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      Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes

      Computers in Human Behavior
      Elsevier BV

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          Most cited references28

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          Frustration-aggression hypothesis: examination and reformulation.

          Examines the Dollard et al. (1939) frustration-aggression hypothesis. The original formulation's main proposition is limited to interference with an expected attainment of a desired goal on hostile (emotional) aggression. Although some studies have yielded negative results, others support the core proposition. Frustrations can create aggressive inclinations even when they are not arbitrary or aimed at the subject personally. Interpretations and attributions can be understood partly in terms of the original analysis but they can also influence the unpleasantness of the thwarting. A proposed revision of the 1939 model holds that frustrations generate aggressive inclinations to the degree that they arouse negative affect. Evidence regarding the aggressive consequences of aversive events is reviewed, and Berkowitz's cognitive-neoassociationistic model is summarized.
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            Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

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              Transmission of aggression through imitation of aggressive models.

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                Author and article information

                Journal
                Computers in Human Behavior
                Computers in Human Behavior
                Elsevier BV
                07475632
                May 2013
                May 2013
                : 29
                : 3
                : 535-543
                Article
                10.1016/j.chb.2012.11.001
                dab23f68-de9d-40c6-be81-6535fe7c8c7a
                © 2013
                History

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