Bandura (1973) defined aggression as a behavior that results in personal injury and in destruction of property and that the injury may be psychological as well as physical. Freud (1920) believed that aggression was a primary respond to the thwarting of pleasure – seeking and/or pain avoiding behavior.
(Dorr, 1986) stated that children are a special audience because of their cognitive …show more content…
Firstly, bandura is well known for his famous Bobo doll experiment, Bandura demonstrated that children learn and imitate behaviors they have observed in other people. The children in Bandura’s studies observed an adult acting violently toward a Bobo doll. When the children were later allowed to play in a room with the Bobo doll, they began to imitate the aggressive actions they had previously observed. This is a great example of live modeling, children in modern times are exposed to a lot media such as video games, cartoons, TV shows and much more that can highly influence …show more content…
Practicing such aggressive thinking in these games improves the ability of the players to think aggressively. In turn, this habitual aggressive thinking increases their aggressiveness in real life. According to (Villinai . S, Olsen. L, Jellinek. M, 2005) Young children are more likely to confuse fantasy violence with real world violence, and without a framework for ethical decision making, they may mimic the actions they see in violent video games. young children and teen often have difficulty separating themselves from the fantasy of the video games , television shows and online media from reality when they are playing and can temporarily believe they are the character they are pretending to be which can lead to the child or young teen wanting to act it out. In an August 2015 report from the American Psychological Association determined that playing violent video games is linked to increased aggression, but it did not find sufficient evidence of a link between the games and increased violence. There have been over 100 studies conducted with over 100,000 participant’s worldwide (Anderson et al., 2010). People who actively play video games for a number of hours daily being to identify with character. For players who play games such as call of duty, halo,