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experience or observation of the behavior of others in real life. A closely related theory is the
Script Theory, which suggests that we learn from social experiences. Though the research on the
causal effect of video games on aggression has carefully been fronted in decades of experimental
work, socio-psychological theories explaining this empirical relationship is relatively new.
Bushman and Anderson (2002) present a psychological theory of such a link that they call the
General Aggression Model or GAM. It hypothesizes that violent media, including violent games,
increases a person's aggressive tendencies through a social learning that occurs simultaneously to
the exposure itself.
Violent media causes the person to develop mistakenly certain cognitive indicators that
are important in interpreting social a situation before and after it has occurred. GAM
underscores, in other words, that violent video games cause aggression by biasing individuals
towards forming incorrect beliefs about a relative danger that they are in. Perception biases
towards hostility, therefore, can, in turn, cause the person to respond in flight or fight fashion. It
may also permanently alter an individual's point of view creating an aggressive personality as an
outcome.
The frequent prolonged exposure to video games leads juveniles to adopt violent traits.
The attributes may be based on the games characters, the cartoonish machismo, the hair-trigger
rage or the dismissive brutality. It is however not proven, empirically that at what point does the
habit of gaming becomes so consuming that it trumps the socializing effect of other significant
figures in a juvenile's life.
References
Albert Bandura (1997). Social Learning Theory. Englewood Cliff NJ. Prince Hall
Albert Bandura, D & Ross, SA (1961).Transmission of Aggression through Imitation or
Aggressive Models
Anderson C & Bushman B (2002). Human Aggression. Annual Review of Psychology 52, pages
21-52
Anderson C.A & Bushman B.J (2001). Effects of violent video games on aggressive behavior,
aggressive cognition, aggressive affect, psychological arousal and prosocial behaviour. A
meta-analytic review of the scientific literature. Psychological Science 12,353-359
Ferguson, C. J., & Olson, C. K. (2014). Video game violence uses among vulnerable
populations: The impact of violent games on delinquency and bullying among children
with clinically elevated depression or attention deficit symptoms. Journal of youth and
adolescence, 43(1), 127-136
McLeod, SA (2011). Bandura-Social Learning Theory. Retrieved from
www.simplypyschology.org/bandura.hm.tl