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Twenty-Five Years of Research on Violence in Digital Games and Aggression: Empirical Evidence, Perspectives, and a Debate Gone Astray
Abstract
Violence in digital games has been a source of controversy in the scientific community and general public. Over two decades of research have examined this issue. However, much of this research has been undercut by methodological limitations and ideological statements that go beyond what scientific evidence could support. We review 25 years of experimental, cross-sectional, longitudinal, and meta-analytical research in this field. Empirical evidence regarding the impact of violent digital games on player aggression is, at best, mixed and cannot support unambiguous claims that such games are harmful or represent a public health crisis. Rather, indulgence in such claims risked damage to the credibility of games effects research, credibility which can only be restored through better empirical research and more conservative and careful statements by scholars. We encourage the field to engage in a responsible dialog and constructive debate that could continue to be enriching and invigorating.
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“our review of the literature made it clear that there is a high level of methodological flexibility in the ways that aggression outcomes and violent gaming are assessed [46,75]”
From Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report (2019) · cites this paper as [46]
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Metadata
- Authors
- Elson, M., & Ferguson, C. J.
- Affiliations
- University of Münster (DE)
- Stetson University (US)
- Venue
- European Psychologist
- Publisher
- Hogrefe Publishing Group
- Published
- 2014-01-01
- Volume
- 19
- Issue
- 1
- Pages
- 33-46
- ISSN
- 1016-9040 (ISSN-L)
- 1878-531X
- OpenAlex
- W2116610197
- Cited by
- 237
- References
- 119
- Citations by year
- 2026: 9 · 2025: 44 · 2024: 15 · 2023: 11 · 2022: 13 · 2021: 16 · 2020: 18 · 2019: 16 · 2018: 17 · 2017: 15 · 2016: 23 · 2015: 23 · 2014: 12
- FWCI
- 31.52
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- European Psychologist (publishedVersion)
- Bern Open Repository and Information System (University of Bern) (submittedVersion)
- Topics
- Social Sciences › Psychology › Social Psychology › Bullying, Victimization, and Aggression
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- violent video games, aggression, video games, media influence, research credibility, methodological limitations
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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