Abstract
Numerous studies have linked the consumption of violent audiovisual content to the increase of aggressive cognitions and behaviors. This research aims to clarify whether the possible harmful consequences of violent videogames might vary depending on an individual variable such as trait aggressiveness. A correlational study was carried out among 6,130 teenagers from two European countries, in which it became evident, by means of multiple regression analyses, that there was a positive correlation between the use of violent videogames and aggressive behavioral intentions. More relevantly, these correlations were greater amongst those subjects with higher scores on the Aggression Scale. Finally, when analyzing the subjective experiences of users of violent videogames, the more aggressive individuals manifested a greater desire to imitate the characters of the interactive content, admitting that they ended up more agitated even when their initial objective was to relieve tension or relax. Practical and theoretical implications of those results are discussed.