Claims are the backbone to a study; they are both the starting point and the goal. Cooper and Mackie (1986) sought to discover if a highly violent game would affect 4th and 5th grade kids differently than a nonviolent game or a paper-and-pencil game. Tamborini et all (2000) predicted that aggressive thoughts and behaviors would be highest amongst those playing a violent virtual reality game followed by those playing a violent standard game, followed by those playing a nonviolent standard game. Derek (1995) was interested in what effect, if any, playing violent games would have on aggressiveness in different personality types. Ballard and Weist (1996) researched whether the level of violence in a game would affect peoples ' responses on a hostility questionnaire. Sherry (2000) performed a meta-analysis on 25 video game/aggression studies; he wanted to see if there was any credence to the claims. All five studies are very similar in their intent. They mostly focus on whether the level of immersion (via different hardware, violent content, and/or graphics) affects the level of aggression.
To understand a study one must understand the definitions used within that study. All five studies use the same general definition of a videogame that the general public
Bibliography: Works Cited Ballard, M. E., & Wiest, J.R. (1996). Mortal Kombat: The Effects of Violent Videogame Play on Males ' Hostility and Cardiovascular Responding. Journal of Applied Psychology, 26, 717-730. Cooper, J., & Mackie, D. (1986). Video Games and Aggression in Children. Journal of Applied Social Psychology, 16, 726-744. Derek, S. (1995). The Effect of Video Games on Feelings of Hostility. The Journal of Psychology, 129, 121-130. Sherry, J. L. (2000). The Effects of Violent Video Games on Aggression: A Meta-Analysis. Human Communication Research*. Tamborini, R., Eastin, M., Lachlan, K., Fediuk, T., Brady, R., Skalski, P. (2000). Virtual Violence. 86th Annual Convention of the National Communication Association.