Sigurdsson, J., Gudjonsson, G., Bragason, A., Kristjansdottir, E., & Sigfusdottir, I. (2006, July). The role of violent cognition in the relationship between personality and the involvement in violent films and computer games. Personality and Individual Differences, 41(2), 381-392. Retrieved July 7, 2009, doi:10.1016/j.paid.2006.02.006

The study investigates the relationship between empathy and attitudes towards violence and real-life exposure to violent films and computer games. It is hypothesised that low empathy and attitudes that predispose people towards violence are more strongly related to exposure to violent films and computer games than to superordinate personality traits (e.g., EPQ psychoticism, extraversion, antisocial personality traits), or subtraits, such as sensation-seeking. Four hundred and thirty-three students in further education completed three personality questionnaires, a questionnaire of attitudes towards violence, and reported on their use of violent computer games, films and videos. Multivariate analyses in the form of ordinary least squares (OLS) models were used to test the primary hypotheses. Acceptance of violence, as measured by the Maudsley Violence Questionnaire (MVQ), was the strongest and most consistent predictor of violent media use. Superordinate personality traits were generally fully mediated by acceptance of violence. The findings emphasise the importance of general acceptance of violence in the consumption of violent games and films. Some gender differences emerged; particularly in relation to the use of violent computer games. Empathy had no significant effects for either males or females. (PsycINFO Database Record (c) 2008 APA, all rights reserved)(from the journal abstract)