Skip to main content
Research Report

“It Doesn’t Affect Me!” – Do Immunity Beliefs Prevent Subsequent Aggression After Playing a Violent Video Game?

Published Online:https://doi.org/10.1027/1864-1105/a000369

Abstract: We identified participants in the United States (N = 302) who believed that they were vulnerable to becoming more aggressive after playing a violent video game (a vulnerability belief) and those who believed that playing violent video games would not make them more aggressive (an immunity belief). Participants played either a violent or a nonviolent video game and then competed with a fictional opponent in a competitive reaction time task. Results revealed that those with an immunity belief did not behave more aggressively after playing a violent video game. Unexpectedly, those with a vulnerability belief behaved less aggressively after playing a violent video game. We discuss implications for future research and media literacy education.

References

  • Anderson, C. A., & Bushman, B. J. (1997). External validity of “trivial” experiments: The case of laboratory aggression. General Psychology Review, 1, 19–41. https://doi.org/10.1037/1089-2680.1.1.19 First citation in articleCrossrefGoogle Scholar

  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772–790. https://doi.org/10.1037/0022-3514.78.4.772 First citation in articleCrossrefGoogle Scholar

  • Anderson, C. A., Ihori, N., Bushman, B. J., Rothstein, H. R., Shibuya, A., Swing, E. L., Sakamoto, A., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://doi.org/10.1037/a0018251 First citation in articleCrossrefGoogle Scholar

  • American Psychological Association (APA). (2020). APA task force report on violent video games. https://doi.org/10.1037/e502002020–001 First citation in articleGoogle Scholar

  • Blackwell, L. S., Trzesniewski, K. H., & Dweck, C. S. (2007). Implicit theories of intelligence predict achievement across an adolescent transition: A longitudinal study and an intervention. Child Development, 78(1), 246–263. https://doi.org/10.1111/j.1467-8624.2007.00995.x First citation in articleCrossrefGoogle Scholar

  • Bryant, F. B., & Smith, B. D. (2001). Refining the architecture of aggression: A measurement model for the Buss–Perry Aggression Questionnaire. Journal of Research in Personality, 35(2), 138–167. https://doi.org/10.1006/jrpe.2000.2302 First citation in articleCrossrefGoogle Scholar

  • Busching, R., Gentile, D. A., Krahé, B., Möller, I., Khoo, A., Walsh, D. A., & Anderson, C. A. (2015). Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany. Psychology of Popular Media Culture, 4(2), 97–111. https://doi.org/10.1037/ppm0000004 First citation in articleCrossrefGoogle Scholar

  • Bushman, B. J., & Anderson, C. A. (2021). Solving the puzzle of null violent media effects. Psychology of Popular Media. Advance online publication. https://doi.org/10.1037/ppm0000361 First citation in articleCrossrefGoogle Scholar

  • Bushman, B. J., Gollwitzer, M., & Cruz, C. (2015). There is broad consensus: Media researchers agree that violent media increase aggression in children, and pediatricians and parents concur. Psychology of Popular Media Culture, 4(3), 200–214. https://doi.org/10.1037/ppm0000046 First citation in articleCrossrefGoogle Scholar

  • Dweck, C. S. (1999). Self-theories: Their role in motivation, personality, and development (1st ed.), Psychology Press. https://doi.org/10.4324/9781315783048 First citation in articleGoogle Scholar

  • Elson, M., Breuer, J., Van Looy, J., Kneer, J., & Quandt, T. (2015). Comparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggression. Psychology of Popular Media Culture, 4(2), 112–125. https://doi.org/10.1037/ppm0000010 First citation in articleCrossrefGoogle Scholar

  • Elson, M., & Ferguson, C. J. (2014). Twenty-five years of research on violence in digital games and aggression: Empirical evidence, perspectives, and a debate gone astray. European Psychologist, 19(1), 33–46. https://doi.org/10.1027/1016-9040/a000147 First citation in articleLinkGoogle Scholar

  • Faul, F., Erdfelder, E., Lang, A.-G., & Buchner, A. (2007). G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences. Behavior Research Methods, 39, 175–191. https://doi.org/10.3758/BF03193146 First citation in articleCrossrefGoogle Scholar

  • Ferguson, C. J., Copenhaver, A., & Markey, P. (2020). Reexamining the findings of the American Psychological Association’s 2015 Task Force on violent media: A meta-analysis. Perspectives on Psychological Science, 15(6), 1423–1443. https://doi.org/10.1177/1745691620927666 First citation in articleCrossrefGoogle Scholar

  • Gerber, S.-J., & O’Connell, M. (2012). Protective processes: The function of young people’s implicit theories of crime in offending behaviour. Psychology, Crime & Law, 18(9), 781–795. https://doi.org/10.1080/1068316X.2010.550616 First citation in articleCrossrefGoogle Scholar

  • Hawk, C. E., & Ridge, R. D. (2021). Is it only the violence? The effects of violent video game content, difficulty, and competition on aggressive behavior. Journal of Media Psychology, 33(3), 134–144. https://doi.org/10.1027/1864-1105/a000291 First citation in articleLinkGoogle Scholar

  • Henderson, V., & Dweck, C. S. (1990). Achievement and motivation in adolescence: A new model and data. In S. FeldmanG. ElliottEds., At the threshold: The developing adolescent (pp. 308–329). Harvard University Press. First citation in articleGoogle Scholar

  • Hilgard, J. (2014). Hilgard’s modified video game paradigm. https://osf.io/3cb9m/ First citation in articleGoogle Scholar

  • Hoffner, C., Plotkin, R. S., Buchanan, M., Anderson, J. D., Kamigaki, S. K., Hubbs, L. A., Kowalczyk, L., Silberg, K., & Pastorek, A. (2001). The third-person effect in perceptions of the influence of television violence. Journal of Communication, 51, 283–299. https://doi.org/10.1111/j.1460-2466.2001.tb02881.x First citation in articleCrossrefGoogle Scholar

  • id Software. (1994). Doom II: Hell on earth [Video game]. GT Interactive Software. First citation in articleGoogle Scholar

  • Job, V., Dweck, C. S., & Walton, G. M. (2010). Ego depletion – is it all in your head? Implicit theories about willpower affect self-regulation. Psychological Science, 21(11), 1686–1693. https://doi.org/10.1177/0956797610384745 First citation in articleCrossrefGoogle Scholar

  • Lakens, D., Scheel, A. M., & Isager, P. M. (2018). Equivalence testing for psychological research: A tutorial. Advances in Methods and Practices in Psychological Science, 1(2), 259–269. https://doi.org/10.1177/2515245918770963 First citation in articleCrossrefGoogle Scholar

  • Mathur, M. B., & VanderWeele, T. J. (2019). Finding common ground in meta-analysis “wars” on violent video games. Perspectives on Psychological Science, 14(4), 705–708. https://doi.org/10.1177/1745691619850104 First citation in articleCrossrefGoogle Scholar

  • Mohseni, M. R., Liebold, B., & Pietschmann, D. (2015). Extensive modding for experimental game research. In P. LankoskiS. BjörkEds., Game research methods (pp. 323–340). ETC Press. https://doi.org/10.5555/2812774.2812799 First citation in articleGoogle Scholar

  • Nauroth, P., Gollwitzer, M., Bender, J., & Rothmund, T. (2014). Gamers against science: The case of the violent video games debate. European Journal of Social Psychology, 44(2), 104–116. https://doi.org/10.1002/ejsp.1998 First citation in articleCrossrefGoogle Scholar

  • Nauroth, P., Gollwitzer, M., Bender, J., & Rothmund, T. (2015). Social identity threat motivates science-discrediting online comments. PLoS One, 10(2), Article e0117476. https://doi.org/10.1371/journal.pone.0117476 First citation in articleCrossrefGoogle Scholar

  • Perloff, R. M. (2009). Mass media, social perception, and the third-person effect. In J. BryantM. B. OliverEds., Media effects: Advances in theory and research (3rd ed., pp. 252–268). Routledge. First citation in articleGoogle Scholar

  • Preacher, K. J., Rucker, D. D., MacCallum, R. C., & Nicewander, W. A. (2005). Use of the extreme groups approach: A critical reexamination and new recommendations. Psychological Methods, 10(2), 178–192. https://doi.org/10.1037/1082-989X.10.2.178 First citation in articleCrossrefGoogle Scholar

  • Ridge, R. D. (2022). “It doesn’t affect me!” – Do immunity beliefs prevent subsequent aggression after playing a violent video game? https://osf.io/cxsrd First citation in articleGoogle Scholar

  • Taylor, S. P. (1967). Aggressive behavior and physiological arousal as a function of provocation and the tendency to inhibit aggression. Journal of Personality, 35(2), 297–310. https://doi.org/10.1111/j.1467-6494.1967.tb01430.x First citation in articleCrossrefGoogle Scholar

  • Valentiner, D. P., Mounts, N. S., Durik, A. M., & Gier-Lonsway, S. L. (2011). Shyness mindset: Applying mindset theory to the domain of inhibited social behavior. Personality and Individual Differences, 50(8), 1174–1179. https://doi.org/10.1016/j.paid.2011.01.021 First citation in articleCrossrefGoogle Scholar

  • Warburton, W. A., & Bushman, B. J. (2019). The competitive reaction time task: The development and scientific utility of a flexible laboratory aggression paradigm. Aggressive Behavior, 45(4), 389–396. https://doi.org/10.1002/ab.21829 First citation in articleCrossrefGoogle Scholar

  • Yao, M., Zhou, Y., Li, J., & Gao, X. (2019). Violent video games exposure and aggression: The role of moral disengagement, anger, hostility, and disinhibition. Aggressive Behavior, 45(6), 662–670. https://doi.org/10.1002/ab.21860 First citation in articleCrossrefGoogle Scholar

  • Yeager, D. S., Johnson, R., Spitzer, B. J., Trzesniewski, K. H., Powers, J., & Dweck, C. S. (2014). The far-reaching effects of believing people can change: Implicit theories of personality shape stress, health, and achievement during adolescence. Journal of Personality and Social Psychology, 106(6), 867–884. https://doi.org/10.1037/a0036335 First citation in articleCrossrefGoogle Scholar