Competitive Aggression Without Interaction: Effects of Competitive ...

4 downloads 0 Views 2MB Size Report
more video game c1I.araam (Mario Brothers) than cooperation- primed w.bjeas. ... Auchors' Note: Experiment 2 was conducted as a aenior baDen theais .... we enter new situations. Such a knowledge structure approach has proved useful in understanding a varieo/ ..... tendo video game Super Mario Brothers under either a.
,

--..,--

,--

-'-'

-, - .- .

-

--, ,------

----

.,

..' '.,'

Meliss Morro whi the circ we kn 45 w c terms woul incm Deu (19 rec su m re o sion and on coo cir ~ptor ture. Our violen crime rate is cons lUgh than PSP 21 No 10, Oc 19 10 C 1Vo by the Soc fur Pe 99 ao So Pl ID Competitive Aggression Without Interaction: Effects of Competitive Versus Cooperative Instructions on Aggressive BehaviQr in Video

Games

Craig A. Anderson

993)

theoryof

(I

~

and tested Deutsch

proximal cause of most violent encounters is anger, often

~

e:amded

of Missouri

Two

University

to tMn1r.

of an ambi.gu.owly

for

murders

of

1990,

argument.

In

of

were

being

arguments.

26%

Another

to

due

as

tied

that peopu view competitive situations as inherently more aggressive than cooperative ones. Furthernum, it was predicted

that kading peopu

the

in

context

an

competition tffeas. A knowl8dge structure approach predicted

classified as "miscellaneous non-felony o/Pes, " a category

aggressive

that includes murderscommitted

sit1.UJtiml. ifi competitive aggressive bM.aoior. In &periment I, knowl8dge structures of competitive situations had more aggressive content than cooperative ones. In

narcotics"

&periment 2, competition1Jrimul w.bjects unnecessarily 1cill8d more video game c1I.araam (Mario Brothers) than cooperation-

COOPERATION

primed w.bjeas. The #urease in kill ratio occurred in the ahsena of changes in hostility, .friendlinas, or liking for one~ game partner. Implications for undmtanding cooperation and c0m.. petition, and for fu:rlher mearch on w.ch affict1as agression, "

Thus, one important aspect of violence concerns the circumstances that promote arguments, anger, and aggression and possible alternative circumstances that promote agreement, affection, and affiliation. Morton

"during

brawls while

offend6: was under

tlNWediscussed.

the influence of alcohol and/or (U.S. Department of Justice, 1991, p. 14). AND COMPE1Tl10N

the role of competitive circumstances as precmsors to the destructive pattern of argument, anger, and aggres-

build

to

society

L'I

peaceful

creating

cooperation and less competition into many of our societal structures. This position is not a new one, either

Auchors' Note: Experiment 2 was conducted as a aenior baDen theais by the IeCOnd author uncia' the direction of the 1int author. We thank the ibllowing Individuab fur their he1pt\1l comments on earlier drafts of thia article: Katbryn Andenon, Ann Bettencourt, WUIiam Deuser, Karen DiD.CorrapoDdenc:e conc:ernlng th1awod: Ihould be addieI8ed to Qaig A. Andenon, Department o£ PaychoJogy,Mc:Aleater' HaD, ma1llhould

be IeDtvlaBlTNBT

to

65211.

Unlger8ky

,

MO

'

Columbia,

Department ofJustice, 1991). Numerous variables influence the frequency of violent crime. The known variables differ in many ways, inclucting level of analysis. For instance, there are many int1uential80ciological variables such as poverty, education, age, and culture. These variables neceuarily 0perate through the individual, though, by way of such psychological variables as trait hostility, attitudes toward violence, and feelings of frustration. Ultimately, the

of

. 1990 .murder and serious assault rates for the larger European and North American countties, displayed in Table 1. Furthermore, in 1990 the United States experienced 2S,4S8murdersand nonnegligent tn2n,,12ugh~ and an additionall,O54,86S aggravated assaults (U.s.

more

the constructive pattern of agreement, affection, and affiliation. Deutsch (1993) cogently argues that one way

as shown by the

more

nation,

of U.S. cul-

a

that of any other tmY°r Western

characteristic

MiAouri-Columbia,

is a distinguishing



Violence

E1ectron1c

PSlt:AAOMIZZOUl.

1020

\

TABL 1: Murd and Serio Assa Rate (per 100, pop Murd Rau any exc goa By de on p c West Germ coo last tim so it's my tu by fo o t th h typ of con and the sa ~ b f in . o though in recent years politi even have led som any wo rec or fam en We lear this bot in the rel po se o for infl phy or ps ha o t ~ h 5-6-ye childr displ more aggr beha compo mostl of wins. Aron work on racia inte Ind ma of the us su ar fr th create by the stand comp class stru as wen as utilio the coop 'jigsa tech sive term We dev ric kn st a from sto com (e Bo 19 to p -.-----.-

-

---

'

~-'~

--

Anderson,

/ COMPETETIVE AGGRESSION

Morrow

"

JO21

..

"p'hysical'~o~~.

NoI1hAmeri.c:an

1990

~e"frequ~tly

in everyone's

life, even in early childhood. the

choose

cookie,

Only

last

more than %5,000,000),

Such'~~ces'

encountered

Countries

the

and

person

(population

European

have

Large

can

for

one

tion)

Country

United

States

Canada

France

8.4

S70.%

5.5 4.6

lSO.5 76.S

4.%

10%.7

%.S

Spain

Kingdom

%5.2

2.0

SO5.4

1.5

19.0

of force (as wheri"the

stronger

child takes the television,

.

weaker),

SOURCE: WorlilAtla.s (1991). a. Historically, Turkey is not

(as in the spelling

included

in European

contest).

skills

superior

or

the

from

control

remote

by

Turlteya

attain his or her desired goal in such situations, and some sort of competition usually determines the winner, either by persU3Sive argument (as in "Dad, she got the last

SM

%.S

Italy

United

television show to watch, or win the spelling contest. In other words, interacting people frequently have mutu-

&riotu Assault Rau

Adult examples

of the same

comparisons,

social

scientists

to include it occasionally as a European country.

(among other things) that competitive games can break up initial friendsWps, create hostilities, and induce aggressive behaviors among boys at a summer camp. Nelson, Gelfand, and Hartmann (1969) found that

incompetitive

playing

contests

than

after

noncomwere

competitions

prior

the

competi-

of

lifetime

this

from

learn

people

that

settings

gration

Stephan.

classroom

in

children

we

citizens,

ponents. Participants are expected to try to trounce, demolish, destroy, or blow away their opponents, figuratively if not literally. People also experience many cooperative episodes in normal daily life. As parents, educators, and concerned

Aronson,

(e.g.,

if

even

petitive

contests,

after

assertive and in the more negative sense of inflicting harm.. One need only attend a football g-...m. or a debate and listt:Jl,to the contestants, coaches, and spectators to get a feel for how all view the contest as the proper scene

adults)

showed

(and

1953)

She-rif,

hope

Be

tive goal conflicts? Certainly, one general lesson most people learn is that competition is necessarily aggressive.

certamly

(Sherif

Sherif

What

to Deutsch (see his dissertation research: Deutsch, 1949a, 1949b) or to social psychology in general. Investigators have empirically demonstrated a number of the aggressive negative consequences of excessive competitiveness. The classic Robber's Cave studies by Muzafer and Carolyn

do

Cognitive Contribution

BeIkowitz (1989),

"Competitive

encounters

areat least

partly frustradng as the contestants b10~ each other's attempts to reach the ctisput.ed goal" (p. 66). When people perceive that they are compedngwith each other over a valued commodio/, they naturally behave in ways that produce ill feelings, arguments, and (occasionally)

goal.

.

the participants' perceptions of the task (as in labor /

competitive

and

cooperative

situations.

These

knowl-

and behavior as

a

structure

edge structures guide our perceptions knowledge

In an of this past work on competition and cooperation, an appropriately interpersonal dynamic approach has been taken. That is, competitive situations are seen as leading to interpersonal conflict and aggression by means of the cognitive, affective, and behavioral exchanges that take place between coactors. According to

to reach a shared

management negotiations) . At.a fairly early age, then, most people learn to think of competitive situations in hostile, aggressive terms and to think of cooperative situations in friendly. nonaggres-

Such

Dynamic Approach

of cooperation

dynamic literature on cooperation and competition re- volve around changing apparently competitive situations into cooperative ones, eithe'I' by restx:ucturing the task (as in classroom activities) or by restructuring

situations.

to restructuring classrooms. More recently, 1josvold and Cbia (1989) successfully demonstrated that Deutsch's (1973) theory of cooperative and competitive goals ap. plies to the dynamics and outcomes in work settings in a non-Western culture (Singapore).

learn the benefits

new

the problems

enter

1978) illustrated

we

Sikes, Blaney, Be Snapp,

approach has proved useful in understanding a varieo/ of phenomena across domains of psychology ranging tion ofpo1itical defecton (e.g., Sedikides BeAnderson, 1992). In addition, this knowledge structure approach

to understanding cognitive effects of competitive versus cooperative situations is wholly compatible with a m~or

\

. --. .-----........-----.---

PSYCHOLOGYBUlLETIN Berk~'

'.",

,

-,

.

'~uenc~"

'..

'"

,.."

. .. .

important

perception

person

influence can

indeed

tions

What cognitive

owitz's

neoassociationmodeL

we

(1990)

"

descrip-

.

on' 3ggr~on-namely,

ambiguous

.

'theo~eticai 'Pe~Pective

abo~t

SOCIAL

think

PERSONALITY AND

people

1022

.. ._h

h_-"--

'.-'_Uh

how

.

as and

competitive

coop-

~ur

contentions

concerning

for

network..

support

study

this

claim

cannot

we

processes. However,

in

elements

linked

a

are essentially sets of

associatively

structures

semantic

calling knowledge

are

these

knowledg~

structures

or associative

links

erative knowledge

structures.

Wann and

The

Branscombe primes the

of

hostility

varied intended),

(as

the view

we

because situation

in

competitive/cooperative

nacompetitive

both and

held

that

manipulation

a

constant the content (and thus thf: inherent aggressiveness) of the activity while systematically varying subjects' competitive versus cooperative perspective on the task.

is

behavior

ver-

competitive

concerning

questions main

two

Our

(aggressively).

competitively

This

perceived

eration presumably plays a role in the dynamics of interpersonal interactions. Once one participant defines a situation as competitive, he or she will likely behave

was

needed

we

What sports.

coop-

cognitive

This

of

competition

boxing

are

and Golf

them.

ture

or cooperative. effect

as competitive purely

situation

of

given

they

the

not

a

sively

merely

aggres-

the

manipulation

priming

more

behave

to they

us

lead

exist,

may

less)

(or

Once

sus cooperative knowledge structures wex:eaddressed in two studies. The first assessed peOple's beliefs about competitive and cooperative situations in general, with

is

~

interpreted

the

coactor

the

situation,

ascompeti-

~

.

,

The concerning

aggression.

beliefs

their

on

focus

a

com-

to

structure knowledge

this

However,

approach

tive (aggressive), and is instrumental in inducing a similaraggressive response (cf.Kelley &.Stahe1ski, 1970).

-

:inanycircumstances to produce significant increases in

dologically, . the task was useful because it allowed a

in

main

The

which

ag-

in

task

novel

a

of

presentation

standardized

aggres.~e

behavior.

which

second assessed the effects of competitive versus cooperative instructions on the aggressiveness of behavior in a novel video game task. The video game task was chosen for both methodological and ecological reasons. Metho-

circumstance

petitive aggression does not require true interpersonal interaction in order to produce aggressive behavior. The main thesis of this article is that simply defining a situation as competitive (vs. cooperative) is sufficient in

when

this is likeJy to occur is the si~tion is ambiguous along two dimensions. First, the situation must be ambiguous with regard to how much aggression is called for.

If someonepunches you in the nose, being told that this is act1Jally a cooperative

situation is unlikely to be con-

grcssiveJJ~avior was possible but not necessary. In addition, each subject's style of play could be videotaped and coded for aggressiveness. .

The videogame taskwasusefulecologicallyin that the

growing use of such games in U.s. society has been a

If

re1ativelynoveL

be

must

the

of

effects

the

many.

to

concern

of

source

By

e~mining

vincing.

Second,

situation

Gor 198 Sil Be W 19 F o closes study was ahmore prim expe ostil by Wan hosti and as mor like situation

the general literature on potential positive and negative

view

to

instruction

some

cooperative versus competitive instructions on the aggressiveness of style of play, this research contributes to games.

video

of

effects

ctifferent1y.

less

of

the

one has been in the same situation repeatedly, one is likely to have already formed a standard way of behaving in it; such behavioral scripts are likely to be used regardThe research

reported

in this article was designed

to

EFFECl'SOFVIOLRNTVIDEOGAMES

aggressive

than

more

answer two related questions. F:irst, do people view com.petitive situations in general as

&

aggression.

in

increases

produces

might be expected, playing violent video games also decreases prosocial behaviors (Chambers Be Ascione, 1987). '

The results of the relatively few violent video game studies are very similar tb those reported in the massive show

clearly

both

that

in

violence,

and Branscombe (1990). These researchers primed hostility by having subjects think about aggressive sports (e.g., boxing) or nonaggressive sparta (e.g., go1t). When Jater asked to rate an ambiguous description of a target person, subjects Who had been primed ,with aggressive sparta rated the person as to prefer hostile activities than subjects primed with nonaggressive sports. This study provides a beautiful demonstration that subtle manipulations designed to

media

Perhaps the

play

studies of either of these two questions.

hostility and anxiety have been linked to video game violence (Anderson &.Ford, 1986). Cooper and Mackie (1986) showed that even passive observation of violent

on

up

directly

turned

search

literature

Our

no

rel~t

the aggressiveness of the behavior in that task. even when interpersonal interaction is kept to a minimum? This is the competitive aggressiveness question.

game

. erattve.structure for a novel task significantly influence

In recent years, several investigators have demonsl1'ated that playing aggressive video games can produce some unwanted consequences in the game player. For instance, playing a violent video game can increase subsequent aggressive behavior (Schutte, Malouff, BePost-

video

structure quesversus a coop-

literature

cooperative ones? This is the knowledge tion. Second, does priming a competitive

that under many drct:anatances violent material can produce increases in aggression (see Geen, 1990, for an

\

oudine earlie No studie have expli man one fea pe lin T t li a l o e we should be able to detec these know struc sca ask the ext to wh ea ty o s i sion, excite and pleas dime Fma Sim tas Th ta w b fr o other and with the word comp coop Each wor sub are pre wi all po pa o w from a l of 10 agg ist an 10 am F siOD conten then comp situa shou lead to wo are to ea ot T a g /mi wo Th am w ar task wit the wo PIW Ten femal and seven male intro psyc boo we con so th ha th su w wer dro fro all fin an of the study we are inter in find out rece aw de Ad qu ri w afmome to think ew abou ~diffe com Morrow

Anderson,

/ COMPf!TETIVE

,,',

,"

,

1028

, ,,'

,,'

':

"'", " "" " overview). Important as these results are, they do not directly address the competitive aggression hypothesis

,.'"

..'"

versus cooperative

instructions

for the same

1) and should be able to influence aggresby simple manipulations of competitive

versus cooperanve mstructional EXPERIMENT

2) .

sets ~eriment

about

think

the task before generating features. Following scale were these additional instructions:

,

task and then followed up by assessing purely cognitivebased (i.e., in the absence of dynamic interaction) aggressive behavior in that task context. This gap exists not only in the video game literature but also, as noted earlier, in the competition/cooperation literature. If knowledge structures about competition and cooperation do exist, and if they operate as hypothesized, then (Expenmen.; sive behavior

to

time

some

take

did

that

subjects

.g~bjects then rated how easy or difficult it was to think about these situations. This rating was included only to ensure

competitive

this rating

What are the common features or characteristics of most competitive siwations? Please list the most common or most characteristic features of c6mpetitive situations 'that you have experienced or that you know about. List three, but do ndtlist more than 10.

These mstructions were followed by 10 blank. lines. Instructions for the generation of cooperative features were the same,. ex~ept that the word, cooperative replaced

"..

competitive.

Dimensionalrati~. The words competitiveand cooperOr tive were each rated on six unipolar scales. Four of the

1

Overview

beliefs

on

focus

main

concerning

This experiment was designed to assess differences in beliefs about competitive versus cooperative situations. behavior.

Subje\:ts

aggressive

was

The

generated

common

cha]:acteristics

of

competitive and cooperative situations. They then rated competitive and cooperative situations on several aggresa cognitive

similarity

task

with

ambiguous

were

words

Bushman's (1991) work on the cognitive networks of hostile and nonhostile people. In that line of research,

pair was rated for similarity/relatedness. If people do indeed have knowledge structures about competitive and cooperativ,e situations, and if they differ in aggresof more

aggression-related

features,

each

word

pair,

or related

the

the subject

to

btacher,

blood,

are

words

the generation

called for aggression-relevant behaviors (forceful, aggressive, hurtful. and destructive). These scales were anchored at not at all (1), moderately (8), and extmnely (5). One scale asked the extent to whk.h each type of situation was very dull (1) vers:us very exciting (5). The final scaleasI{ed the extent to which each type of situation was very unpleasant (1) versus very pleasant (5).

inwhich ageach

completed

paired

they

and

"

gressive

:'

,

,

AGGRESSION

higher aggression'ratings, and to higher similarity/ relatedness ratings when paired with aggressive words.

Method

rates

how similar, associated,

choM, fight, gun, hatchet, hurt, kill,

bottle, drugs, movie, night, police, Ted,rock, stidt. Subjects in the present study performed this san'le word-pair rating

,

compete and cooperate added.

roBJECI'S

students participated in the experiment for course credit. Preliminat")' analyses yielded no consistent effects of sex of subject, and so it was dropped from all final analyses. MKIER1ALS

Common ftatu-m questionnaim. Instructions for the generation of competitive features began as follows: People are often involved in competitive. situations. In

this part how you think about tive

siwat;ionsthat

competitive

situations.

are familiar to you.

Please take

After completing consent forms, subjects were given booklets containing all experimental materials. The

randomly

assigned

to generate

competitive

features

first;

the other half generated cooperative features first. Crossing this manipulation was another counterbalancing factor. Half the subjects did the dimensional ratings for competitive situations first; the other half did these rat-

ings for cooperative situations first. Because these counterbalancing

factors yielded no consistent effects, they

After completing all experimental materials, subjects

answered

by the experimenter.

\.

'4

- -_.,-- __h

~t_-------IQ24

"--

PSYCHOLOGYBUILE11N

PERSONAU1Y AND SOCIAL

- ,-

.,. f

so

-,',

.-

""

, ,

,- --

-

s TY\)CofSilualion

% M e 20.1 P < . mo ag 00 F( 16 = 6 P < .000 mo hur F( 16 = 6 P < . a m 0 . Featu feature listed by subje were cJass into one of thre atio we rat as ex catego Aggre featu those that desc .OS -bu les ple 4 th from sub sim ra ta (a Nonag featur were those tb3t desc lack rw-nt2 which essen aggr VB co X 2 ( C AN As pre bo th sit m e a .P aation: and nonag ggres were analy in 2 ( Sit pa ~ . Th me 00 dis in FJ S r th e coope VI. comp X 2 ( aggr Fea (p< and to am ag w (p (ANO The result were essen the sam and so .petitiv < As can be 0001. seen in FIgU I, subje gene atio in mu mo ag te th co situati as callin for more force F(I, 16) = .

~

.

130

0

Cooperative

011

Nona~ve

~

3

0

4

...c ......

Aggzasive

=:

20

~

{? to. 0

';no

II, Compeliti~

~

~40

Tyoe of Feature

~

~

~

III 4.1

2

10

~

gf

0

Cooperative

Competitive

-- - -- --

Type

Competitive

Cooperative

Aggressive Hw'Iful DeslnlCtive ~ling

FoR:eCul

of Situation

Pleasant

Dimensio'n

Figure 1 Relative frequency

(percentage) of aggressive and DOI18I'" greaive features generated for cooperative and compedtive situations.

FIgure

ratings

of competidve

and cooperative

situations

on six

dimensions.

explicitly aggressive

behavior

P

=


.10. The dyad analy once again yield no relia Ifwe assum the popul gend stere of fem par or the ow cu m st If th p rien wh som int pe ex a a blam the targ ofm or he an fo so ag 1028

PERSONAUIYAND

SOCIAL

PSYCHOLOGY

.

II

CocnpecItM

0

CooperaIive

~ndencies,

relative

to the competitive

condition.

One

obvious question is whether the cooperative frame of mind decreases aggressive tendencies or the competitive frame of mind inaeases .~em, or whether bod;1 these effects occur. This question assumes, however, that there

is some natural

~

"control"

condition

with which

the coop-

0

be

might

com-

competitive

erative

and

'-'

"""-

BUlLETIN

80

60

-- .- - --

_.

..

....

condition

"

--

-

---

the

'"

io1O ~

pared. In the context of dyadic game playing, such a conCrol condition is difficult to envision. Players typically see themselves as either competing or cooperating with the other player. An instruction set to "ignore" the other player could be used, but that solution merely masks the experimenter's ignorance of how the subject is actually viewing the task with an untenable ass\!Dlption that the subject is not paying attention to his or her partner's

~

-

20

0

Females

Males

--

'SexofSubject

cant,

sex

interaction

were

the game

nonsignifi-

by

and

both

FJgUre 4 Percent8&'J of creatares Jdlled by the main character u a function of sex of sabjectand compecitiveversas cooperative perspective.

ps> .15. The

dyad analyses of hostility yielded no

game by sex

competitive.

3.24),

(M

whereas

the

In

paradigm, for instance, one

vid~

which two subjects take t1.JniS but play totally different games. If one of the conCrol s~jects is pJaying the same game as is used in the competitive and cooperative instruction conditions, then the relative magnitudes of the cooperative and

'

higher

60%

about

Experiment 2 is the first to empirically assess the theoretical proposition that putting people in a competitive frame of mind increases their aggressive tendencies even though the aggression is not directed at the competitor. The kill ratios of both male and female subjects in the competitive .

condition

than in the cooperative condition.' An altemative way of framing this finding is to note that the cooperative frame of mind reduced aggressive

relative

the

apart

teasing

of

task

the

them. Specifically, people' often appear to get angry at another for no apparent reason. The angry person person's

Discussion

up in ~ent research, it suggests oneanswer to the puzzlement children and adults frequently expe-

holds

the

unrelated to the main point of the article, and so it will not be discussed further.

of

fit their preferred is speculative and

source

. females felt best after a task that interaction style. This expJanatioD

the

males

Both

DJ3kes

measure

sense.

and

on the

is

and males preferring

act

situations

agreeableness

.

cooperative'

competitive ones, then the obtained interaction

instigadng

preferring

~

ps> .20. This is to be expected, as the onlyre1iable effect involved sex, which is not precisely assessed in the dyad analyses.

effects;

effects of competitive and cooperative' instructions to future research. For present pmposes, it seems sufficient to have discovered that cooperative and competitive frames of mind can produce such vastly different rates of aggressive game play, as displayed in FIgUre 4. The'lack of similar cooperative/competitive effects on the perceptu3l, liking, and affect measures is intriguing. Subjects apparently differed in their level of aggressive behavior without concomitant differences in how they felt about the game, how they felt about their

act;

main effects of game and sex were both nonsignificant,

leave

We

sessed.

meaningfully

as-

can

effects

competitive

instruction

be

=

game

an opti-

tions that might still allow a rough assessment of whether the cooperative instructions decrease aggression, the competitive ones increase aggression, or both effects game

the

after

than

(or some mix of the two), thereby precluding

m.aI1y similar control condition. However, there are op-

occur.

reliable effects, ps > .20. Agreeableness yielded an intereSting

were

--

anger. The instigator is fuRy unaware that he or she has done anything to annoy the now-angry person and is truly puzzled by the uncomfort3ble situation in which he

or she finds himself or herself.The current theoretical

analysis of competition and aggression suggests that the instigators. in such situations may very well have been \

red unn ag an vi H c ,.~ and in the live oT tho aro th A s app to red ec ag u th tion has focuse on dynam inter of peop We few agg ele W a le op a r the effi of thi ap ho H c is o edg stru are lik to fa pa in s l alit the com lin m n negati emoti and confl wher ~hen we thin And C. A., De W E Be De K ( H ~ 1 . Ber L. (19 FI' hy E agg A c an og A P Bow G. H. Ex on sto un a r e ations that promo affec aggre Of part to affectl aggre as well as how. aggr sive behav may lead to serio ange Coo J., Ie Ma D. (19 Vi ga an ag in chi of Ap &u P~ 16 72 Deu M. (19 A tof co he co H Anderson,

Consequently,

impossible

aggressive.

as

it

interpret

to

them

is

it

for

them

to predict

or

to understand

the

. angry reactions of the '\rictims" of their aggression. Their reactions to being "falsely" accused of inappropriately aggressive behavior are likely to exacerbate the conflict cycle that began so innocuously.

AGGRESSION

1029

'"

of

frame

competitive

the

of

understanding

better

i