Which theory suggests that exposure to violent video games can increase the likelihood of perceiving situations as aggressive?

Study for the QCAA Year 12 Psychology Test. Use flashcards and multiple-choice questions with detailed hints and explanations. Be exam-ready!

The General Aggression Model (GAM) is a comprehensive framework that explains how various factors, including exposure to violent video games, can influence aggressive behavior and perceptions. According to this model, repeated exposure to violence in media can lead to the development of aggressive thoughts, feelings, and arousal, making individuals more likely to interpret social situations as aggressive.

In the context of violent video games, players may internalize violent behaviors and attitudes, which can subsequently affect their interactions and interpretations of real-life situations. The GAM focuses on how situational and individual factors interact over time to create patterns of aggressive responses, effectively linking media experiences with the propensity to perceive aggression in others.

The other concepts, while related to social behavior and cognition, do not specifically address the influence of violent video games on aggression perception. The cost-benefit analysis model focuses on rational choices individuals make based on perceived gains and losses, groupthink pertains to decision-making in groups that discourages dissent, and hostile attribution bias refers to the tendency to interpret others' actions as having hostile intent. None of these frameworks encompass the direct impact of violent video games on aggression perception as effectively as the General Aggression Model does.

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