|1.||Nonviolent video game condition contained violence, and there was no suitable nonviolent control condition.|
|2.||Violent video game condition contained little or no violence.|
|3.||Evidence that the violent and nonviolent conditions differed significantly in ways that could contaminate the conditions, such as the nonviolent condition being more difficult, boring, or frustrating than the violent condition.|
|4.||A pre–post design was used, but only the average of the pre- and postmanipulation measures was reported.|
|5.||Each research session involved both a video game player and an observer, but only the average of the player-observer measures was reported.|
|6.||The aggressive behavior measure was not aggression against another person (e.g., aggression against a nonhuman character, or against objects).|
|7.||The outcome variable was physiological arousal, but arousal differences between the violent and nonviolent video game conditions were already controlled by pretesting or game selection (i.e., equally arousing violent and nonviolent games were intentionally chosen by|
Adapted from Anderson et al. (2004) with permission from Elsevier, Inc.