neither drivers' gender nor driving experience, when they were considered independently of the driving situation types and actor-observer perspectives, yielded significant difference in driving anger. Second, actor-observer effect on driving anger was observed only in the cutting-in condition where other driver's intension was emphasized. Third, the female drivers of low driving experience tended to show the strongest tendency of actor-observer bias in the cutting-in condition. These results suggested that the levels of driving anger as the functions of drivers' gender and driving experience can be differed by types of driving situation as well as perspectives of drivers' interpreting the situations.

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Anger-coping types and hypertension in some employed men (일부 남자 고용집단에서 분노 대응형태와 고혈압)

  • Lee, Choong-Won;Park, Jong-Won;Lee, Se-Youp
    • Journal of Preventive Medicine and Public Health
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    • v.28 no.2 s.50
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    • pp.462-472
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    • 1995
  • This study examined the relation between anger-coping types and hypertension in employed men aged $40\sim60$ who consented to participate during the biannual physical checkup in the department of health management in 1988. The subjects analyzed were five hundred thirteen excluding those having hypertension history and/or current antihypertensive medications. Anger-coping types were constructed from the Harburg's model with two hypothetical anger-provoking situations involving wife and boss. Hypertensives were defined more than 140mmHg systolic blood pressure and/or 90mmHg diastolic blood pressure. Hypertensives were one hundred fifty two(29.6%) and those who suppressed their anger were 61.6% and 62.8% in wife and boss situations respectively. Items of anger, guilt, protest, and suppressed anger in wife situation showed odds ratios of 0.78-0.94 without statistical significance. But four items in boss situation showed odds ratios more than 1, especially anger-in types of anger item had 1.58 times the prevalence of hypertension of anger-out types(95% confidence intervals(CI) $1.06\sim2.35$) and subjects who indicated that suppressed their anger had 1.55 times the prevalence of hypertension of those who expressed their anger(95% CI $1.03\sim2.32$). For anger suppressed vs. expressed types of total suppressed anger index, prevalence of hypertension was 1.31 (95% CI $0.83\sim2.08$). After adjusting for age, body mass index, smoking and drinking, the odds ratios were slightly increased in both situations except guilt items compared with univariate analysis. These results suggest that the relation between Harburg's anger-coping model and hypertension is replicated partially in this subjects.

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Recognition of the Type and Cause of Trolling (<리그 오브 레전드> 트롤링의 유형과 발생 원인에 대한 인식 -사용자 심층인터뷰를 중심으로-)

  • Seo, Seong-Eun;Kim, Chi-Yo
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.93-110
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    • 2015
  • This study aimed at identifying user recognition of the types and causes of online game trolling through in-depth interview with users of . Online game trolling refers to anti-social behaviors to do acts provoking other users to anger intentionally so induce their actual reaction in online games. Types of online game trolling contained flaming, griefing, unskilled player and lack of understanding on user's rule. And users are recognizing as problems that anonymity is excessively high in the game, a single game has undue significance, team play is given too much emphasis in a situation lacking in social cohesivenessk as the structural causes of trolling in . Accordingly, in order to decrease online game trolling, it is urgent to improve the game-structured layer causing trolling rather than regulate trollers only.