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Violent Video Game Effects on Children and AdolescentsTheory, Research, and Public Policy$
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Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley

Print publication date: 2007

Print ISBN-13: 9780195309836

Published to Oxford Scholarship Online: April 2010

DOI: 10.1093/acprof:oso/9780195309836.001.0001

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PRINTED FROM OXFORD SCHOLARSHIP ONLINE (www.oxfordscholarship.com). (c) Copyright Oxford University Press, 2019. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in OSO for personal use. date: 15 December 2019

The General Aggression Model

The General Aggression Model

Chapter:
(p.40) 3 The General Aggression Model
Source:
Violent Video Game Effects on Children and Adolescents
Author(s):

Craig A. Anderson

Douglas A. Gentile

Katherine E. Buckley

Publisher:
Oxford University Press
DOI:10.1093/acprof:oso/9780195309836.003.0003

This chapter presents the General Aggression Model in detail, and shows how it can be used to understand developmental processes and a risk and resilience approach to human aggression. Briefly, the model shows how factors in the immediate situation (such as being insulted while in front of friends, and having just played a violent video game) combine with factors that people bring with them to the situation (such as positive attitudes towards using aggression, impulsive personality, and a habit of taking slights too personally) to produce an internal set of aggression-related thoughts and feelings that are likely to yield aggressive behavior. The model also shows how repeated life experiences of a variety of kinds can lead to the development of an aggressive personality. The chapter concludes with a section on how the General Aggression Model can be used to understand and predict effects of media violence on the development of aggressive behavior and aggressive personality.

Keywords:   general aggression model, aggressive behavior, situational effects, person effects

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