More than other media, games are particularly well-suited to promoting identification because they allow a player to direct the actions, choose the attributes, pursue the goals, and experience the feelings of a character who represents the player in the text ( Happ et al., 2013 and Klimmt et al., 2009). A study of students’ identification with characters in violent video games found that identification with violent characters positively predicted aggressive affect and cognition, but identification did not mediate between level of interactivity of the medium (game versus movie) and aggression or arousal