Hay are liable to aggression in infancy,

Hay et al. (2017) concluded that children, who are liable toaggression in infancy, use those tendencies in the future when playing on avirtual machine and even in realistic environments. Results showed that signsof aggression in early years of development made it more probable for thechildren to make aggressive choices in computer games.  Findings suggested that aggressive children choseto play aggressive games, as opposed to the games themselves intensifying theaggression in children (Elson & Ferguson, 2014).

The characters in the gamedid not demonstrate intense aggressive behaviour as the game did not design tobe violent.  The bespoke game generated situationslike, being bumped into or taunted by peer avatars – mild provocations (Hay etal., 2017).The aim of this study measures the quality of this theoryrather than the quantity, indicating that the chosen method of research isqualitative. Qualitative is a form of research that produces complex data as itattempts to understand and elucidate meanings (Braun and Clarke, 2013).

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The study is alongitudinal examination that began analysis very early in the child’sdevelopment. The reasoning in why it began early was due to research suggestingthat the first two years of life is the stage where problematic levels ofaggression originate (Alink et al., 2006 Côté, Vaillancourt, LeBlanc, Nagin,& Tremblay, 2006; Lorber, Del Vecchio, & Smith Slep, 2015; NICHD EarlyChild Care Research Network, 2004).  Itwas a lengthy procedure analysed by the use of multiple data collection methodssuch as interviews and demographic questionnaires.The relationship between computer games and children’saggression has been a debatable matter for quite a while now (Silvern &Williamson, 1987).  Several researchers suchas Anderson, Gentile, and Buckley (2007) and Cunningham, Engelstatter and Ward(2016) have conducted studies to distinguish whether or not computer gamesprovoke aggression in children; some studies have supported this theory whereasothers contradict it.

  The study reviewedfor this essay goes into more depth and intends to find out if prior history ofaggression is the rationale for evoking aggression in children or if theiraggressive choices are reliant on the content of video games. The authors didnot have a clear understanding of this theory hence why they conducted thisinvestigation, looking into if it was the underlying cause of children’saggressive behaviour. Their aim was to examine the aggressive choices childrenmade while playing a bespoke computer game. This computer game consisted of social dilemmas that could have provokedaggression, allowing the research conductors to be able to monitor thedecisions seven-year-olds made in the game.

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