Defining the Problem
Recent acts of intense violence involving teens and associated links to violent video games have led to an amplified interest in video game violence. Researchers recommend that violent video games influence hostile behavior, aggressive affect, aggressive cognition, and physiological stimulation. Since the late 1970s, one of the favorite leisure activities of adolescents has been playing video games (i.e., interactive games run on computers or video games consoles; (Cesarone, B. (1998). Video games: research, ratings, and recommendations. Eric Digest (EDO-PS-98-11). Although the relationship between violent video game play and aggression have been found, few studies have to gauge the influence of violent video games on aggression during the age periods. It may be that adolescents are more susceptible to the effects of violent video games during assured developmental periods of adolescence than others. Furthermore, the developmental concept of individual differences suggests that only certain adolescents that are those with the utmost extent of risk factors may be susceptible to the pessimistic consequences associated with playing violent video games.
Reviewing the Literature
The models of video game play across adolescence symbolize the development of aggressive behavior across adolescence. For example, (Lindeman, M., Harakka, T., & Keltikangas-Jaervinen, L. (1997). Age and gender differences in adolescents’ reactions to conflict situations: aggression, prosociality, and withdrawal. Journal of Youth and Adolescence, 26(3), 339–351) assessed 11-, 14-, and 17- year-olds responses to hypothetical interpersonal clash situations involving two different types of hostility. The first conflict situation assessed straight aggression and the second conflict situation assessed roundabout aggression consistent with gender differences in real-life aggression Lindeman et al. (1997) establish that aggressive responding to hypothetical difference scenarios was more commonly seen in males than in females. The likelihood is that as adolescents become more aggressive, they become more involved to activities that involve aggression. Earlier research supports this argument. For example, highly aggressive boys have been shown to desire violent media (e.g., toys, video games, and television) more than less aggressive boys (Goldstein, J. H. (1998).
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