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Five experiments examined effects of songs with violent lyrics on aggressive thoughts and hostile feelings. Experiments 1, 3, 4 and 5 demonstrated that college students who heard a violent song felt more hostile than those who heard a similar but nonviolent song. Experiments 2-5 demonstrated a similar increase in aggressive thoughts. These effects(More)
Past research shows that violent video game exposure increases aggressive thoughts, angry feelings, physiological arousal, aggressive behaviors, and decreases helpful behaviors. However, no research has experimentally examined violent video game eVects on physiological desensitization, deWned as showing less physiological arousal to violence in the real(More)
Three experiments examined the impact of excessive violence in sport video games on aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive(More)
Three experiments examined the effects of rewarding and punishing violent actions in video games on later aggression-related variables. Participants played one of three versions of the same race-car video game: (a) a version in which all violence was rewarded, (b) a version in which all violence was punished, and (c) a nonviolent version. Participants were(More)
A dyadic interactive aggression paradigm tested hypotheses from the General Aggression Model about how trait aggressiveness can create behaviorally hostile social environments. Pairs of college student participants competed in a modified reaction time task in which they repeatedly delivered and received each other's punishments. The trait aggressiveness of(More)
Please note that this electronic reprint is provided as a courtesy. Please do not post or distribute this reprint in any fashion that may violate the copyright of the original publisher or the authors. Thank you for your interest in this work. A large portion of this book reviews empirical research on the effects of media violence. Researchers have used(More)
—Decades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary(More)
Two interrelated studies examined the effect of the September 11, 2001, terrorist attacks on attitudes towards war and violence. A three-wave between-subjects analysis revealed that attitudes towards war became more positive after September 11, 2001 and remained high over a year afterwards. Self-reported trait physical aggression also rose after September(More)
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