The General Aggression Model (GAM) is a meta-theory that considers the role of personal and situational variables on aggressive behavior, ranging from the biological to the cultural. Possible mediating variables include internal states (e.g., aggressive thoughts, angry feelings, increased physiological arousal) and the results of appraisal and decision processes (automatic and controlled). In this article, we focus on one situational variable-exposure to violent media-and how it can influence a wide array of cognitive, developmental, emotional, and social processes that can increase likelihood of aggression. Previous research has shown that exposure to violent media can increase aggression through all three internal state paths, and by increasing hostile appraisals. In this article, we use GAM as a theoretical framework to explain a wide variety of violent media effects. We also add some clarifications and extensions to GAM that research in the past 15 years has shown to be needed in the model. We also suggest new research directions in the media violence domain that we believe will be especially useful in the future."There is nothing so useful as a good theory." -Kurt Lewin (1951) We believe that the General Aggression Model (GAM) is "useful" and is a "good theory" for explaining violent media effects. Our goal in this article is to use GAM to summarize what is currently known about how exposure to media violence influences those who consume it. More specifically, we focus on screen