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Journal Article

Citation

Eastin MS. Hum. Commun. Res. 2006; 32(3): 351-372.

Copyright

(Copyright © 2006, International Communication Association, Publisher John Wiley and Sons)

DOI

unavailable

PMID

unavailable

Abstract

Adding depth and breadth to the general aggression model, this paper presents three experiments that test the relationships among user and opponent gender representation, opponent type, presence, and aggressive thoughts from violent video game play. Studies I and 2 suggest that females experience greater presence and more aggressive thoughts from game play when a gender match between self and game character exists. Studies 2 and 3 indicate that playing against a human opponent (rather than a computer) increases aggressive thoughts. Finally, although Studies 1, 2, and 3 indicate that playing as a female against a male opponent increases aggressive thoughts, Studies 1 and 2 suggest that playing as a male against a female opponent consistently and significantly decreases aggressive thoughts.

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