COMPARISON ESSAY

Aggression in teens is caused by a number of factors. Some of these factors are hereditary while others are acquired during the individuals development. The environment in which the youth grows in plays a vital role in the personality. The environment shapes the character and mannerism of the adolescent. In adolescence, a teen undergoes several physical and psychological changes which can easily be influenced by the environment. Watching video games could have an adverse effect on the child aggressiveness.

Recent acts of extreme violence involving teens and associated links to violent video games have led to an increased interest in video game violence. Anderson and Bushmans (2001) meta-analysis suggests that violent video games, in fact, do influence aggressive behavior, aggressive affects, aggressive cognition, and physiological arousal. The biological and psychosocial changes of adolescence are associated with a peak in aggressive behavior during early adolescence, the exact period in which violent video game play is at its zenith.

In his study of the effects of violent video games on adolescents, S.J. Kirsh, Aggression and Violent Behavior 8 (2003) 377389,  the link between aggressions and violent video games in teens is understood. Theoretical explanations for the link between exposure to violent video games and aggressions have been posited using several classic theories of aggression. For instance, when applied to video game violence, Banduras (1986) social learning theory hypothesizes that exposure to video game violence would evoke behavioral mimicry, reinforce already existing aggressive habits, and increase internal arousal. In turn, this internal arousal could be interpreted as anger, which increases the likelihood of aggression. Playing violent video games, according to Berkowitzs (1984) cognitive neo-association model of aggression, should create andor activate networks of aggressive thoughts, feelings, memories, and beliefs. An additional explanation for the link between violent video game play and aggressive behavior comes from the literature on social information processing in aggressive children. Dodge (1980) contends that aggressive children act aggressively, in part, due to a hostile attributional bias. Social experiences, such as violent video game play, may lead to the formation of a hostile attributional bias. More recently, Anderson and Bushmans (2002) General Aggression Model (GAM) has been developed, in part, to account for the effects of violent video games on aggressive behavior.

Similarly, David D. Bartholow, in his study correlating the Consequences of Exposure to Video Game Violence Hostile Personality, Empathy, and Aggressive Behavior Researchers have long posited that repeated exposure to media violence may alter cognitive, affective and motivational, and behavioral processes in a manner consistent with desensitization. Repeated exposure to violent video games leads to increases in aggressive, antisocial personality traits. .

According to Bruce D. Bartholows Personality and Social Psychology bulletin, critics of the link between media violence and aggression (e.g., Freedman, 2002) have charged that long-term exposure effects are spurious, masking the effects of some unmeasured third variable, such as hostile personality (among other criticisms Huesmann  Taylor, 2003). Recently, Anderson and Dill (2000) reported a significant correlation between scores on a video game violence exposure (VVE) measure and indices of aggressive behavior and found that this association was robust to statistical control of other predictors, such as aggressive personality and gender.
 
Further research has shown that exposure to violent video games causes increases in aggression, but the mechanisms of this effect have remained elusive. Also, potential differences in short-term and long-term exposures are not well understood. An initial correlational study shows that video game violence exposure (VVE) is positively correlated with self-reports of aggressive behavior and that this relation is robust to controlling for multiple aspects of personality.  

Contrary to the analysis done by Cheryl K. Olson and Bruce D. Bartholow, Steve J. Kirsh says that the influence of violent video games as a function of developmental changes across adolescence has yet to be addressed. Cheryl K. Olson cites that the correlation between video games and violence is a recent affair. He says, violent video games are the most recent medium to be decried by researchers, politicians, and the popular press as contributing to societys ills.  
                            
Steve K. Kirsh notes that children have specific video games according to their ages. The proofs of these findings are supported by the dominance of violent video games being sold to adolescents. Dietz (1998) found that 80 of the most popular video games on the market today are violent in nature.
In conclusion, a childs development and growth is affected external and internal factors throughout the stages of development. During different developmental periods, the influence of violent video games plays a central role in the aggressiveness of the youth as analyzed by Steve J. Kirsh, Cheryl K. Olson and Bruce D. Bartholow in their studies.

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