“…In fact, research has demonstrated that individuals who are depressed (Quiggle, Garber, Panak, & Dodge, 1992) or are high in trait anger (Kirsh & Olczak, 2000) interpret ambiguous provocation situations (i.e., an individual gets hurt, but the intent of the provocateur may be either benign or malevolent) as stemming from hostile intent. Consistent with this finding that violent video game exposure influences attentional bias, research on mood congruent memory suggests that individuals with a negative mood are more likely to remember negatively valenced information better than other emotionally valenced information (Fiedler, Nickel, Muehlfriedel, & Unkelbach, 2001). Together, these findings suggest that violent video game play renders aggressive stimuli more salient, resulting in biased attention, cognition, and memory.…”