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Essay / The relationship between violent video games and adolescent aggression
Table of contentsIntroductionLiterature reviewMethodsResultsConclusionReferencesIntroductionThe results of the analysis confirmed each of the hypotheses. The general aggression model (GAM) proposed a strong link between sensitivity to video game aggression and the tendency to identify hostiles. In fact, this theory has been confirmed. Hostile portrayal bias is strongly correlated with three indicators of violent content: the percentage of aggressive youth who want more or less violence in online games than they did two or three years earlier and the degree of violence at which they are submissive in video games. Aggressive material choice in games was a strong predictor of hostile attribution even though age, aggression, and weekly play were statistically controlled. Monitoring the same factors, however, did not lead to a major increase in exposure to video game violence. Say no to plagiarism. Get a tailor-made essay on “Why Violent Video Games Should Not Be Banned”? Get the original essay Literature Review Exposure to violence in video games was considered directly linked to acts of abuse, such as disagreements and fights between teachers. The hypothesis was confirmed. Students who subject themselves to more abuse in video games are more likely to participate in physical challenges and participate more actively in conversations with instructors. In comparison, students who deliberately play video games appear more violent than young people who do not play video games to express their anger, are more likely to have unfailing identification, are more likely to confront teachers who play and are more likely to engage in video games. in physical struggles. All reports have shown that the impact of media abuse can be mitigated by characteristics such as aggression. Additionally, the GAM adapts to these modulator variables. It is likely that the most vulnerable people, the most affected by media abuse, are of course the most violent people. This theory has been tested in a few studies and the results have not been consistent. There was no association between aggression and video game abuse in the current study. Rather, an additive effect was observed. Therefore, from the point of view of risk factors, we propose to discuss the problem of media abuse. Clearly, the only source of conflict is not media abuse. However, this is just one reason among many. Indeed, a joint statement was recently released by the American Psychological Association, the American Academy of Pediatrics, the American Academy of Child & Adolescent Psychiatry, and the American Medical Association, which notes that there is a "link of causality” between media violence and violent actions. but it is a complicated result. We believe that children with multiple risk factors for aggression are more likely to be violent. This theory is supported by current evidence. Children with high levels of aggression are more likely than children low in aggression to participate in fighting. When subjected to more action in video games, they were more likely to fight.MethodsIn long-term retrospective research, Huesmann and colleagues found that early absorption of media violence anticipated later violent behavior , but that first violent behaviors did not predict potential violent behaviors. resort to media violence. In the present study, the sensitivity of video games to, 10, 384.