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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 (oxford.universitypressscholarship.com). (c) Copyright Oxford University Press, 2022. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in OSO for personal use.date: 01 July 2022

The General Aggression Model

The General Aggression Model

(p.40) 3 The General Aggression Model
Violent Video Game Effects on Children and Adolescents

Craig A. Anderson

Douglas A. Gentile

Katherine E. Buckley

Oxford University Press

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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