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Violent video games are frequently cited as holding strong negative effects for their users. In this study, massive multiplayer online role playing games (MMORPGs) were used to assess arousal in high pressure, violent, group versus group settings. A total of 298 players of two popular MMORPGs were surveyed to determine the impact of their perceived level of arousal, among high-risk and low-risk games, on group attraction, negative affect, and altruism. High-risk games refer to games where participants risk losing their equipment, items, currency, and levels in player versus player scenarios, which are not at risk of loss in low-risk player versus player scenarios. The results indicate that high-risk games hold significant influence over a number of these factors, both positive and negative, and offer evidence contrary to popular claims of violent media which cite that they may inhibit pro-social action and positive outcomes. Further implications and limitations are discussed.