This research examined how multiple factors (i.e., hours of gameplay, types of gameplay, preferred genre of video games, technology used to play games, and biological sex) were associated with both trait and situational verbal aggressiveness. Cross-sectional data were collected from 435 undergraduate students via an online questionnaire. Results indicated similar patterns to previous literature in that video gameplay hours were positively related to verbal aggressiveness. However, we extended research by also showing that a preference for certain genres and technology used to play video games were also related with both situational and trait verbal aggressiveness. Based on these results, we argue that player choice of genre and technology should be considered when examining the relationship between video games and verbal aggressiveness.

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Published in Computers in Human Behavior Reports, v. 3.

© 2021 The Author(s)

This is an open access article under the CC BY license (https://creativecommons.org/licenses/by/4.0/).

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Financial support was provided by the Department of Communication at the University of Kentucky. Financial support was also provided from the Office of the Vice President for Research and the Office of the Provost, University of Oklahoma.