Hay are liable to aggression in infancy,

Hay et al. (2017) concluded that children, who are liable to
aggression in infancy, use those tendencies in the future when playing on a
virtual machine and even in realistic environments. Results showed that signs
of aggression in early years of development made it more probable for the
children to make aggressive choices in computer games.  Findings suggested that aggressive children chose
to play aggressive games, as opposed to the games themselves intensifying the
aggression in children (Elson & Ferguson, 2014). The characters in the game
did not demonstrate intense aggressive behaviour as the game did not design to
be violent.  The bespoke game generated situations
like, being bumped into or taunted by peer avatars – mild provocations (Hay et
al., 2017).

The aim of this study measures the quality of this theory
rather than the quantity, indicating that the chosen method of research is
qualitative. Qualitative is a form of research that produces complex data as it
attempts to understand and elucidate meanings (Braun and Clarke, 2013). The study is a
longitudinal examination that began analysis very early in the child’s
development. The reasoning in why it began early was due to research suggesting
that the first two years of life is the stage where problematic levels of
aggression originate (Alink et al., 2006 Côté, Vaillancourt, LeBlanc, Nagin,
& Tremblay, 2006; Lorber, Del Vecchio, & Smith Slep, 2015; NICHD Early
Child Care Research Network, 2004).  It
was a lengthy procedure analysed by the use of multiple data collection methods
such as interviews and demographic questionnaires.

Best services for writing your paper according to Trustpilot

Premium Partner
From $18.00 per page
4,8 / 5
Writers Experience
Recommended Service
From $13.90 per page
4,6 / 5
Writers Experience
From $20.00 per page
4,5 / 5
Writers Experience
* All Partners were chosen among 50+ writing services by our Customer Satisfaction Team

The relationship between computer games and children’s
aggression has been a debatable matter for quite a while now (Silvern &
Williamson, 1987).  Several researchers such
as Anderson, Gentile, and Buckley (2007) and Cunningham, Engelstatter and Ward
(2016) have conducted studies to distinguish whether or not computer games
provoke aggression in children; some studies have supported this theory whereas
others contradict it.  The study reviewed
for this essay goes into more depth and intends to find out if prior history of
aggression is the rationale for evoking aggression in children or if their
aggressive choices are reliant on the content of video games. The authors did
not have a clear understanding of this theory hence why they conducted this
investigation, looking into if it was the underlying cause of children’s
aggressive behaviour. Their aim was to examine the aggressive choices children
made while playing a bespoke computer game. 
This computer game consisted of social dilemmas that could have provoked
aggression, allowing the research conductors to be able to monitor the
decisions seven-year-olds made in the game.