In 1961 there was a study done by Bandura, Ross and Ross called “See Aggression, do Aggression”. This study tried to examine if a child would become aggressive or not after being exposed to aggressive behaviors. The experiment involved either showing an aggressive or non-aggressive adult to a group of children. Then the children’s reactions were recorded when they interacted with their own age group afterwards. Before the experiment started, the experimenters had a couple of hypotheses about the results: that the children would adopt the harsh and aggressive behavior, even after the adults left, the children who were not exposed to the aggression would be less aggressive than both the control …show more content…
Many argue that there is a relationship between violent video game players and physical aggression towards peers (Markey, P. M., Markey, C. N., & French, J. E. 2014). There are numerous reasons that violent videogames are thought of as aggressive and detrimental tools. One being, that playing a video game is an active process where other media consumption is passive (Markey, P. M., Markey, C. N., & French, J. E. 2014). This argument states that people learn better in active situations rather than passive situations. Active situations better engage learners and help mold them into Violet individuals. Rather than just seeing someone be aggressive, they become virtually aggressive people themselves (Happ, C., Melzer, A., & Steffgen, G. 2013). Violent videogames normally have storylines that are advanced through aggressive game behavior. This aggressive game behavior could transform into real world behavior. If a child is successful at being violent in the video game, they could be more likely to have a self confidence about successful violence in the real world (Happ, C., Melzer, A., & Steffgen, G. 2013). Happ, Melzar, & Steffgen suggest that violent videogames are a risk factor or four aggressive behavior and aggressive cognition. Based on the results from numerous findings, researchers can link violent video games and aggressive behaviors together, such as assault and homicide