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The purpose of this study was to determine the effect of violent online games and aggressive personality traits on aggressive behavior by assessing aggressive feelings, cognition and physiological arousal. The participants were all male university students and the data was collected by using the Aggression Questionnaire (AQ; Buss & Perry, 1992). According to the results of the Questionnaire, these subjects were divided into two groups: the top twenty five percent(n=20, the high aggression group) and the bottom twenty five percent(n=20, low aggression group). The high and the low aggression groups were randomly assigned to play violent or nonviolent online games(“the games”). Aggressive behavior was measured by the mean intensity of white noise, which is the same experimental paradigm that Bushman used for measuring aggressive behavior. Aggressive feelings, cognition and physiological arousal were measured, respectively, by The State-Trait Anger Expression Inventory Korean version (STAXI-K; Jun et al., 1997), by the Anger Thought Scale(ATS; Seo & Kwon, 2005), and by the blood pressure. To observe the change of the subjects' inner state during the games, we measured feelings, cognition and physiological arousal before and after the games, respectively. The results were as follows. Regardless of the outcome-win or lose, or the degree of violence of the games, it's only the aggressive personality traits that affected aggressive behavior. In the case of the change of the subject's inner state during the games, individual aggressive personality traits also influenced the aggressive feelings and cognition, while the degree of violence of the games influenced only aggressive thoughts. Regardless of the aggressive personality traits or the degree of violence of the games, the physiological arousal of both groups increased after the game. These results suggested that aggressive personality traits had an effect on the cognitive path in the GAM model.
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