Aggression
Some scholars believe that behaviors like aggression may be partially learned by watching and imitating people's behavior, while other researchers have concluded that the media may have some small effects on aggression. There is also research questioning this view. For instance, a long-term outcome study of youth found no long-term relationship between playing violent video games and youth violence or bullying. One study suggested there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. This effect is positively associated with type of game violence and negatively associated to time spent playing the games. The author concluded that insufficient evidence exists to link video game violence with aggression. However, another study suggested links to aggressive behavior.
Workplace safety in healthcare settings
The definition can be extended to include the fact that aggression can be physical, verbal, active or passive and be directly or indirectly focussed at the victim–with or without the use of a weapon, and possibly incorporating psychological or emotional tactics (Rippon 2000). It requires the perpetrator to have intent, and the victim to attempt evasion of the actions. Hence harm that is accidental cannot be considered aggressive as it does not incorporate intent, nor can harm implicated with intent to help (for example the pain experienced by a patient during dental treatment) be classed as aggression as there is no motivation to evade the action (Anderson and Bushman 2002). A description of workplace violence by Wynne, Clarkin, Cox, & Griffiths (1997), explains it to involve incidents resulting in abuse, assault or threats directed towards staff with regard to work–including an explicit or implicit challenge to their safety, well-being or health (Oostrom and Mierlo 2008).