Kirsh (2003) claimed that “adolescents show an increased need for novelty, risk- taking behavior, and a heightened level of physiological arousal” and that “violent” video games helped them achieve that in a controlled setting. With a combination of exposure to game violence, normative beliefs, and hostile attribution bias predicted physical and indirect/relational aggression, the researchers were able to test their hypothesis on whether physical violence would increase. 26% of their demographic (12-13 year olds) played video games every day, 15% played once a week. 72% of the boys versus 52% of the girls played every day (Medienpa’dagogischer Forschungsverbund Su’d-West 2006). They concluded that within their strongest variable was short run exposure to violent videos because it can “increase the accessibility of hostile cognitions, aggressive affect, physiological arousal, and aggressive behavioral tendencies” (Moller and Krahe 2009). Then after rating to video games, from 1 to 5, 1 being the least violent, five being the most they had the subject play them at normal frequency and then took note on their level of aggression after a 30 month period. The T1 column, which you will see on the left lists a number of video games that the subjects played at the first trial. T2 indicates after the 30 month period and the level of aggression, they had towards the video
Kirsh (2003) claimed that “adolescents show an increased need for novelty, risk- taking behavior, and a heightened level of physiological arousal” and that “violent” video games helped them achieve that in a controlled setting. With a combination of exposure to game violence, normative beliefs, and hostile attribution bias predicted physical and indirect/relational aggression, the researchers were able to test their hypothesis on whether physical violence would increase. 26% of their demographic (12-13 year olds) played video games every day, 15% played once a week. 72% of the boys versus 52% of the girls played every day (Medienpa’dagogischer Forschungsverbund Su’d-West 2006). They concluded that within their strongest variable was short run exposure to violent videos because it can “increase the accessibility of hostile cognitions, aggressive affect, physiological arousal, and aggressive behavioral tendencies” (Moller and Krahe 2009). Then after rating to video games, from 1 to 5, 1 being the least violent, five being the most they had the subject play them at normal frequency and then took note on their level of aggression after a 30 month period. The T1 column, which you will see on the left lists a number of video games that the subjects played at the first trial. T2 indicates after the 30 month period and the level of aggression, they had towards the video