The Problem and Its Setting
The Problem and Its Setting
The Problem and Its Setting
Introduction
Computers have become an integral part of our lives and homes. This gives
students easy access to video games, and many students are always playing video
games.
fun, you can probably do everything with the help of this amazing machine. Computers
are essential for today's people, and the time they spend on computers is constantly
increasing.
One of the most popular computers for students is video games or computer
games. From puzzles to racing, action to sports, strategy to adventure, computer games
are probably the biggest addiction for most students. Companies such as Sony and
Microsoft are doing their best to promote Xbox and PlayStation to people around the
Students play for long periods of time, which can lead to eye damage. The effects of
excessive visual media are obvious, as many people these days have begun to wear
glasses from an early age. Playing computer games for long periods of time can also
the students/people aren't out and playing. Playing outdoor sports does not only
improve your physical fitness, but it also helps the students/people grow better because
they can adapt to a better society. Some of these games are violent and can be hostile
It may not be possible to ban students from playing these games. However
parents and schools must encourage their children to play outdoor sports. They need to
allocate time to play video games and adults/seniors need to monitor the type of games
The relationship between violent video games and adolescent aggression has
become a hot issue in psychological research (Wiegman and Schie, 1998; Anderson
and Bushman, 2001; Anderson et al., 2010; Ferguson et al.., 2012; Greitemeyer, 2014;
Yang et al. Al., 2014; Boxer et al., 2015). Anderson et al, based on the General
Aggression Model (GAM). Violent video games have been suggested to constitute
leading variables for aggressive behavior. That is, the degree of exposure to violent
video games directly leads to increased aggression (Anderson and Bushman, 2001;
Bushman and Anderson, 2002; Anderson, 2004; Anderson et al., 2004). Related
Greitemeyer and Mugge, 2014), event-related potential studies (Bailey et al., 2011; Liu
et al., 2015)., And a study of juvenile delinquency (DeLisi et al., 2013) showed that
Anderson and others. He insisted on using GAM to explain the effects of violent
For example, a meta-analysis by Sherry (2001) suggests that violent video games have
that publication bias (or the file drawer effect) could affect the effectiveness of violent
video games on adolescent aggression. Publication bias means that articles with
positive results (such as statistical significance) are more likely to be published than
Ferguson (2007) found that, after adjusting for publication bias, related studies could not
support the hypothesis that violent video games are highly correlated with aggression.
Next, Ferguson and others. We proposed the Catalyst model (CM), which is the
opposite of GAM. According to this model, genetic predisposition can lead to aggressive
environmental tension. Environmental factors act as catalysts for the violent behavior of
individuals with a violent personality. This means that the environment does not cause
violent behavior, but it can mitigate the causal effects of biology on violence. The CM
model suggested that exposure to violent video games acted only as a catalyst
2008). Many studies (Ferguson et al., 2009, 2012; Ferguson, 2013, 2015; Furuya-
Kanamori and Doi, 2016; Huesmann et al., 2017) have found that adolescent
aggression is exposed to violent video games. We found it unpredictable, but it is
domestic violence.
Anderson and his collaborators (Groves et al., 2014; Kepes et al., 2017) are
Ferguson et al. Suggested that there are major methodological shortcomings in this
study. And they re-declared the validity of their own research. Some researchers
supported Anderson et al. Criticized Ferguson's view (Gentile, 2015; Rothstein and
Bushman, 2015). However, Marquee (2015) took a neutral position that he should not
take an extreme view of the relationship between violent video games and aggression.
In fact, the relationship between violent video games and aggression is complex.
In addition to the controversy between the two models above on whether or not there is
an impact, other studies include internal factors such as normative beliefs about
aggression and the family environment in the relationship between violent video games