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The current study was designed to explore the effect of different types of popular video games on participant’s reported anxiety levels, physiological symptoms of anxiety, hormonal fluctuations, and ratings of violence for recent events. Over 4 weeks, participants engaged in video game play on several occasions. On one occasion, each participant played a violent non-competitive video game (as indicated by the game’s rating); on another, they played a non-violent competitive game; on another, a violent competitive game; on the final day, a control-based video game (non-violent, non-competitive). A saliva sample was collected each day following play and was analyzed for Testosterone (potential rise in response to competition). Participants were also given 3 news stories (war story, urban life violence story (muggings, shootings), school violence) to read each day covering recent events. Participants rated the news stories for level of perceived violence to test for potential desensitization effects of each type of video game. Participants provided a baseline blood pressure and heart rate measurement before play. Following play, their BR and HR were taken again, and they completed a paper anxiety scale, news stories, and GRE items. It was expected that the competitive video games would increase Testosterone levels in participants. It is expected that violent video games would increase BP, HR, and anxiety scale scores. It also was expected that violent video games would lead to lower ratings of violence for the news stories, but that competitive game play will not have this effect.


This is a metadata-only record.



  • Subject
    • Psychological Science

  • Institution
    • Dahlonega

  • Event location
    • Library Room 269:Open Classroom

  • Event date
    • 31 March 2014

  • Date submitted

    18 July 2022

  • Additional information
    • Acknowledgements:

      Kelly Cate