2011
DOI: 10.1002/ab.20411
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Violent and nonviolent video games differentially affect physical aggression for individuals high vs. low in dispositional anger

Abstract: Although numerous experiments have shown that exposure to violent video games (VVG) causes increases in aggression, relatively few studies have investigated the extent to which this effect differs as a function of theoretically relevant individual difference factors. This study investigated whether video game content differentially influences aggression as a function of individual differences in trait anger. Participants were randomly assigned to play a violent or nonviolent video game before completing a task… Show more

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Cited by 32 publications
(18 citation statements)
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References 37 publications
(49 reference statements)
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“…As such, we predict involvement of the OFC since it appears to be specifically involved in response to repeated media violence [18], [19]. Individual differences in brain and behavior during visual media viewing can be further understood in the context of self-reported affective states and autonomic responses (or lack thereof) [20], [21]. For example, self-reported distress and systolic blood pressure changes were observed in response to viewing violent media [1], [21].…”
Section: Introductionmentioning
confidence: 88%
“…As such, we predict involvement of the OFC since it appears to be specifically involved in response to repeated media violence [18], [19]. Individual differences in brain and behavior during visual media viewing can be further understood in the context of self-reported affective states and autonomic responses (or lack thereof) [20], [21]. For example, self-reported distress and systolic blood pressure changes were observed in response to viewing violent media [1], [21].…”
Section: Introductionmentioning
confidence: 88%
“…which has been widely used in previous video-game research (see Elson et al, 2015;Engelhardt, Bartholow, & Saults, 2011;Hasan et al, 2013).…”
Section: Methodsmentioning
confidence: 99%
“…In actuality, participants were shown a prerecorded video of a confederate, similar to one used in previous research (see Engelhardt et al, 2011). An experimenter went over all CRTT instructions and showed participants examples of low-intensity (Level 1), mediumintensity (Level 5), and high-intensity (Level 10) noise blasts lasting 1 s each, in order to demonstrate that the noise blasts were aversive.…”
Section: Methodsmentioning
confidence: 99%
“…According to Engelhardt, Bartholow, and Saults (2011), the participants high in trait anger were the most aggressive in physical aggression, but only if they first played a violent video game. The differentiation between the two groups in the post-exposure scores in the current study support these claims.…”
Section: Discussionmentioning
confidence: 99%
“…A study showed that violent video games affect the players exposed to this medium by increasing their physical aggression when high in trait anger (Engelhardt, Bartholow, & Saults, 2011). In addition, Przybylski, Deci, Rigby, and Ryan (2014), found "that competence-impeding play led to higher levels of aggressive feelings, easier access to aggressive thoughts, and a greater likelihood of enacting aggressive behavior" (p. 441).…”
mentioning
confidence: 99%