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Navigating Adolescent Aggression in the Digital Era: Media, Games, and Preventive Strategies
Author: Ekpe Patience Ifeomachukwu
Publisher: IDOSR JOURNAL OF ARTS AND MANAGEMENT
Published: 2024
Section: College of Economics and Management
Abstract
This synopsis looks at the multi layered terrain of teenage aggression and how it has evolved in the last fifty
years. Injury, disability, and death, which are steeply increased as violence takes adolescents in different forms, are
now the common phenomenon among the youth. Determining the impact of aggressive behavior on youth in the
long-term reveals the necessity of finding widespread effective ways of preventing, most of all, because of its
connection with propensity to violence in adulthood. Mass media has become a deciding factor in the process; it
triggered reconsideration of the old theories like Social Learning and the Cognitive Neo-Association Theory. The
paper examines the empirical proof of the constant relationship between media violence, especially computer
games, and aggressive behavior of adolescents. The General Aggression Model proposes the causative pathways
to explain the developmental course of aggression, casting the spotlight on the interaction of personal
characteristics and situational conditions. The Internet, as a ubiquitous and interactive media, manifests the
situations of multidimensionality, where user engagement is active and risk due to anonymity can be
expected. The rapid development of Internet use has resulted in the emergence of 'Internet addiction'; however,
scientific evidence that directly related the behaviors to aggression is still lacking. Psychological theories look
upon short-term as well as long-term effects of media violence, which highlight the requirement of additional
research. The influence of computer use on aggressive behavior is evaluated, particularly from the time period
when computer games shifted from nonviolent to highly aggressive. Laboratory studies suggest temporary
transferring effect by which exposure to violent games would increase aggression on the short term. The paper
closes by discussing developmental changes in the world of adolescent aggression in the digital era and shows the
need to carry out more research to feed and inform policies and intervention strategies as adolescents go forward
to occupy digital spaces.
Keywords: Juvenile Aggression, Media Violence, Internet Addiction, McGue, the General Aggression Model,
Video Games, Digital Media and Preventive Aggression Strategies