This research project explores the impact of violent video games on aggression levels, focusing on
how different individuals respond differently to such games. According to theories like the General
Aggression Model (GAM), violent video games are expected to increase aggression. While past
research generally supports this view, there are mixed results that suggest a more complex picture.
Previous studies have focused on average effects, ignoring how individuals may react differently to
the same content. This research aims to address that gap by examining personal differences in how
violent video games influence aggression.
The main hypothesis is that playing violent video games raises a players aggression, but the effect
will vary from person to person depending on various factors. The planned project will investigate
how factors like a persons disposition or the context in which they play moderate the relationship
between violent gaming and aggression.
To achieve this, two studies will be conducted. The first uses a real-life data collection method called
experience sampling, where participants report their daily experiences. The second study uses an
experiment to establish a clear cause-and-effect relationship between gaming and aggression. This
approach is unique because it focuses on understanding individual differences in responses, rather than
just overall trends.
The project is innovative in applying a new perspective that considers the diverse ways people may be
affected by violent video games. By exploring these personal differences, we aim to clarify why some
players become more aggressive while others do not. The findings could lead to more accurate
predictions of who is at risk for increased aggression and under what circumstances.
This research offers both theoretical and practical value. Theoretically, it shifts the focus from whether
violent video games lead to aggression to understanding under what specific conditions and for whom
they do. Practically, the insights could help design better strategies to reduce aggressive outcomes
linked to violent video games.