Nicholas L. Carnagey

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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)
Recent research (Anderson, Benjamin, & Bartholow, 1998) indicates that the presence of guns increases the accessibility of aggressive thoughts via automatic priming. Our research examined whether this ‘‘weapons priming effect’’ differs depending on the structure of an individual s knowledge about guns, and if so, whether that difference results in(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)