Index IntroductionLiterature 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. Indeed, this theory has been confirmed. Hostile portrayal bias correlates dramatically with three indicators of violent content: the percentage of aggressive youth who desire more or less violence in online games compared to two or three years earlier and the amount of violence they are subjected to in video games. Choice of aggressive material in games was a powerful predictor of hostile attribution even when age, aggression, and weekly play were statistically controlled. Tracking the same factors, however, did not lead to any significant increases in exposure to video game violence. Say no to plagiarism. Get a tailor-made essay on "Why Violent Video Games Shouldn't Be Banned"? Get an Original EssayLiterature ReviewExposure to Video Games Violence was believed to be directly linked to acts of abuse, such as teacher disagreements and fights. 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 to be more violent than youth who do not play video games to vent anger, are more likely to have foolproof identification, are more likely to clash with teachers who play games, and are more likely to indulge in physical fights. All reports have shown that the impact of media abuse can be moderated by characteristics such as aggression. Furthermore, the GAM adapts to these modulator variables. The people most vulnerable and most affected by media abuse are obviously likely to be the most violent people. This theory has been tested in a few studies and the results were not consistent. In the present study, no link was found between aggression and video game abuse. However, an additive effect was found. Therefore, from the point of view of risk factors, we suggest discussing the problem of media abuse. Clearly, the only source of conflict is not media abuse. However, it is only one of many reasons. In fact, 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 "causal connection ” between media violence and violent actions, but that this is a complicated outcome. 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 rates of aggression are more likely to participate in fights than children who are low in hostility. When they are subjected to more action in video games, they are more likely to fight. Methods In long-term retrospective research, Huesmann and his colleagues found that engaging in early media violence anticipated later violent behavior, but early violent behavior did not predict potential use of media violence. In the present study, video game sensitivity to aggression was a significant predictor of physical challenges, even though the statistically adjusted structure of race, animosity, and practice was present, 10, 384.
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