Effects of realism on extended violent and nonviolent video game play on aggressive thoughts, feelings, and physiological arousal
Article first published online: 11 MAR 2009
© 2009 Wiley-Liss, Inc.
Volume 35, Issue 3, pages 213–224, May/June 2009
How to Cite
Barlett, C. P. and Rodeheffer, C. (2009), Effects of realism on extended violent and nonviolent video game play on aggressive thoughts, feelings, and physiological arousal. Aggr. Behav., 35: 213–224. doi: 10.1002/ab.20279
- Issue published online: 8 APR 2009
- Article first published online: 11 MAR 2009
- Manuscript Accepted: 19 JUL 2008
- Manuscript Revised: 9 JUL 2008
- Manuscript Received: 10 JAN 2008
- video games;
Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants (N=74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45 min. Aggressive thoughts and aggressive feelings were measured four times (every 15 min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Aggr. Behav. 35:213–224, 2009. © 2009 Wiley-Liss, Inc.