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The Effect of Online Violent Video Games on Levels of Aggression

Jack Hollingdale and Tobias Greitemeyer

PLOS ONE, 2014, vol. 9, issue 11, 1-5

Abstract: Background: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Methods/Principal Findings: Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game—offline, neutral video game—online, violent video game—offline and violent video game—online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. Conclusions/Significance: These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

Date: 2014
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Persistent link: https://EconPapers.repec.org/RePEc:plo:pone00:0111790

DOI: 10.1371/journal.pone.0111790

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