low, playing a violent game induced a reduction in the brain’s response to photographs of real violence, which in turn increased aggression. However, video games did not influence P300 amplitudes in players whose prior exposure to video game violence was high. In short, acute desensitization can explain the effect of violent games on aggressive outcomes.
There is limited research to support a long-term association between violent video games and aggression. Thence, Bushman and Gibson (2011) examined long-term effects of playing violent video games on aggression. Half of the participants who were randomly assigned to play violent or non-violent games were instructed to ruminate about the game. According to the CNT, they predicted that elevated levels of aggression would be observed 24 hours after game play in violent game players who ruminated about the violence observed in the game, especially men. Results indicate that violent games can arouse aggression for extended periods of time. More specifically, male players who played a violent game and were instructed to ruminate about it displayed higher levels of aggression 24 hours after game exposure. These findings are in line with the CNT, suggesting that rumination keeps aggressive affects and thoughts active in the semantic memory. Hence, there is a long-term relation between playing violent video games and aggression.
Perceptions of video game characters may influence the video game effects. Therefore, Happ, Melzer and Steffgen (2013) investigated whether manipulating empathy for famous characters may influence video game effects in a violent game. The game characters used were Superman or the evil Joker. They found that there was an interaction between empathy and game character and empathy increased negative violent video game effects such as hostile perceptions in participants who had played the evil Joker character as compared to the Superman hero character. Thus, this explains that empathy may not always lead to positive outcomes.