A meta-analytic review of literature that examines the physiological and psychological effects of violent video games. Concludes that violent video games increase aggressive behavior in children and young adults. Specifically, violent video games increase physiological arousal and aggressive cognitions, while leading to decreases in prosocial behavior.
The book explains Berkowitz's Cognitive Neoassociation Model of Aggression. It proposes that when people are repeatedly exposed to aggression they create in their minds more detailed and interconnected aggressive thought networks. Exposure to aggression can trigger related feelings and can bring to mind knowledge of aggression-related skills, memories, and beliefs.
Professes that contrary to what the media may like you to believe, there is no substantial link between violent video games anf and real-life violence or crime. Also explains that further research is needed to support any conclusion
Discussion of the controversy surrounding Mortal Kombat
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Discussion of two scientific studies relating to the effects of violent video games. Compares the results of these two studies to popular behavior models. Results of both studies are consistent with "the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term and the long term"
Discussion of the violence in the video game, "Grand Theft Auto"

It is argued that exposure to violent video games causes aggressive behavior, desensitization to violence, belief in a "scary world", etc. Three types of evidence are commonly used to support these conclusions--correlational studies field studies, and laboratory experiments. This paper analyzes the experimental evidence that is used to support this argument.


