general aggression model
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2019 ◽  
Author(s):  
Arlin James Benjamin

This review examines the current state of research on the weapons effect, a phenomenon in which the mere presence of weapons is presumed to cause people to behave more aggressively. The General Aggression Model (GAM) is often used to explain how and why the weapons effect occurs. Hence research on the extent to which weapons prime cognitive and appraisal processes is considered, based on findings from recent meta-analytic research. Findings from classic and contemporary studies offer mixed support for the weapons effect. Implications for theory and future research will be discussed.


2019 ◽  
Vol 44 (1) ◽  
pp. 105-129
Author(s):  
Anne Dickmeis ◽  
Keith Roe

Abstract The purpose of this article is to investigate whether competition hypothesis (Anderson and Carnagey, 2009) contributes to the General Aggression Model when video game genre is entered into the relationship between video game use and self-reported physical aggression. A pre-test (n=93) taken randomly from the research sample employed categorized the game genres as violent and/or competitive. 1,170 adolescents (ages 12–18) completed the written survey. Online shooter games and fight’em up games, categorized as both violent and competitive, were positively related to self-reported physical aggression, while simulation games manifested a negative relationship. Video game genres such as strategy, sports, offline shooter, racing, adventure, puzzle, and platform games were not significantly related to physical aggression. The results support the hypothesis that the presence of both competition and violence in games increases the probability of physical aggression. This study shows that (1) video game genres can be used to predict physical aggression in a non-causal way and (2) that there is support for an interaction effect of the competition hypothesis and the violence hypothesis.


2018 ◽  
Vol 74 (2) ◽  
pp. 386-413 ◽  
Author(s):  
Craig A. Anderson ◽  
Brad J. Bushman

2018 ◽  
pp. 156-164
Author(s):  
Patrick Kennedy ◽  
Nicola Fox Hamilton ◽  
Robert Griffin

2018 ◽  
Vol 19 ◽  
pp. 75-80 ◽  
Author(s):  
Johnie J Allen ◽  
Craig A Anderson ◽  
Brad J Bushman

2017 ◽  
Vol 22 (4) ◽  
pp. 347-377 ◽  
Author(s):  
Arlin J. Benjamin ◽  
Sven Kepes ◽  
Brad J. Bushman

A landmark 1967 study showed that simply seeing a gun can increase aggression—called the “weapons effect.” Since 1967, many other studies have attempted to replicate and explain the weapons effect. This meta-analysis integrates the findings of weapons effect studies conducted from 1967 to 2017 and uses the General Aggression Model (GAM) to explain the weapons effect. It includes 151 effect-size estimates from 78 independent studies involving 7,668 participants. As predicted by the GAM, our naïve meta-analytic results indicate that the mere presence of weapons increased aggressive thoughts, hostile appraisals, and aggression, suggesting a cognitive route from weapons to aggression. Weapons did not significantly increase angry feelings. Yet, a comprehensive sensitivity analysis indicated that not all naïve mean estimates were robust to the presence of publication bias. In general, these results suggest that the published literature tends to overestimate the weapons effect for some outcomes and moderators.


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