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International Digital Organization for Scientific Research IDOSRJAM 9.1.252789


IDOSR JOURNAL OF ARTS AND MANAGEMENT 9(1) 25-27, 2024.
https://doi.org/10.59298/IDOSRJAM/2024/9.1.252789
Navigating Adolescent Aggression in the Digital Era:
Media, Games, and Preventive Strategies
Ekpe Patience Ifeomachukwu
Department of Public Administration Kampala International University Uganda

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.

INTRODUCTION
The form of violence among juveniles has been learning theory and cognitive neo-association model,
diverse in the last five decades until the current that have been prevalent in the past, have mostly
days, that evidently have led to an alarming rise of focused on passive media consumption and its
cases involving injuries, disabilities and sadly, even influence on behavior [3]. Nonetheless, the
death [1]. This tendency reveals its significance as unstoppable changes in media technology,
an emergency and the need to address and particularly the rise of interactive media like games
comprehend the effects of youth aggressive and the internet, provide a prospectus to rethink
behavior. The thing that worries most is the fact these established theories.
that such behavior during adolescence and the As we uncover the intricacies of adolescent behavior,
tendency in adult life towards violent behaviors is we must also take a closer look at the numerous
closely related, according to [2]. Building proactive dimensions of influence that media possess on the
and effective preventative approaches can be molding of attitudes, beliefs and behaviors of the
considered as the necessity in light of the recent youths. The exploration both covers active media
literature which recognizes the crucial role of the consumption models based on old theories and looks
problem of teenage aggression in causing long term at the transformative features of new interactive
injuries. platforms, which change the relationship between
In the complex matrix of factors affecting adolescent adolescent and media dramatically. The following
aggression, the media has gained a significant sections of this discourse will exhibit the complex
position which is predominantly in the digital processes of media aggression, internet addiction
age. Classical theoretical frameworks like social and computer use effects on violent behavior,

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forming the foundation for effective counter- behavior. The confounding factors (i.e. gender,
concepts for the digital age. depression, and family function) should be
Media Violence and Adolescents considered in the execution of comprehensive
The brought-up connection between media violence analysis, so that the unique impact of Internet
– particularly, the video games – and aggressive addiction on aggressive behaviors of adolescents
behavior in teenagers is constantly referred to could be discerned clearly.
[4]. The General Aggression Model [5] offers a Media Violence Exposure and Aggression
framework focusing on two variables, personal Theoretical Orientations
characteristics and situational factors, which exist As psychological theories can serve as great
interactively and continuously to put individual in a resources to explore the connection between media
certain internal state. The model focuses on the violence exposure and aggression. Initial effects
linkage between cognitions, affects, and arousals including associative priming, emotional stimulation
which mean putting the content of the violence on and imitation contribute to the immediate increase of
the repeat results in the enhancement of aggression aggression. Long-term consequences emanating
associated with the knowledge of one’s own from observant learning, development of aggression
personality. With the technology development, teens beliefs, and emotional desensitization [9]-[11].
media influence changes, which is why teachers are Undoubtedly, these consequences are long-
to understand it in details to be able to help their lasting. There is solid proof for these theories, which
students. in turn suggests that we should focus our attention
The Internet and Adolescent Aggression on the mediating mechanisms and moderating
The Internet is a pervasive and interactive medium variables as well.
that creates new dynamic features as compared to Impact of Computer Use on Violent Behavior
old media. In contrast to only 'watching' other With more and more graphic and appealing
platforms, the Internet users actively participates in computer games, the debate becomes more intense
a range of online activities, which turns it into a on their potentially violence-promoting role. The
sphere of communication. Moreover, the Internet development of contemporary video games from
gives adolescents anonymous global reach without being peaceful to extremely violent stimulates fears
any age limitations. That is where the risks could be about their effects on children. Some of the cases,
present. Extra information accessibility and the like the Columbine High School massacre, are very
ability to supervise parents also leads to the complex meaningful because they can show how violent video
environment of Internet effects on adolescent games can affect a person’s aggressive actions
behavior. [12]. Upon examining the content, it becomes
Internet Addiction and Aggression evident that there is a significant abundance of
The rapid growth of the Internet utilization among aggressive or violent games, necessitating a firm
the teens has paved the way for the problem enforcement of strict measures. Empirical studies
'Internet addiction' which has the following indicate the transfer effect, causing the violence in
symptoms: preoccupation, inability to control, video games to have an immediate transient effect on
excessive usage, and the problem of using it for the children's behavior [14]. Furthermore, the studies
irrelevant purposes [7]. Research shows that the shows that the prosocial behavior gets decreased
level of Internet addiction in adolescents is close to with the aggressive choices [14]. Although
19.8% and the aggressive hostility related to it computer game play data from self-reports of its
[5]. These results affirm that there is a significant relationship with aggressive behavior is somewhat
gap in studies focusing on the relationship between ambiguous, the minimal data that is found shows
internet addiction disorder and aggressive there may be a connection.

CONCLUSION

Within the continually changing social environment particularly in the designing of appropriate
of teenage aggression, the effect of media preventive schemes that are compatible with the
technologies goes through the constant complexities that surround the digital era.
transformation, bringing about the brand-new shape Historical factors linger in the eyes of contemporary
of the world problems. Whereas the residue of adolescents in the form of the perpetuation of
traditional media violence condenses, proliferating violence depicted in the traditional media cements
interactive sources mainly, the Internet and the significance of the enduring issue of traditional
computer games, creates a new trend that should media violence in the context of adolescent
leave no space to oversimplifications. Understanding aggression. While older media of mass
through and through the multi-faceted influence of communication increase the influences, the advent of
those technologies on adolescent behavior is crucial interactive platforms challenges them to

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recalibration in order to understand and address the crucial a field for continued study calling for further
interrelationship of media and aggression among the investigation is needed on possible effects of graphic
younger generation. The fast-paced nature of these and violent game contents. The emergence of digital
platforms, like the Internet and video games, poses a environments in teenage life requires a quick
challenge to the old view of conservative theories response to the issues of the media induced
that are based mainly on the assumption of passive aggression in order to ensure the continuation of
media consumption, necessitating a more globalistic their overall healthy development. Armed with a
perspective to deal with the new environments that sophisticated view of the multidimensionality of the
are continuously evolving. relationship between media technologies and the
The internet addiction-aggression correlation possible negative outcomes, policies and
challenges new grounds of complexity, thus the need interventions can be formulated accordingly to
for ongoing research to shed more light on the neutralize the risks associated with adolescent
intricacy of the association between the two. Various aggression within the modern digital arena. This
theories presenting the effects of media violence ongoing discourse, energized by constant research
exposure reveal its both short- and long-term and assimilation, is a critical guide for a more
aftermaths, outlining the importance of continuous proactive, developmental rather than reactive society
examination of mediating factors and moderating which grapples with the changes in the aggression
variables. Also, the implications of computer game induced by the media among adolescents.
content which influence adolescent behavior are

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CITE AS: Ekpe Patience Ifeomachukwu (2024). Navigating Adolescent Aggression in the Digital Era: Media,
Games, and Preventive Strategies. IDOSR JOURNAL OF ARTS AND MANAGEMENT 9(1) 25-27.
https://doi.org/10.59298/IDOSRJAM/2024/9.1.252789

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