ISSN 1671-3710
CN 11-4766/R
主办:中国科学院心理研究所
出版:科学出版社

心理科学进展 ›› 2023, Vol. 31 ›› Issue (9): 1714-1727.doi: 10.3724/SP.J.1042.2023.01714

• 研究前沿 • 上一篇    下一篇

攻击行为的愉悦效应

周冰涛1, 刘宇平2, 赵辉1(), 杨波1()   

  1. 1中国政法大学社会学院, 北京 100088
    2中国政法大学刑事司法学院, 北京 100088
  • 收稿日期:2022-04-25 出版日期:2023-09-15 发布日期:2023-05-31
  • 通讯作者: 赵辉,杨波 E-mail:zhaohui0002005@126.com;zsdybo@sina.com
  • 基金资助:
    中国政法大学青年教师学术创新团队资助项目(21CXTD04);中国政法大学青年教师资助计划(1000/10820686)

The pleasurable effect of aggressive behavior

ZHOU Bingtao1, LIU Yuping2, ZHAO Hui1(), YANG Bo1()   

  1. 1School of Sociology, China University of Political Science and Law, Beijing 100088, China
    2School of Criminal Justice, China University of Political Science and Law, Beijing 100088, China
  • Received:2022-04-25 Online:2023-09-15 Published:2023-05-31
  • Contact: ZHAO Hui, YANG Bo E-mail:zhaohui0002005@126.com;zsdybo@sina.com

摘要:

攻击可使个体产生正性情绪, 即攻击行为具有愉悦效应。这既直接反映在个体对攻击行为的情绪体验上, 也在一些人格特质与攻击行为的关联中有所体现, 还得到了与攻击有关的神经影像学研究的支持。对立过程理论与攻击的强化模型从个体变化和群体演变两种不同的视角解释了这一效应的心理成因。该效应会使个体的攻击行为模式得到巩固, 这一解释路径丰富了攻击行为的元理论框架。上述分析表明对高攻击倾向的人群进行干预时应慎重使用宣泄疗法, 并提示攻击行为与成瘾行为在心理成因上可能存在相似性。未来应改进情绪的测量工具, 厘清攻击时情绪的动态变化, 还应深入探究攻击愉悦效应的影响因素, 并着力提高研究的生态效度。

关键词: 攻击, 正性情绪, 施虐, 奖赏系统, 情绪管理

Abstract:

Aggressive behavior can make individuals produce positive emotions, indicating it has a pleasurable effect. It is supported by evidence from at least three aspects. First, the direct emotional experience of aggressive behavior is pleasurable, which exists not only in reactive aggression but also in proactive aggression. Secondly, this effect is also reflected in the association between some personality traits (such as sadism, sensation-seeking, and psychopathy) and aggression, among which the most typical is sadism. In addition, this effect is supported by neuroimaging studies of aggressive behaviors, in which aggressive behaviors activate reward-processing regions represented by the nucleus accumbens and weakens the prefrontal cortex's regulation of these areas. The opponent-process theory and the reinforcement model of aggression explain the formation of this effect. The former pays close attention to the change of individual level, focuses on extreme violence, and thinks that individuals will produce intense negative emotions when they first attack, and aggression will gradually become pleasurable as the experience of violence accumulates. While the latter explains the causes from the perspective of population evolution, focusing on everyday aggressive behavior and arguing that humans have developed an inherent link between aggression and reward over time. They illustrate the gradual internalization of motivation for aggressive behavior from different perspectives. The long-term accumulation of this effect will make individuals gradually form “aggressive behaviors can make people happy” cognition. On this basis, when making decisions, an individual will have the anticipative pleasurable experience of the possible attack scenes in the future, which will facilitate him to continue to make aggressive behavior. This explanation path can be incorporated into the meta-theoretical framework of the aggression-General Aggression Model, enriching its short-term and long-term effect models. The pleasurable effect of aggressive behavior indicates that we should avoid using cathartic therapy singly or excessively in psychotherapy, especially in violent criminals with reward preference. At the same time, the neurophysiological basis of aggression also suggests that aggression and addiction have similarities, and the future needs to explore the common mechanism between them. Future research should consider the physiological arousal of emotion based on the measurement of its valence and monitor the emotional changes in real-time during aggression through emotion computing and other technologies. It is also necessary to further explore the factors that affect the pleasurable effect of aggressive behavior, such as gender, the perception of the victim's pains, and the type of aggression. In addition, the future should conduct research in real situations to further improve the ecological validity of the field, using the empirical sampling method to avoid possible ethical issues.

Key words: aggression, positive emotion, sadism, reward system, mood management

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