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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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