of aggression q.pdf

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of aggression q

ARTICLE IN PRESSJournal of Research in Personality xxx (2007) xxx–xxx /locate/jrpViolent video games and anger as predictors of aggression q Gary W. Giumetti, Patrick M. Markey * Department of Psychology, Villanova University 800, Lancaster Avenue, Villanova, PA 19085, USAAbstract Considerable research has demonstrated that playing violent video games can increase aggression. The theoretical framework upon which a good deal of this research has rested is known as the Gen- eral Aggression Model (GAM; [Anderson, C. A., Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27–51]). The current study tested an assumption of the GAM by examining if the dispositional trait of anger moderated the relation between violent video games and aggression. A total of 167 undergraduate students (79 females, 88 males) first completed a mea- sure of anger and were then randomly assigned to play either a non-violent or violent video game. After the video game play period, participants completed ambiguous story stems in order to assess aggression. Consistent with predictions of the GAM, anger significantly moderated the effect of video game violence on aggression. Specifically, participants who were angry were more affected by violent video games than participants who were not angry.  2007 Elsevier Inc. All rights reserved. Keywords: Violent video games; Aggression; Anger; Interaction effects 1. Introduction Following the 1999 Columbine High School shootings, lawmakers, researchers, activ- ists, and laypersons became increasingly concerned with the potentially dangerous effects0092-6566/$ - see front matter  2007 Elsevier Inc. All rights reserved. doi:10.1016/j.jrp.2007.02.005 q The authors would like to thank John Grisillo, Kristin Lavin, and the research assistants from the Interpersonal Relations Lab at Villanova University. Additionally, we are grateful for Charlotte Markey and Sara Lowmaster’s helpful comments regarding this manuscript. * Corresponding autho

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