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dc.contributor.authorSwain, Kaila
dc.descriptionMentors: Olga Lazareva and Martin Acerboen_US
dc.description.abstractIn the past, extensive research has been conducted on immersive platform-based video games. However, research has not yet examined Flash-based video games that are generally less immersive and available to a more diverse audience. This study examines the level of aggression by testing stress of participants after playing one of three video games: Tetris, Tank Blitz, and Highway Pursuit 2. Measures used to assess stress include an implicit measure of aggression, the Word Completion Task; an explicit measure of aggression, the Buss-Perry Scale of aggression; and a physiological measure of aggression, a concentration of cortisol in saliva samples (Anderson et al., 2004; Buss & Perry, 1992). Participants were administered the Buss-Perry Scale and the Word Completion Task before and after playing the video game for ten minutes. Saliva samples were collected prior to playing the video game, immediately after finishing the video game, and 15 minutes after playing the video game, during which participants completed content-neutral tasks. We also collected the ratings of perceived game complexity and videogame experience. Preliminary results will be presented.en_US
dc.description.sponsorshipDrake University, College of Arts & Sciences, Department of Psychologyen_US
dc.subjectViolence in video games--social aspectsen_US
dc.subjectViolence in video games--Psychological aspectsen_US
dc.titleThe Effect of Violent Video Games on Aggressionen_US

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    Poster sessions and presentation from the Drake University Conference on Undergraduate Research in the Sciences held each April at Olmsted Center on the Drake campus.

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