id	author	title	date	pages	extension	mime	words	sentence	flesch	summary	cache	txt
gsjp-10792	Vail-Gondolfo, Noreen J.	The Comparison of Violent Video Games to a Virtual Reality Exposure Therapy Model	2005	6	.pdf	application/pdf	5090	221	52	As re- cent evidence demonstrates that boys and girls spend 13 and 5 hours a week, respectively, playing video games— almost the equivalent of having a part-time job—(Gentile, Lynch, Linder, & Walsh, 2004), the question then becomes, what impact does playing violent video games have on in- dividuals and their behavior? Contextual Factors of Video Game Playing Anderson and Bushman (2001) have applied a General Affective Aggression Model (GAAM) to violent media including video games. While some critics may argue that violent video games do not increase the probability of an individual acting in a violent or aggressive manner (Olson, 2004), if the characteristics of video games and virtual reality are so similar, from the equipment used to the presentation of stimuli and virtual reality is found to facilitate therapeutic change, it seems only logical that video games may also have the ability to elicit a powerful change.	cache/gsjp-10792.pdf	txt/gsjp-10792.txt
