Nonviolent video games can alter internal states by causing frustration. Based on the passage, how do nonviolent video games differ from violent video games as situational variables?
Nonviolent video games are NOT likely to:
A. influence physiological arousal.
B. change affective states.
C. activate the nervous system.
D. prime aggressive thought structures.
Passage: "Watching violence can directly prime aggressive thoughts by making them available. Alternatively, watching violence can indirectly prime aggressive thoughts by altering individuals' affective or physiological states in a way that makes aggressive thoughts more likely."