The catalyst model active modeler are more inclined to violent acts because of

The catalyst model active modeler are more inclined

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such as the catalyst model. The catalyst model (active modeler) are more inclined to violent acts because of genetic factors. Children are active learners and constantly incorporate new information into their reasoning and testing of behaviors. The more time spent playing violent video games, the more possible it may be that one would test out the behaviors they witness and are asked to enact in a video game. Results Correlations Notes Output Created 11-JUN-2019 17:25:26 Comments Input Active Dataset DataSet1 Filter <none> Weight <none> Split File <none> N of Rows in Working Data File 203 Missing Value Handling Definition of Missing User-defined missing values are treated as missing. Cases Used Statistics for each pair of variables are based on all the cases with valid data for that pair. Syntax CORRELATIONS /VARIABLES=Violent_Content_R ating Aggression_Self_Assessment Non_Verbal_Aggression Verbal_Aggression /PRINT=TWOTAIL NOSIG /STATISTICS DESCRIPTIVES /MISSING=PAIRWISE. Resources Processor Time 00:00:00.00 Elapsed Time 00:00:00.00
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EFFECTS OF PLAYING VIDEO GAMES AND AGGRESSION 7 Descriptive Statistics Mean Std. Deviation N Violent_Content_Rating 4.0450 1.87364 200 Aggression_Self_Assessment 3.9350 1.79076 200 Non_Verbal_Aggression 5.9850 4.54290 200 Verbal_Aggression 5.1256 2.11041 199 Correlations Violent_Content_ Rating Aggression_Self_Asse ssment Non_Verbal_Aggre ssion Verbal_Aggre ssion Violent_Content_Ratin g Pearso n Correlat ion 1 .044 -.106 -.024 Sig. (2- tailed) .533 .135 .733 N 200 200 200 199 Aggression_Self_Asse ssment Pearso n Correlat ion .044 1 .008 -.006 Sig. (2- tailed) .533 .911 .931 N 200 200 200 199 Non_Verbal_Aggressio n Pearso n Correlat ion -.106 .008 1 -.059 Sig. (2- tailed) .135 .911 .406 N 200 200 200 199 Verbal_Aggression Pearso n Correlat ion -.024 -.006 -.059 1
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EFFECTS OF PLAYING VIDEO GAMES AND AGGRESSION 8 Sig. (2- tailed) .733 .931 .406 N 199 199 199 199 References Anderson, C. A., and Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. J. Pers. Soc. Psychol. 78, 772–790. doi: 10.1037/0022-3514.78.4.772 Shao, R., & Wang, Y. (2019). The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect. Frontiers in psychology , 10 , 384. doi:10.3389/fpsyg.2019.00384 Yaros, A., Lochman, J. E., Rosenbaum, J., & Jimenez-Camargo, L. A. (2014). Real-time hostile attribution measurement and aggression in children. Aggressive Behavior , (5), 409. . Retrieved from ? direct=true&db=edsgao&AN=edsgcl.452099654&site=eds-live&scope=site
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