The DOI matches its Crossref record; 64 of the 64 references it cites were found in a registry or an index.
Overstated evidence for short-term effects of violent games on affect and behavior: A reanalysis of Anderson et al. (2010).
Open accessAbstract
Violent video games are theorized to be a significant cause of aggressive thoughts, feelings, and behaviors. Important evidence for this claim comes from a large meta-analysis by Anderson and colleagues (2010), who found effects of violent games in experimental, cross-sectional, and longitudinal research. In that meta-analysis, the authors argued that there is little publication or analytic bias in the literature, an argument supported by their use of the trim-and-fill procedure. In the present manuscript, we reexamine their meta-analysis using a wider array of techniques for detecting bias and adjusting effect sizes. Our conclusions differ from those of Anderson and colleagues in 3 salient ways. First, we detect substantial publication bias in experimental research on the effects of violent games on aggressive affect and aggressive behavior. Second, after adjustment for bias, the effects of violent games on aggressive behavior in experimental research are estimated as being very small, and estimates of effects on aggressive affect are much reduced. In contrast, the cross-sectional literature finds correlations that appear largely unbiased. Third, experiments meeting the original authors' criteria for methodological quality do not yield larger adjusted effects than other experiments, but instead yield larger indications of bias, indicating that perhaps they were selected for significance. We outline future directions for stronger experimental research. The results indicate th…
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In the citing paper
“this analysis also suggested that studies originally deemed to be following best practices showed particularly strong evidence of publication bias.”
From Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report (2019) · cites this paper as [32]
In the citing paper
“Upon adjusting for publication bias, the observed aggregate effect sizes relating gaming to aggression were smaller than those originally presented.”
From Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report (2019) · cites this paper as [32]
In the citing paper
“The existing literature suggests that the effect linking violent video game play to aggressive behaviour in cross-sectional research (n = 29 113) is approximately r = 0.21 (95% CI = 0.20–0.22).”
From Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report (2019) · cites this paper as [32]
In the citing paper
“Given this effect, r = 0.01 (95% CI = −0.08 to 0.10), did not overlap with, and was clearly inferior to, r = 0.21 (95% CI = 0.20–0.22)”
From Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report (2019) · cites this paper as [32]
In the citing paper
“Their analysis detected the presence of publication bias not uncovered in the original reporting of the data.”
From Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report (2019) · cites this paper as [32]
In the citing paper
“because we prespecified how we would interpret effects larger, smaller or falling in the same range as estimates from meta-analysis [32]”
From Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report (2019) · cites this paper as [32]
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Self-citationMedia Use Is Linked to Lower Psychological Well-Being: Evidence from Three Datasets
Twenge, J. M., & Campbell, W. K. (2019) · Psychiatric Quarterly · doi:10.1007/s11126-019-09630-7 · Cited by 429
Sensitivity Analysis for Publication Bias in Meta-Analyses
Mathur, M. B., & VanderWeele, T. J. (2020) · Journal of the Royal Statistical Society Series C: Applied Statistics · doi:10.1111/rssc.12440 · Cited by 354
“…could be explained away by publication bias; other researchers suggested that publication bias might largely explain these results (Ferguson and Kilburn, 2010; Hilgard et al., 2017), whereas the original authors argued that the results were in fact robust to publication bias (Kepes et al., 2017).)”
ResultWhen and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being
Halbrook, Y. J., O’Donnell, A. T., & Msetfi, R. M. (2019) · Perspectives on Psychological Science · doi:10.1177/1745691619863807 · Cited by 263
Beyond Screen Time: Identity Development in the Digital Age
Granic, I., Morita, H., & Scholten, H. (2020) · Psychological Inquiry · doi:10.1080/1047840x.2020.1820214 · Cited by 237
Przybylski, A. K., & Weinstein, N. (2019) · Royal Society Open Science · doi:10.1098/rsos.171474 · Cited by 228
“The estimate we are using for the power analysis for our proposed study is based on the naïve effect-size estimates in Table 1 (3) for cross sectional studies relating violent game play to self-report measures of aggressive (k = 37, n = 29,113) which yields an estimated an effect size of r = .”
MethodVideo games, emotion, and emotion regulation: expanding the scope
Hemenover, S. H., & Bowman, N. D. (2018) · Annals of the International Communication Association · doi:10.1080/23808985.2018.1442239 · Cited by 176
“…of the gaming-aggression association is beyond the scope of the current manuscript, meta-analyses (Anderson et al., 2010; Greitemeyer & Mügge, 2014) found support for a moderate association, although these findings have been challenged (cf. Ferguson, 2007; Hilgard, Engelhardt, & Rouder, 2017).”
BackgroundResultRobust Bayesian meta-analysis: Addressing publication bias with model-averaging.
Maier, M., Bartos̆, F., & Wagenmakers, E. (2022) · Psychological Methods · doi:10.1037/met0000405 · Cited by 153
Drummond, A., Sauer, J. D., & Ferguson, C. J. (2020) · Royal Society Open Science · doi:10.1098/rsos.200373 · Cited by 129
Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study
Ferguson, C. J., & Wang, J. (2019) · Journal of Youth and Adolescence · doi:10.1007/s10964-019-01069-0 · Cited by 102
“However, reanalysis of Anderson et al. (2010) has suggested that publication bias inflated outcomes, particularly for experimental studies (Hilgard et al. 2017).”
BackgroundFinding Common Ground in Meta-Analysis “Wars” on Violent Video Games
Mathur, M. B., & VanderWeele, T. J. (2019) · Perspectives on Psychological Science · doi:10.1177/1745691619850104 · Cited by 96
Ferguson, C. J., Copenhaver, A., & Markey, P. M. (2020) · Perspectives on Psychological Science · doi:10.1177/1745691620927666 · Cited by 101
“Since the APA task-force technical report was released, several other meta-analyses have been released, each coming to different conclusions (e.g., Ferguson, 2015a; Furuya-Kanamori & Doi, 2016; Hilgard et al., 2017; Prescott et al., 2018).”
BackgroundMethodPerry, R., Drachen, A., Kearney, A., Kriglstein, S., Nacke, L. E., Sifa, R., Wallner, G., & Johnson, D. M. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.10.032 · Cited by 104
A Meta-Analysis on the Longitudinal, Age-Dependent Effects of Violent Video Games on Aggression
Burkhardt, J., & Lenhard, W. (2021) · Media Psychology · doi:10.1080/15213269.2021.1980729 · Cited by 89
Przybylski, A. K., & Weinstein, N. (2019) · Clinical Psychological Science · doi:10.1177/2167702619859341 · Cited by 87
The dark and bright side of video game consumption: Effects of violent and prosocial video games
Greitemeyer, T. (2022) · Current Opinion in Psychology · doi:10.1016/j.copsyc.2022.101326 · Cited by 74
Null Effects of Game Violence, Game Difficulty, and 2D:4D Digit Ratio on Aggressive Behavior
Hilgard, J., Engelhardt, C. R., Rouder, J. N., SEGERT, I., & Bartholow, B. D. (2019) · Psychological Science · doi:10.1177/0956797619829688 · Cited by 59
Self-citationNeglect of publication bias compromises meta-analyses of educational research
Ropovik, I., Adamkovic, M., & Greger, D. (2021) · PLoS ONE · doi:10.1371/journal.pone.0252415 · Cited by 55
Validity Threats in Quantitative Data Collection With Games: A Narrative Survey
Gundry, D., & Deterding, S. (2018) · Simulation & Gaming · doi:10.1177/1046878118805515 · Cited by 61
“Another approach is to adapt a single game to provide treatment and control conditions, a so-called modified game paradigm (Hilgard, Engelhardt, & Rouder, 2017).”
Riet, J. V. ‘., Meeuwes, A. C., van der Voorden, L., & Jansz, J. (2018) · Basic and Applied Social Psychology · doi:10.1080/01973533.2018.1459301 · Cited by 46
Kepes, S., Bushman, B. J., & Anderson, C. A. (2017) · Psychological Bulletin · doi:10.1037/bul0000112 · Cited by 50
Hartanto, A., Lua, V. Y. Q., Quek, F. Y. X., Yong, J. C., & Ng, M. H. S. (2021) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2021.100135 · Cited by 52
Drummond, A., & Sauer, J. D. (2020) · Computers & Education · doi:10.1016/j.compedu.2019.103704 · Cited by 42
Sex Doll Ownership: An Agenda for Research
Harper, C. A., & Lievesley, R. (2020) · Current Psychiatry Reports · doi:10.1007/s11920-020-01177-w · Cited by 42
Aggressive video games research emerges from its replication crisis (Sort of)
Ferguson, C. J. (2020) · Current Opinion in Psychology · doi:10.1016/j.copsyc.2020.01.002 · Cited by 49
Video games, frustration, violence, and virtual reality: Two studies
Ferguson, C. J., Gryshyna, A., Kim, J. S., Knowles, E., Nadeem, Z., Cardozo, I., Esser, C., Trebbi, V., & Willis, E. (2021) · British Journal of Social Psychology · doi:10.1111/bjso.12471 · Cited by 45
“…et al., 2010);however, a reanalysis of this meta found that, for experimental studies, effects were likely inflated due to publication bias, with the true effect size difficult to infer from this group of studies (Hilgard, Engelhardt, Bartholow, & Rouder, 2017; Hilgard, Engelhardt, & Rouder, 2017).”
BackgroundDrummond, A., Sauer, J. D., Ferguson, C. J., Cannon, P. R., & Hall, L. C. (2021) · Journal of Experimental Social Psychology · doi:10.1016/j.jesp.2021.104119 · Cited by 41
Schlegel, L., & Kowert, R. (2024) · Routledge eBooks · doi:10.4324/9781003388371 · Cited by 35
Teng, Z., Nie, Q., Liu, Y., & Guo, C. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.10.014 · Cited by 29
Behavioural realism and the activation of aggressive concepts in violent video games
Zendle, D. I., Kudenko⋆, D., & Cairns, P. A. (2017) · Entertainment Computing · doi:10.1016/j.entcom.2017.10.003 · Cited by 34
Emotion perception in habitual players of action video games.
Pichon, S., Bediou, B., Antico, L., Jack, R. E., Garrod, O., Sims, C. R., Green, C. S., Schyns, P. G., & Bavelier, D. (2020) · Emotion · doi:10.1037/emo0000740 · Cited by 35
Zioga, T., Ferentinos, A., Konsolaki, E., Nega, C., & Kourtesis, P. (2024) · Behavioral Sciences · doi:10.3390/bs14100874 · Cited by 34
“However, this perspective has been challenged by studies arguing that the deleterious effects of violent video games are overstated, and result from less robust methodologies [28–33].”
BackgroundThe Influence of Empathy and Morality of Violent Video Game Characters on Gamers’ Aggression
Gao, X., Weng, L., Zhou, Y., & Yu, H. (2017) · Frontiers in Psychology · doi:10.3389/fpsyg.2017.01863 · Cited by 28
“Further, there is debate about the relationship between violent video games and empathy and aggression (Gao et al., 2017; Hilgard et al., 2017; Kepes et al., 2017; Szycik et al., 2017).”
BackgroundLópez-Fernández, F. J., Mezquita, L., Etkin, P., Griffiths, M. D., Ortet, G., & Ibáñez, M. I. (2020) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2020.0030 · Cited by 28
Ruiz-Fernández, A., Junco-Guerrero, M., & Cantón-Cortés, D. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph18062845 · Cited by 26
“Previous research has suggested that this disparity in results may be due, in addition to the biases of the researchers, which might resemble past moral panics with attitudes that reflect generational conflicts [28], to publication biases [29].”
BackgroundHo, M., Huyền, N. T. T., Nguyen, M., La, V., & Vuong, Q. (2022) · AMBIO · doi:10.1007/s13280-022-01742-y · Cited by 30
“However, this analysis was argued to have substantial publication bias in experimental research, and the adjustment of which resulted in a reduction of aggression effect (Hilgard et al. 2017).”
BackgroundA Manifesto for More Productive Psychological Games Research
Ballou, N. (2023) · Games Research and Practice · doi:10.1145/3582929 · Cited by 27
“These problems are just as relevant to research on games, with studies finding that statistical reporting is often poor [142] and that many topics are characterized by substantial publication bias [54, 56].”
BackgroundThe Relation between Electronic Game Play and Executive Function among Preschoolers
Yang, X., Wang, Z., Qiu, X., & Zhu, L. (2020) · Journal of Child and Family Studies · doi:10.1007/s10826-020-01754-w · Cited by 23
Who plays violent video games? An exploratory analysis of predictors of playing violent games
DeCamp, W. (2017) · Personality and Individual Differences · doi:10.1016/j.paid.2017.06.027 · Cited by 22
Has Stereotype Threat Dissipated Over Time? A Cross-Temporal Meta-AnalysisPreprint
Lewis, N. A., & Michalak, N. M. (2019) · PsyArXiv (OSF Preprints) · doi:10.31234/osf.io/w4ta2 · Cited by 25
Virtual tree, real impact: how simulated worlds associate with the perception of limited resources
Ho, M., Huyền, N. T. T., Nguyen, M., La, V., & Vuong, Q. (2022) · Humanities and Social Sciences Communications · doi:10.1057/s41599-022-01225-1 · Cited by 21
“…games was found in numerous experimental, cross-sectional, and longitudinal studies (Anderson et al. 2010), its result is subjected to significant publication bias presented in empirical research, and the aggression effect decreased substantially upon the removal of this bias (Hilgard et al. 2017).”
BackgroundGranic, I., Morita, H., & Scholten, H. (2020) · Psychological Inquiry · doi:10.1080/1047840x.2020.1820225 · Cited by 28
Does sexualization in video games cause harm in players? A meta-analytic examination
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“Our results appear to fit with increased scrutiny in other areas of media research such as in video game violence (Hilgard et al., 2017), thin ideal media (Want & Saiphoo, 2017; Whyte et al., 2016) or movie smoking and teen smoking (Ferguson et al., 2020).”
BackgroundResultA new variation of modern prejudice: young Korean men's anti-feminism and male-victim ideology
Jung, H. W. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1230577 · Cited by 22
Violent Video Games, Sexist Video Games, and the Law: Why Can't We Find Effects?
Ferguson, C. J. (2018) · Annual Review of Law and Social Science · doi:10.1146/annurev-lawsocsci-101317-031036 · Cited by 21
Tunç, D. U., & Tunç, M. N. (2020) · doi:10.31234/osf.io/pdm7y · Cited by 20
“…so much resource has been invested in the empirical investigation of these almost-too-relevant problems, nothing much is accomplished in terms of arriving at clear, definitive answers (see Barrett et al., 2019; Ellemers et al., 2020; Hilgard et al., 2017; Lin et al., 2020; Wicherts et al., 2010).”
BackgroundAssociations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment
Verheijen, G. P., Burk, W. J., Stoltz, S. E. M. J., van den Berg, Y. H. M., & Cillessen, A. H. N. (2019) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000253 · Cited by 20
Action Video-Game Training and Its Effects on Perception and Attentional Control
Green, C. S., Gorman, T. E., & Bavelier, D. (2016) · Springer eBooks · doi:10.1007/978-3-319-42662-4_10 · Cited by 22
Drummond, A., Sauer, J. D., & Garea, S. S. (2018) · Springer eBooks · doi:10.1007/978-3-319-95495-0_3 · Cited by 21
“Assuming that the effects of VVGs are large enough to consider an important predictor of aggression (i.e., the lowest estimates by Hilgard et al., 2017 are incorrect and the true effect exceeds r = .1), it remains somewhat unclear why these effects occur.”
InfluentialVideo Game Violence and Interactivity: Effect or Equivalence?
Weber, R., Behr, K. M., Fisher, J. T., Lonergan, C., & Quebral, C. (2020) · Journal of Communication · doi:10.1093/joc/jqz048 · Cited by 21
Lengersdorff, L. L., Wagner, I. C., Mittmann, G., Sastre-Yagüe, D., Lüttig, A., Olsson, A., Petrovic, P., & Lamm, C. (2023) · eLife · doi:10.7554/elife.84951 · Cited by 10
“Other researchers contest these results, claiming that results are a product of selective reporting and biased analyses ( Ferguson and Kilburn, 2010 ; Hilgard et al., 2017b ).”
ResultModelling publication bias and p ‐hacking
Moss, J., & Bin, R. D. (2021) · Biometrics · doi:10.1111/biom.13560 · Cited by 21
Zhao, H., Zhou, J., Xu, X., Gong, X., Zheng, J., & Zhou, J. (2020) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2019.0762 · Cited by 16
“Six mother-reported items from the State-Trait Anger Expression Inventory-2 44 were used to assess their child’s anger.”
Violent media use and aggression: Two longitudinal network studies
Delhove, M., & Greitemeyer, T. (2021) · The Journal of Social Psychology · doi:10.1080/00224545.2021.1896465 · Cited by 24
Międzobrodzka, E., Buczny, J., Konijn, E. A., & Krabbendam, L. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.651759 · Cited by 17
Prosocial Video Game Content, Empathy and Cognitive Ability in a Large Sample of Youth
García, S., Ferguson, C. J., & Wang, C. K. J. (2021) · Journal of Youth and Adolescence · doi:10.1007/s10964-021-01512-1 · Cited by 16
“, 2010), although reanalysis of this metaanalysis suggested publication bias may have elevated effect sizes (Hilgard et al., 2017) and other meta-analyses”
BackgroundViolent Video Games Do Contribute to Aggression
Scharrer, E., Kamau, G., Warren, S., & Zhang, C. (2018) · Springer eBooks · doi:10.1007/978-3-319-95495-0_2 · Cited by 14
Pan, W., Gao, X., Shi, S., Liu, F., & Li, C. (2018) · Frontiers in Psychology · doi:10.3389/fpsyg.2017.02219 · Cited by 15
“…by increasing number of literatures claiming that the severe effect of violent video games is overstated (Ferguson et al., 2008, 2017a,b; Decety et al., 2009; Ferguson, 2010; Collins and Freeman, 2013; DeCamp and Ferguson, 2017; Gao et al., 2017; Hilgard et al., 2017; Szycik et al., 2017a,b).”
BackgroundFerguson, C. J., & Colwell, J. (2020) · Criminal Behaviour and Mental Health · doi:10.1002/cbm.2138 · Cited by 14
Emotion Recognition and Inhibitory Control in Adolescent Players of Violent Video Games
Międzobrodzka, E., Konijn, E. A., & A, L. K. M. (2021) · Journal of Research on Adolescence · doi:10.1111/jora.12704 · Cited by 14
Personality and frustration predict aggression and anger following violent media
Devilly, G. J., O’Donohue, R. P., & Brown, K. M. (2021) · Psychology Crime and Law · doi:10.1080/1068316x.2021.1999949 · Cited by 20
“Together with other factors, this lead Hilgard et al. (2017) to conclude that publication bias severely overestimated the relationships between violent video gaming and negative emotional consequences.”
BackgroundAdolescent Aggression: A Narrative Review on the Potential Impact of Violent Video Games
Borrego-Ruiz, A., & Borrego, J. J. (2025) · Psychology International · doi:10.3390/psycholint7010012 · Cited by 24
“…remain about the strength of the positive relationship between VVGs and aggressive behavior among adolescents (Cunningham et al., 2016; Ewell et al., 2025; Ferguson, 2020; Ferguson et al., 2020, 2022; Goodson et al., 2021; Hilgard et al., 2017; Lengersdorff et al., 2023; Ritchie et al., 2024).”
Videogames and guns in adolescents: T ests of a bipartite theory
Turel, O. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106355 · Cited by 13
Hawk, C. E., & Ridge, R. D. (2021) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000291 · Cited by 13
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming
Trudgett-Klose, L. H., & McLinton, S. S. (2024) · Entertainment Computing · doi:10.1016/j.entcom.2024.100702 · Cited by 15
Effects of violent media content: Evidence from the rise of the UFC.
Lindo, J., Swensen, I. D., & Waddell, G. (2022) · Journal of Health Economics · doi:10.1016/j.jhealeco.2022.102623 · Cited by 10
“As a whole, though they have likely overstated these effects (Hilgard et al., 2017), these laboratory studies seem to provide compelling evidence that viewing violent media can increase aggressive anti-social tendencies.”
ResultFalsificationist Treatment of Auxiliary Hypotheses in Social and Behavioral Sciences
Tunç, D. U., & Tunç, M. N. (2023) · Meta-Psychology · doi:10.15626/mp.2021.2756 · Cited by 32
The (Not So) Evil Within? Agency in Video Game Choice and the Impact of Violent Content
Ferguson, C. J., Colon-Motas, K., Esser, C., Lanie, C., Purvis, S., & Williams, M. G. (2016) · Simulation & Gaming · doi:10.1177/1046878116683521 · Cited by 16
Sensitivity analysis for publication bias in meta-analysesPreprint
Mathur, M. B., & VanderWeele, T. J. (2019) · OSF Preprints (OSF Preprints) · doi:10.31219/osf.io/s9dp6 · Cited by 11
Jin, M., Onie, S., Curby, K. M., & Most, S. B. (2018) · Visual Cognition · doi:10.1080/13506285.2018.1553223 · Cited by 10
“Thus, although there is debate about how robust the links may be between violent video game exposure and outward, complex behaviour (Hilgard et al., 2017), the current study raises the possibility of observable links between frequent violent video game use and early stages of information…”
BackgroundRetracted: Effects of cartoon violence on aggressive thoughts and aggressive behaviors
Zhang, Q., Cao, Y., Gao, J., Yang, X., Rost, D. H., Cheng, G., Teng, Z., & Espelage, D. L. (2019) · Aggressive Behavior · doi:10.1002/ab.21836 · Cited by 14
RetractedDelhove, M., & Greitemeyer, T. (2019) · International Review of Social Psychology · doi:10.5334/irsp.242 · Cited by 10
How peer influence mediates the effects of video games playing on adolescents’ aggressive behavior
Sun, Y., & Sun, M. (2021) · Children and Youth Services Review · doi:10.1016/j.childyouth.2021.106225 · Cited by 10
Video Games, Violence Justification and Child-to-Parent Violence
Junco-Guerrero, M., Ruiz-Fernández, A., & Cantón-Cortés, D. (2024) · Journal of Child and Family Studies · doi:10.1007/s10826-024-02864-5 · Cited by 9
“An example of the need for caution in such research is the study by Hilgard et al. (2017), who re-analysed meta-analytical data on this issue, bringing together results on GAM research.”
Hodge, S., Taylor, J., & McAlaney, J. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.01313 · Cited by 10
Stress and Violence in Video Games: Their Influence on Aggression
Barrington, G., & Ferguson, C. J. (2022) · Trends in Psychology · doi:10.1007/s43076-022-00141-2 · Cited by 11
“However, a reanalysis of this data concluded that effects, particularly for experimental studies, were largely driven by publication bias (Hilgard et al., 2017).”
Mothers, fathers and educators’ beliefs about play in Chilean preschool children
Aldoney, D., Coo, S., Mira, A., & Valdivia, J. (2022) · International Journal of Play · doi:10.1080/21594937.2022.2069346 · Cited by 9
“The majority of the existing studies explore the effect of electronic games on aggression (Hilgard et al., 2017), attention (Zivan et al., 2019), and executive function (Yang et al., 2020) and have yielded mixed results; thus suggesting that we still have a very limited understanding of the…”
BackgroundThe Basic Needs in Games Model of Video Game Play and Mental Health
Ballou, N., & Deterding, S. (2024) · Interacting with Computers · doi:10.1093/iwc/iwae042 · Cited by 16
Wagener, G. L., Schulz, A., & Melzer, A. (2023) · Physiology & Behavior · doi:10.1016/j.physbeh.2023.114421 · Cited by 8
Devasia, N., Kenderova, G., Newman, M., Kientz, J. A., & Lee, J. H. (2025) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3748633 · Cited by 7
“However, this is a topic of ongoing debate, e.g., [42, 46, 47], and the literature faces continuing concerns surrounding publication bias [45, 70].”
ADOLESCENT VIDEO GAME PLAYING AND FIGHTING OVER THE LONG‐TERM
Ward, M. R. (2019) · Contemporary Economic Policy · doi:10.1111/coep.12451 · Cited by 7
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DeCamp, W. (2019) · Social Science Research · doi:10.1016/j.ssresearch.2019.04.013 · Cited by 7
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Video game playing frequency, social cognition, and social behavior in childhood.
Lavertu, G., Seni, A. G., Vera-Estay, E., Tran, M., West, G. L., & Beauchamp, M. H. (2022) · Technology Mind and Behavior · doi:10.1037/tmb0000075 · Cited by 6
Teaching Students About Violent Media Effects
Bushman, B. J. (2018) · Teaching of Psychology · doi:10.1177/0098628318762936 · Cited by 6
“Some scholars have questioned how robust the meta-analytic results are for violent video game effects, due to possible publication bias (see Hilgard, Engelhardt & Rouder, 2017; but also see response to Hilgard et al., 2017, by Kepes, Bushman, & Anderson, 2017 for a response).”
BackgroundAction Video Game Training and Its Effects on Perception and Attentional Control
Bediou, B., Bavelier, D., & Green, C. S. (2020) · Springer eBooks · doi:10.1007/978-3-030-39292-5_15 · Cited by 7
Comment on Yoon and Vargas (2014): An Implausibly Large Effect From Implausibly Invariant Data
Hilgard, J. (2019) · Psychological Science · doi:10.1177/0956797618815434 · Cited by 6
Self-citationGame Boys: Gaming, Esports, and Young Men’s Mental Health
O’Gorman, K. M., Benakovic, R., & Fisher, K. (2024) · Springer eBooks · doi:10.1007/978-3-031-64053-7_4 · Cited by 5
Seetahul, Y., & Greitemeyer, T. (2024) · Social Psychological and Personality Science · doi:10.1177/19485506241273193 · Cited by 8
“However, a clear consensus remains elusive (de Vrieze, 2018; Mehta & Lakens, 2023), and some researchers argue that VVG research is hampered by methodological flaws and publication bias, leading to an overestimation of the actual effect (e.g., Hilgard et al., 2017).”
BackgroundFerguson, C. J., & Donnellan, M. B. (2017) · Journal of Youth and Adolescence · doi:10.1007/s10964-017-0768-3 · Cited by 5
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Andersson, A., & Milam, P. (2023) · Ethics and Information Technology · doi:10.1007/s10676-023-09726-6 · Cited by 6
“Others have argued that the field suffers from a publication bias that favors finding an effect of VVGs on aggression (Ferguson, 2007; Ferguson & Kilburn, 2009; Hilgard et al., 2017).”
BackgroundADHD symptoms and callous‐unemotional traits as predictors of violent media use in adolescence
Rydell, A., & Brocki, K. C. (2020) · Scandinavian Journal of Psychology · doi:10.1111/sjop.12693 · Cited by 5
Cultural literacy acquisition through video game environments of a digitally born generation.
Shliakhovchuk, O. (2019) · doi:10.4995/thesis/10251/130848 · Cited by 5
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Amarasingam, A., & Kelley, D. (2024) · Routledge eBooks · doi:10.4324/9781003388371-7 · Cited by 4
Şiddet İçerikli Video Oyunları ve Saldırganlık İlişkisinin Gözden Geçirilmesi
Bozkuş-Demir, O. (2021) · Gelişim ve Psikoloji Dergisi · doi:10.51503/gpd.791346 · Cited by 4
Handsley, E., & Warburton, W. (2021) · Psychiatry Psychology and Law · doi:10.1080/13218719.2021.1904446 · Cited by 4
“….14, Ferguson, 2015; r ¼ .02 to .15, Hilgard et al., 2017; pooled estimates .04 to .17, Mathur & VanderWeele, 2019), and to the concerns of some researchers sceptical of a media violence–aggression link (e.g. Elson & Ferguson, 2014; Ferguson, 2015; Ferguson & Beresin, 2017; Hilgard et al., 2017).”
BackgroundInfluentialZhang, Q., & Gao, J. (2021) · Journal of Aggression Maltreatment & Trauma · doi:10.1080/10926771.2021.1984351 · Cited by 4
The Basic Needs in Games (BANG) Model of Video Game Play and Mental HealthPreprint
Ballou, N., & Deterding, S. (2023) · doi:10.31234/osf.io/6vedg · Cited by 4
How do video games affect mental health? A narrative review of 13 proposed mechanismsPreprint
Ballou, N., Hakman, T., Vuorre, M., Magnusson, K., & Przybylski, A. K. (2024) · doi:10.31234/osf.io/q2kxg · Cited by 4
Sánchez, M. A. A., & Ferguson, C. J. (2021) · Journal of Mass Violence Research · doi:10.53076/jmvr91931 · Cited by 3
Metadata
- Authors
- Hilgard, J., Engelhardt, C. R., & Rouder, J. N.
- Affiliations
- University of Pennsylvania (US)
- University of Missouri (US)
- Venue
- Psychological Bulletin
- Published
- 2017-07
- Volume
- 143
- Issue
- 7
- Pages
- 757-774
- ISSN
- 0033-2909 (ISSN-L)
- 1939-1455
- OpenAlex
- W2633438608
- Semantic Scholar
- 2a45c07624c58a274ddadd219b25c3f2a23ac534
- Cited by
- 162
- References
- 64
- Citations by year
- 2026: 11 · 2025: 9 · 2024: 15 · 2023: 17 · 2022: 16 · 2021: 25 · 2020: 22 · 2019: 20 · 2018: 17 · 2017: 7
- FWCI
- 25.90
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Locations
- Psychological Bulletin (publishedVersion, other-oa)
- PubMed (publishedVersion)
- Funders
- Annenberg Public Policy Center
- National Science Foundation (BCS-1240359 and SES-102408)
- Topics
- Social Sciences › Psychology › Social Psychology › Bullying, Victimization, and Aggression
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Decision Sciences › Statistics, Probability and Uncertainty › Meta-analysis and systematic reviews
- Keywords
- violent video games, aggression, aggressive affect, publication bias, research bias, trim and fill, methodological quality, preregistration, reanalysis
- MeSH terms
- Aggression, Humans, Violence, Meta-Analysis as Topic, Publication Bias, Video Games
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