Abstract
This study examined the effects of playing a violent video game on aggressive thoughts and behaviors and the moderating role of affective orientation in the violent video game–aggression relationship. Approximately 2 weeks after having their affective orientation measured, 59 participants (plus 5 additional participants) played a violent or nonviolent video game for 10 minutes. Participants then performed a word completion task and judged the researcher's competence, courtesy, and deservedness of financial support. Results show that participants who played the violent video game rated the researcher as less courteous and less deserving of financial support than did participants who played the nonviolent video game, and affective orientation and video game condition interacted to predict evaluations of courtesy and deservedness of financial support.
Published Version
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