Using an implicit association test to examine the effects of violent video games on the values we place on others
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Abstract
The effect of exposure to violent video games on automatic devaluations of others was investigated in a sample of 337 undergraduate students. Contrary to our prediction, participants who played a violent video game did not automatically associate others with devaluation on an Implicit Association Test more than did participants who played a nonviolent game. Additionally, playing a violent game did not lead participants to automatically associate themselves more with worth than participants who played a non-violent game. However, males automatically associated themselves with worth more after playing a violent game, while females automatically associated themselves more with worth after playing a non-violent game. Furthermore, playing a violent video game led participants to experience less state empathy, less positive and more negative emotions, and less compassion. These results suggest that violent video game exposure may impair a person's ability to experience the emotional aspects necessary for empathy. Results are discussed in relation to the General Aggression Model.