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Biased Estimation of Violent Video Game Effects on Aggression: Contributing Factors and Boundary Conditions
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Charging Neutral Cues with Aggressive Meaning through Violent Video Game Play

Department of Psychology, University of Potsdam, Karl-Liebknecht-Straße 24/25, D-14476 Potsdam, Germany
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Societies 2013, 3(4), 445-456; https://doi.org/10.3390/soc3040445
Received: 13 September 2013 / Revised: 30 October 2013 / Accepted: 4 November 2013 / Published: 12 November 2013
(This article belongs to the Special Issue Understanding Media Violence Effects)
When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment) or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions. View Full-Text
Keywords: media violence; aggressive cognitions; associative networks; learning media violence; aggressive cognitions; associative networks; learning
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Busching, R.; Krahé, B. Charging Neutral Cues with Aggressive Meaning through Violent Video Game Play. Societies 2013, 3, 445-456.

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