The symbolic nature of this interaction suggests that participants may not generalize these actions to real-life situations. However, the long history of television research suggests the opposite (Friedrich-Cofer & Huston, 1986). Interactive behaviors with violent video games can also result in interpersonal aggression (Schutte et al., 1988; Silvem & Williamson, 1987), and now we have an even more realistic medium: one in which a person can actually be percep- tually immersed in a world of violent activities.