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The participants who played VVG were more inclined to administer the larger amounts of hot chili sauce, demonstrating the decrease in their perception of their own aggressive behavior and a decrease in empathy

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Rather than accepting violence, the players of VVG simply deny their subsequent behavior as aggressive

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Playing the VVG decreased ratings of perceived aggressiveness and increased aggressive behavior

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There six bottles containing between 5ml and 100ml bottle, the participants had to administer one to the female and male

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To measure aggressive behavior, the participants were asked to administer hot chili sauce. The participants received a brief summary of the taste preferences of two individuals (female and male), both did not like spicy food

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45 adults of a community sample. two participants were excluded from the analysis, leaving a final sample of 43. Played either VVG or Neutral video game, they responded to two measurements of liking, two measurements of difficulty, and two measurements of excitement

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First, it aimed to replicate the findings from Experiment 1 that playing VVG reduces the perception of one's own daily life aggression as being aggressive. Second, it addresses whether the biased view of what is considered aggressive would account for increased aggressive behavior

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Perceived aggressiveness of others' behavior was not affected by the video game play, so it may be concluded that video game behavior only serves as a reference point for judging one's own subsequent behavior

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Experiment 1 supported the idea that after performing intense acts of violence during video games, one's own daily life aggressive behaviors appear relatively harmless

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The enjoyment of playing the VVG was lower than that of the neutral video game. The VVG was perceived as more difficult and exciting

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The participants who played the VVG led to more negative mood scores than the participants who played the neutral video game

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Participants who played the VVG perceived their daily life aggressive behavior as being less aggressive

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82 adults (61 women, 21 men, average age 21.9). Participants read 52 aggressive behaviors that were either shown by them or by someone else and characterized their aggressiveness on a 1-9 scale. One being not aggressive at all and 9 being extremely aggressive

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Because there is nothing more similar or relevant to the self than their own self, the behavior in a violent video game is served as a comparison for one's standard day-to-day behavior

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The impact of video game play on perceptions of aggressiveness should be more pronounced for the player's own behavior the for behavior performed by others

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To test if the perception of aggressive behavior shown by others had been altered, the remaining participants rated the same behaviors but performed by someone els

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Participants played a VVG or a Neutral video game, About half of the participants were asked not imagine that they performed a wide spectrum of daily life aggressive behaviors and indicate its aggressiveness

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According to the priming mechanism, stimuli are more likely to be interpreted as an aggressive cue after playing VVG; thus, daily aggressive behavior shield be perceived as more aggressive

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When an impulse is perceived as relatively harmless, the impulse is less likely to be stifled

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After causing serious injury or death during video game play, acts such as shouting at or shoving others are perceived as relatively non-aggressive

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It appears that individuals who frequently play violent video games become more aggressive