ild play with each toy. They could select a Shogun warrior (a violent toy), Nerf basketball (an active toy), Lincoln Logs (a quiet game), or pop-up pinball (a skill game). Which toy the child selected acted as an indicator of mindset. After the play session the children were told to hold down a button to indicate the length of a time a child should be punished for various acts of insubordination. They were then told to hold down a button for the length of time a child should be rewarded for various good deeds. Tamborini et all (2000) enlisted 92 MSU undergrads in the Communications department. The predominantly female assemblage was split into three groups. Before playing any games they filled out a self-report questionnaire concerning aggressive tendencies. The first group got to play Duke Nukem 3D on a virtual reality system (Duke Nukem is a modern first-person shooter where you run around blasting aliens; virtual reality systems incorporate a headset and gloves to more fully immerse the player), the second group played Duke Nukem 3D on a regular computer, and the third group played Cool Boarder (a realistic snowboarding game) on a regular PC. Participants got to play for ten minutes then filled out a thought list coded for types and frequency of hostile thoughts. They also filled out an evaluation of the research assistant they dealt with, this was meant to be another measure of aggressiveness. Derek (1995) enlisted 117 students from Strathclyde University (60% women). Participants were split into three groups. The non-aggressive game group played Tetris (a real-time strategy game), the moderately aggressive game group played Overkill (a typical space-blasters game which no one has heard of), the aggressive game group played Fatal Fury (a martial arts fighting game with high levels of trauma and gore). Players were given a personality test before and after game play under the guise that the study was concerned with hand...