Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report
Open accessAbstract
In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent participants ( n = 1004) aged 14 and 15 years and an equal number of their carers were interviewed. Young people provided reports of their recent gaming experiences. Further, the violent contents of these games were coded using official EU and US ratings, and carers provided evaluations of their adolescents' aggressive behaviours in the past month. Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent violent game play is linearly and positively related to carer assessments of aggressive behaviour. Results did not support this prediction, nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function. There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour. Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour. The discussion presents an interpretation of this pattern of effects in terms of both the ongoing scientific and policy debates around violent video games, and emerging standards for robust evidence-based policy concerning young people's technology use.
AI snapshot
Written from the paper’s full text.
TL;DR
In a preregistered study of 1004 British 14–15-year-olds and their carers, violent video game engagement was not associated with carer-rated aggressive behaviour. The null result held across linear, parabolic, sensitivity, and exploratory operationalizations.
Key findings
- The primary regression found neither linear nor parabolic violent game engagement predicted carer-rated aggressive behaviour (text reports linear p = 0.402 and parabolic p = 0.624; Table 3 lists linear p = 0.688).
- Equivalence testing showed the semi-partial effect was r = 0.01 (95% CI −0.08 to 0.10), which was inferior to the meta-analytic estimate of r = 0.21 (95% CI 0.20–0.22), indicating the observed effect was statistically and practically insignificant.
- Sensitivity analysis using PEGI age ratings found no significant linear (p = 0.899) or parabolic (p = 0.851) effects; exploratory ESRB ratings also showed no significant linear (p = 0.98) or nonlinear (p = 0.07) effects, and prosocial behaviour showed no significant linear (p = 0.49) or nonlinear (p = 0.70) effects.
- Participants devoted an average of 2.07 hours per typical day to violent games (SD = 2.30); 48.8% of female and 68.0% of male participants played at least one violent game in the past month.
Methods
- Registered report using a cross-sectional survey of a nationally representative quota sample of British adolescents aged 14 and 15 years (n = 1004; 497 14-year-olds, 507 15-year-olds; 540 male, 461 female, 3 another gender orientation) and an equal number of their carers.
- Violent game engagement was computed from self-reported top three games, play-time estimates, and blind coding of PEGI/ESRB violent content; the outcome was the carer-completed Strengths and Difficulties Questionnaire conduct problems subscale (range 5–15, M = 6.93, SD = 2.20, α = 0.76).
- Hierarchical regressions controlled for gender and adolescent trait aggression (Buss–Perry physical, verbal, anger, hostility facets) and tested linear and parabolic terms; equivalence testing used the two one-sided tests procedure against r = 0.21.
Limitations
- Stated: the work is based entirely on self-report data; it is cross-sectional and cannot test enduring or compounding effects over time; and general population inferences may miss specific cohorts defined by factors such as carer educational attainment or material deprivation.
- Evident: the sample was predominantly white (8.1% reported Black and other minority ethnicities), which limits generalizability; carer reports of aggression may not capture all relevant behavioural contexts.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
9 of 38 cited sources checked · 3 supported · 0 flagged · accuracy not yet measured
- Premisecitation
Mischievous responding can introduce measurement noise that inflates relations that are logically incoherent or absurd to take at face value.
“Mischievous responding can have the effect of introducing measurement noise that inflates relations that are logically incoherent or absurd to take at face value.”
Quote in the paperSubstantial claim1 of 3 sources checked- cites [39] Robinson-Cimpian JP 2014 Inaccurate estimation of disparities due to mischievous responders several suggestions to assess conclusions. Educ. Res. 43, 171– 185. (10.3102/0013189X14534297) source
- cites [40] Furlong MJ, Fullchange A, Dowdy E 2017 Effects of mischievous responding on universal mental health screening: I love rum raisin ice cream, really I do! Sch. Psychol. 32, 320 (10.1037/spq0000168) 27441548 source
- cites [41] Przybylski AK 2016 Mischievous responding in Internet gaming disorder research. PeerJ. 4, e2401 (10.7717/peerj.2401) 27672496 PMC5028771 source
The Method (Participants and measures; page unavailable) uses a fictitious game to identify untruthful responses, and the Results (Confirmatory analyses; page unavailable) find that those respondents reported more Internet Gaming Disorder indicators. The Discussion says this can inflate IGD measurement, but the paper does not show that mischievous responding inflates logically incoherent relationships between variables. (LLM, conf=0.84)
Experimental — accuracy not yet measured
- Premisecitation
There is a high level of methodological flexibility in the ways that aggression outcomes and violent gaming are assessed in the literature.
“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]”
Quote in the paperSubstantial claim1 of 2 sources checked- cites [46] Elson M, Ferguson CJ 2013 Twenty-five years of research on violence in digital games and aggression: empirical evidence, perspectives, and a debate gone astray. Eur. Psychol. 19, 33– 46. (10.1027/1016-9040/a000147) source
- cites [75] Elson M, Mohseni MR, Breuer J, Scharkow M, Quandt T 2014 Press CRTT to measure aggressive behavior: the unstandardized use of the competitive reaction time task in aggression research. Psychol. Assess. 26, 419– 432. (10.1037/a0035569) 24447279 source
The Standardization section describes inconsistent CRTT procedures and analyses for measuring aggression, and the Convergence of the different scores section shows that different aggression scores can yield substantially different results. The paper's Study 1 and Study 2 sections use different violent-game conditions, but the cited passages do not establish a high level of flexibility in how violent gaming itself is assessed across the literature. No page numbers are available in our copy. (LLM, conf=0.84)
Experimental — accuracy not yet measured
- Findingown data
The semi-partial effect relating violent gaming to aggressive behaviour was r = 0.01.
“The semi-partial effect relating violent gaming to aggressive behaviour was r = 0.01.”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
- Findingown data
There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour.
“There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour.”
- Also stated in: § Confirmatory analyses · plain
“These results did not support the idea that there is a critical amount of violent video game play which serves as a tipping point for aggressive behaviour.”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
- Also stated in: § Confirmatory analyses · plain
- Findingown data
The relationship between violent video game engagement and aggressive behaviour did not follow a nonlinear parabolic function in the study sample.
“nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function”
- Also stated in: § Confirmatory analyses · plain
“parabolic (p = 0.624) predictors were statistically significant”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
- Also stated in: § Confirmatory analyses · plain
- Findingown data
The 95% coincidence interval around the semi-partial effect estimate ranged from −0.08 to 0.10 using bootstrapping with 10 000 iterations.
“Further, we derived a 95% coincidence interval around this point estimate that ranged from −0.08 to 0.10 using a bootstrapping approach with 10 000 iterations.”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
- Findingown data
Recent violent video game play was not linearly and positively related to carer assessments of aggressive behaviour in the study sample.
“Results did not support this prediction”
- Also stated in: § Confirmatory analyses · plain
“Results from this model showed that neither the linear (p = 0.402) nor the parabolic (p = 0.624) predictors were statistically significant.”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
- Also stated in: § Confirmatory analyses · plain
- Findingown data
Trait-level aggression as reported by adolescents was strongly correlated with higher carer reports of aggressive behaviour as measured in the SDQ, r = 0.62, p < 0.001.
“trait-level aggression as reported by adolescents was strongly correlated with higher carer reports of aggressive behaviour as measured in the SDQ, r = 0.62, p < 0.001”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Findingown data
There was no significant linear (p = 0.49) or nonlinear (p = 0.70) relation between violent gaming and prosocial behaviour.
“Results from this analysis mirrored those for aggressive behaviour: there was no significant linear (p = 0.49) or nonlinear (p = 0.70) relation in evidence.”
Quote in the paperNot a substantial claim - Findingown data
We observed at least three correlations between uncorrected models using variables we did not hypothesize would be correlated with aggressive behaviour.
“In fact, we observed at least three such correlations ranging in size from when considering uncorrected models using variables we did not hypothesize would be correlated with aggressive behaviour.”
Quote in the paperSubstantial claim - Findingown data
Adolescents' recent violent video game play is not a statistically or practically significant correlate of their aggressive behaviour as judged by carers.
“Results from these confirmatory analyses provided evidence that adolescents' recent violent video game play is not a statistically or practically significant correlate of their aggressive behaviour as judged by carers.”
- Also stated in: § Discussion · plain
“Said differently, the results derived from our hypothesis testing did not support the position that violent gaming relates to aggressive behaviour.”
Quote in the paperSubstantial claim - Also stated in: § Discussion · plain
- Findingown data
The finding that violent video game play is not associated with aggressive behaviour was consistent across three different operationalizations of violent game content and two ways of measuring key adolescent behaviours relating to aggressive and prosocial behaviours.
“Preregistered sensitivity and exploratory analyses demonstrated this finding was consistent across three different operationalizations of violent game content and two ways of measuring key adolescent behaviours relating to aggressive and prosocial behaviours.”
Quote in the paperSubstantial claim - Interpretationown data
The sensitivity analysis did not support the prediction that there are statistically significant links relating violent gaming to adolescents' aggressive behaviour using the current operationalization of violent gaming.
“These results did not support our prediction that there are statistically significant links relating violent gaming to adolescents' aggressive behaviour using the current operationalization of violent gaming.”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
- Premisecitation
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).
“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).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [32] Hilgard J, Engelhardt CR, Rouder JN 2017 Overstated evidence for short-term effects of violent games on affect and behavior: a reanalysis of Anderson et al. 2010. Psychol. Bull. 143, 757– 774. (10.1037/bul0000074) 28639810 source
- Interpretationown data
The primary analysis did not support the prediction that there are statistically significant links relating violent gaming to adolescents' aggressive behaviour.
“In other words, these results did not support our prediction that there are statistically significant links relating violent gaming to adolescents' aggressive behaviour.”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
- Study design and conductcitation
A sample size of 443 would be required to attain 99% power for the lower bound of the plausible effect size of interest (r = 0.20).
“The result of this a priori power analysis, presented in table 1, indicated that a sample size of 443 would be required to attain the desired power level (99%) for the lower bound of the plausible effect size of interest [33].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [33] Cohen J 1988 Statistical power analysis for the behavioral sciences, 2nd edn Hillsdale, NJ: Routledge.
Not checked in the free run.
- Study design and conductown data
The criterion measure (SDQ conduct problems) was a valid indicator of aggressive behaviour.
“supporting the notion that our criterion measure was a valid indicator of aggressive behaviour.”
Quote in the paperSubstantial claim - Study design and conductreasoning
We minimized bias in the predictor by having an independent coder classify the content of games using European and North American rating systems.
“In the present study, we minimized this source of bias in the predictor by having an independent coder classify the content of games using European and North American rating systems.”
Quote in the paperSubstantial claim- Rests on an assumption: Many researchers ask participants to estimate their own aggressive behaviours and provide subjective ratings of the violence present in the games they play.
- Interpretationown data
Mere exposure to, and enactment of, putatively violent virtual acts in gaming contexts in aggregate is unlikely, on its own, to bear positively on perceivable differences in adolescents' aggression in real-world settings.
“Instead, we argue that mere exposure to, and enactment of, putatively violent virtual acts in gaming contexts in aggregate is unlikely, on its own, to bear positively on perceivable differences in adolescents' aggression in real-world settings.”
Quote in the paperSubstantial claim - Premisecitation
In at least one dataset, three distinct sets of variables drawn from eight Likert-style judgements about games have been used in different combinations in different papers.
“in at least one dataset (https://osf.io/3gdt5/), three distinct sets of variables drawn from eight Likert-style judgements about games have been used in different combinations in different papers.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites https://osf.io/3gdt5/
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationown data
On the basis of our evidence, adolescents' violent video game play does not have a measurable effect on real-world aggressive behaviour.
“We argue that this study speaks to the key question of whether adolescents’ violent video game play has a measurable effect on real-world aggressive behaviour. On the basis of our evidence, the answer is no.”
Quote in the paperSubstantial claim - Study design and conductreasoning
We relied on carers, not adolescents, to judge the presence or the absence of aggressive behaviour.
“Additionally, we relied on carers, not adolescents, to judge the presence or the absence of aggressive behaviour.”
Quote in the paperSubstantial claim- Rests on an assumption: Many researchers ask participants to estimate their own aggressive behaviours and provide subjective ratings of the violence present in the games they play.
- May combine two claims. 22
- Classified as probably not a substantial claim. 37
May combine two claims.
PremisecitationThe competitive reaction time task has been used in more than 125 published papers, and task scores have been quantified in more than 155 different ways.
“the competitive reaction time task (CRTT; [34]), has been used in more than 125 published papers, and surprisingly, task scores have been quantified in more than 155 different ways in this literature [44].”
Quote in the paperSubstantial claim1 of 2 sources checked- cites [34] Gentile DA et al. 2009 The effects of prosocial video games on prosocial behaviors: international evidence from correlational, longitudinal, and experimental studies. Pers. Soc. Psychol. Bull. 35, 752– 763. (10.1177/0146167209333045) 19321812 PMC2678173 source
In the citing sentence, this source is cited for identifying the competitive reaction time task; the claims about more than 125 papers and 155 scoring methods are attached to a different citation. Searches for the task and those numbers found no matching passage in our copy. Study 3 Methods instead describes a tangram-puzzle task, so this source does not verify the identification. (LLM, conf=0.76)
Experimental — accuracy not yet measured - cites [44] Elson M 2017 FlexibleMeasures.com: competitive reaction time task (CRTT). [cited 3 August 2016]. See http://crtt.flexiblemeasures.com/index.php?menu=quantifications.
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
Study design and conductcitationThe present study examined the fundamental dynamic of concern through a purely confirmatory lens following a registered reports protocol.
“the present study examined the fundamental dynamic of concern in this subfield through a purely confirmatory lens [47] following a registered reports protocol [48].”
Quote in the paperSubstantial claim1 of 2 sources checked- cites [47] McCarthy RJ, Coley SL, Wagner MF, Zengel B, Basham A 2016 Does playing video games with violent content temporarily increase aggressive inclinations? A pre-registered experimental study. J. Exp. Soc. Psychol. 67, 13– 19. (10.1016/j.jesp.2015.10.009) source
- cites [48] Munafò MR et al. 2017 A manifesto for reproducible science. Nat. Hum. Behav. 1, 0021 (10.1038/s41562-016-0021) PMC7610724 33954258 source
Classified as probably not a substantial claim. May combine two claims.
Study design and conductcitationThe conduct problems subscale of the SDQ was the study's outcome variable, as it has been extensively used to measure aggressive behaviour and interpersonal aggression across a wide range of cultures in community, academic and clinical settings.
“The conduct problems subscale of the SDQ was the study's outcome variable, as it has been extensively used to measure aggressive behaviour and interpersonal aggression across a wide range of cultures in community [58], academic [59] and clinical [60] settings.”
Quote in the paperSubstantial claim1 of 3 sources checked- cites [58] Goodman R, Ford T, Simmons H, Gatward R, Meltzer H 2000 Using the Strengths and Difficulties Questionnaire (SDQ) to screen for child psychiatric disorders in a community sample. Br. J. Psychiatry J. Ment. Sci. 177, 534– 539. (10.1192/bjp.177.6.534) 11102329 source
Split into 2 atoms — 0 confirmed, 2 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Experimental — accuracy not yet measured - cites [59] Matsuishi T et al. 2008 Scale properties of the Japanese version of the Strengths and Difficulties Questionnaire (SDQ): a study of infant and school children in community samples. Brain Dev. 30, 410– 415. (10.1016/j.braindev.2007.12.003) 18226867 source
- cites [60] Becker A, Hagenberg N, Roessner V, Woerner W, Rothenberger A 2004 Evaluation of the self-reported SDQ in a clinical setting: do self-reports tell us more than ratings by adult informants? Eur. Child Adolesc. Psychiatry 13(Suppl. 2), II17– II24. 15243782 source
Probably not a substantial claim: may not pass S2 (checkable).
PremisecitationStatistical significance does not necessitate a subjective state that humans can distinguish on a personal level.
“Indeed, statistical significance does not necessitate a subjective state that humans can distinguish on a personal level [77,78].”
Quote in the paperNot a substantial claim1 of 2 sources checked- cites [77] Miller GA 1956 The magical number seven, plus or minus two: some limits on our capacity for processing information. Psychol. Rev. 63, 81– 97. (10.1037/h0043158) 13310704 source
In the discussion of absolute judgments (p. 85), Miller describes limits on how many stimulus intensities people can discriminate. The passages found by searching for statistical significance and subjective distinguishability do not address whether a statistically significant result corresponds to a personally distinguishable subjective state. (LLM, conf=0.73)
Experimental — accuracy not yet measured - cites [78] Norman GR, Sloan JA, Wyrwich KW 2003 Interpretation of changes in health-related quality of life: the remarkable universality of half a standard deviation. Med. Care 41, 582– 592. (10.1097/01.MLR.0000062554.74615.4C) 12719681 source
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationPast research indicates that levels of daily video game play, violent game play and aggressive behaviour should all be higher in male adolescents.
“Similarly, past research indicates that levels of daily video game play [2], violent game play [66] and aggressive behaviour should all be higher in male adolescents [58].”
Quote in the paperNot a substantial claim2 of 3 sources checked- cites [2] Przybylski AK, Weinstein N 2017 A large-scale test of the goldilocks hypothesis: quantifying the relations between digital-screen use and the mental well-being of adolescents. Psychol. Sci. 28, 204– 215. (10.1177/0956797616678438) 28085574 source
- cites [66] Kutner L, Olson CK 2008 Grand theft childhood: the surprising truth about violent video games and what parents can do. New York, NY: Simon & Schuster.
- cites [58] Goodman R, Ford T, Simmons H, Gatward R, Meltzer H 2000 Using the Strengths and Difficulties Questionnaire (SDQ) to screen for child psychiatric disorders in a community sample. Br. J. Psychiatry J. Ment. Sci. 177, 534– 539. (10.1192/bjp.177.6.534) 11102329 source
The citation [58] is attached to the expectation that aggressive behaviour is higher in male adolescents. The Sample section reports the participants’ sex distribution, and Characteristics of ‘false positives’ says SDQ false positives were more likely to be male; neither compares aggressive behaviour by sex among adolescents. Searches for aggression and sex differences found no passage addressing that comparison. (LLM, conf=0.76)
Experimental — accuracy not yet measured
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
PremisecitationThere is a growing literature on the links between gaming and prosocial behaviour.
“There is a growing literature on the links between gaming and prosocial behaviour and we decided the current data could speak to this literature as well [29,73,74].”
Quote in the paperNot a substantial claim1 of 3 sources checked- cites [29] Ferguson CJ 2015 Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents’ aggression, mental health, prosocial behavior, and academic performance. Perspect. Psychol. Sci. 10, 646– 666. (10.1177/1745691615592234) 26386002 source
- cites [73] Breuer J, Velez J, Bowman N, Wulf T, Bente G 2017 ‘Drive the lane; together, hard!’: an examination of the effects of supportive coplaying and task difficulty on prosocial behavior. J. Media Psychol. 29, 31– 41. (10.1027/1864-1105/a000209) source
- cites [74] Tear MJ, Nielsen M 2013 Failure to demonstrate that playing violent video games diminishes prosocial behavior. PLoS ONE 8, e68382 (10.1371/journal.pone.0068382) 23844191 PMC3700923 source
May combine two claims.
Findingown dataAdolescent boys showed higher levels of overall gaming, violent gaming and aggressive behaviour than adolescent girls.
“we tested relations with gender, and observed higher levels of overall gaming, t764 = 3.71, p < 0.001, violent gaming, t764 = 4.09, p < 0.001 and aggressive behaviour, t999 = 2.98, p < 0.001, in adolescent boys as compared to adolescent girls.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataSubjective game engagement was positively correlated with overall levels of game engagement, any violent game engagement and overall levels of violent game engagement (rs = 0.18-0.43).
“subjective game engagement was positively correlated with overall levels of game engagement, any violent game engagement and overall levels of violent game engagement (rs = 0.18–0.43)”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataAggressive behaviour was positively associated with all of the observed variables (|r|s = 0.08-0.62).
“In line with expectations, aggressive behaviour was positively associated with all of the observed variables (|r|s = 0.08–0.62)”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataIn the primary regression analysis, neither the linear nor the parabolic predictor of violent video game engagement was statistically significant.
“Results from this model showed that neither the linear (p = 0.402) nor the parabolic (p = 0.624) predictors were statistically significant.”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
May combine two claims.
Findingown dataSensitivity and exploratory analyses indicated that the null effects extended across multiple operationalizations of violent game engagement and when the focus was on prosocial behaviour.
“Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour.”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataResponses to the subjective game engagement item were positively correlated with participant estimates of time spent playing violent games on a typical day, r768 = 0.47, p < 0.001.
“We expected and found that responses to this item were positively correlated with participant estimates of the time they spent playing violent games on a typical day, r768 = 0.47, p < 0.001.”
Quote in the paperNot a substantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataParticipants were moderately engaged in violent games, devoting an average of two hours to them on a typical day (M = 2.07, s.d. = 2.30).
“we found participants were moderately engaged in violent games, devoting an average of two hours to them on a typical day (M = 2.07, s.d. = 2.30).”
Quote in the paperNot a substantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
May combine two claims.
Findingown dataIn the sensitivity analysis using PEGI age ratings to operationalize violent game content, neither the linear nor the parabolic predictor was statistically significant.
“Results from this model, presented in table 3, indicated both the linear (p = 0.899) and parabolic (p = 0.851) predictors were not statistically significant.”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataResults from the ESRB-based exploratory analyses mirrored those observed in both the primary and sensitivity analyses.
“Perhaps unsurprisingly then, results, presented in table 4, mirrored those observed in both the primary and sensitivity analyses.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Findingown dataThe study did not have an empirical basis to calculate local extrema as planned because the parabolic term was not significant (p = 0.624).
“This was not possible because the parabolic term was not significant (p = 0.624), and as such we did not have an empirical basis to calculate the local extrema as planned.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Findingown dataThe positive control check question, a simple 5-point Likert scale that asked participants to rate their own intensity of engagement with games, was positively correlated (r = 0.25) with aggressive behaviour.
“For example, our positive control check question, a simple 5-point Likert scale that asked participants to rate their own intensity of engagement with games happened to be positively correlated (r = 0.25) to aggressive behaviour.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataParticipants' recent violent game time using PEGI and ESRB ratings were highly interrelated (r = 0.80, p < 0.001).
“A correlation analysis showed that participants' recent violent game time, using PEGI and ESRB ratings, were highly interrelated (r = 0.80, p < 0.001).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataA total of 48.8% of female participants and 68.0% of males played at least one violent game in the past month.
“A total of 48.8% of female participants and 68.0% of males played at least one violent game in the past month.”
Quote in the paperNot a substantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
May combine two claims.
Findingown dataUsing ESRB ratings, violent game engagement was not a statistically significant linear (p = 0.98) or nonlinear (p = 0.07) predictor of aggressive behaviour.
“Violent game engagement was not a statistically significant linear (p = 0.98) or nonlinear (p = 0.07) predictor of aggressive behaviour.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataThe sample was recruited to be nationally representative of British adolescents aged 14 and 15 years using geographical and demographic quotas based on 2011 UK Census data.
“A participant profile of adolescents aged 14 and 15 years living in England, Scotland and Wales was built using geographical and demographic factors based on 2011 United Kingdom Census data. Geographical region, household socioeconomic class, participant age and gender were considered for quotas to match the census data and sampling continued until these quotas were attained.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataThe study controlled for variability in gender in hypothesis testing as planned.
“Given this, we controlled for variability in gender in our hypothesis testing as planned”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisecitationUpon adjusting for publication bias, the observed aggregate effect sizes relating gaming to aggression were smaller than those originally presented.
“Upon adjusting for publication bias, the observed aggregate effect sizes relating gaming to aggression were smaller than those originally presented.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [32] Hilgard J, Engelhardt CR, Rouder JN 2017 Overstated evidence for short-term effects of violent games on affect and behavior: a reanalysis of Anderson et al. 2010. Psychol. Bull. 143, 757– 774. (10.1037/bul0000074) 28639810 source
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataIndividuals' scores on the five-item conduct problems subscale of the SDQ ranged from 5 to 15 (M = 6.93, s.d. = 2.20, α = 0.76).
“Individuals' scores on the five-item conduct problems subscale of the SDQ ranged from 5 to 15 (M = 6.93, s.d. = 2.20, α = 0.76)”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductown dataThe study used a preregistered analysis plan.
“Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent violent game play is linearly and positively related to carer assessments of aggressive behaviour.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenThe study underwent ethical review and received approval from the Central University Ethics Committee of the University of Oxford (C1A17023).
“The study underwent ethical review and received approval from the Central University Ethics Committee of the University of Oxford (C1A17023)”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationA handful of preregistered studies have rigorously tested the links between violent game play and human aggression and do not detect an effect of brief exposure to violent gaming on aggression in the laboratory.
“A handful of preregistered studies have rigorously tested the links between violent game play and human aggression [47], and do not detect an effect of brief exposure to violent gaming on aggression in the laboratory.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [47] McCarthy RJ, Coley SL, Wagner MF, Zengel B, Basham A 2016 Does playing video games with violent content temporarily increase aggressive inclinations? A pre-registered experimental study. J. Exp. Soc. Psychol. 67, 13– 19. (10.1016/j.jesp.2015.10.009) source
May combine two claims.
PremisecitationHilgard et al. re-analysed widely cited meta-analytic data and detected publication bias not uncovered in the original reporting.
“Their analysis detected the presence of publication bias not uncovered in the original reporting of the data.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [32] Hilgard J, Engelhardt CR, Rouder JN 2017 Overstated evidence for short-term effects of violent games on affect and behavior: a reanalysis of Anderson et al. 2010. Psychol. Bull. 143, 757– 774. (10.1037/bul0000074) 28639810 source
Classified as probably not a substantial claim.
Study design and conductreasoningThe explanatory variable, violent video game play, reflected the level of exposure young people have to violent games by combining objective assessments of both time spent playing and violent content (official game ratings) across a broad range of popular games.
“Further, the explanatory variable, violent video game play, reflected the level of exposure young people have to violent games by combining objective assessments of both time spent playing and violent content (official game ratings) across a broad range of popular games.”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
May combine two claims.
Interpretationown dataThe observed effect r = 0.01 did not overlap with and was clearly inferior to the meta-analytic estimate r = 0.21 (95% CI = 0.20-0.22).
“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)”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [32] Hilgard J, Engelhardt CR, Rouder JN 2017 Overstated evidence for short-term effects of violent games on affect and behavior: a reanalysis of Anderson et al. 2010. Psychol. Bull. 143, 757– 774. (10.1037/bul0000074) 28639810 source
- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationAll study materials are available for download on the Open Science Framework.
“all study materials are available for download on the Open Science Framework [57].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [57] Przybylski AK, Weinstein N 2017 Study materials. See https://osf.io/rkw6z/.
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenA coder who was blind to the purpose of the study coded the named games for violent content using PEGI ratings.
“This information was then used by a coder who was blind to the purpose of the study to find the game's entry on the Pan European Game Information (PEGI) website for confirmatory hypothesis testing.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationStudies originally deemed to be following best practices showed particularly strong evidence of publication bias.
“this analysis also suggested that studies originally deemed to be following best practices showed particularly strong evidence of publication bias.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [32] Hilgard J, Engelhardt CR, Rouder JN 2017 Overstated evidence for short-term effects of violent games on affect and behavior: a reanalysis of Anderson et al. 2010. Psychol. Bull. 143, 757– 774. (10.1037/bul0000074) 28639810 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe naive and corrected estimated effect sizes relating violent video game play to self-reported aggression extracted from the meta-analysis across 37 studies (n = 29 113) were relatively consistent and small to medium (r = 0.21; 95% CI = 0.20-0.22).
“the naive and corrected estimated effect sizes relating violent video game play to self-reported aggression extracted from this meta-analysis across a total of 37 studies (n = 29 113) were relatively consistent and small to medium [33] (r = 0.21; 95% CI = 0.20–0.22) in size.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [33] Cohen J 1988 Statistical power analysis for the behavioral sciences, 2nd edn Hillsdale, NJ: Routledge.
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
PremisecitationMeasurement flexibility in how violent game play is operationalized increases the chance of false-positive results and reduces confidence in inferences linking gaming to aggression.
“This flexibility, described as part of the ‘garden of forking paths problem’ increases the chance of false-positive results and serves to reduce our confidence in the inferences linking gaming to aggression [37,38].”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [37] Simmons JP, Nelson LD, Simonsohn U 2011 False-positive psychology: undisclosed flexibility in data collection and analysis allows presenting anything as significant. Psychol. Sci. 22, 1359– 1366. (10.1177/0956797611417632) 22006061 source
- cites [38] Gelman A, Loken E 2013 The garden of forking paths: why multiple comparisons can be a problem, even when there is no ‘fishing expedition’ or ‘p-hacking’ and the research hypothesis was posited ahead of time. New York, NY: Dep Stat Columbia Univ.
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
Interpretationown dataThe observed effect relating violent gaming to aggressive behaviour was both statistically and practically insignificant.
“we concluded this observed effect relating violent gaming to aggressive behaviour was both statistically and practically insignificant.”
Quote in the paperSubstantial claim- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
- Rests on an assumption: PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
Classified as probably not a substantial claim. May combine two claims.
Study design and conductreasoningThese standards were set for type 1 and 2 error control and the sample was sufficiently large for a fair and sensitive test of the null and alternative hypotheses.
“Findings can be interpreted with greater confidence because these standards were set for type 1 and 2 error control and the sample was sufficiently large for a fair and sensitive test of the null and alternative hypotheses.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductown dataThe five-item prosocial subscale had a mean of 12.08 (s.d. = 2.29) and internal consistency α = 0.77.
“Scores on this five-item subscale were summed and ranged from 5 to 15 (M = 12.08, s.d. = 2.29, α = 0.77).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Study design and conductnone givenIn this study, we draw general inferences about gaming effects in a general way across the population as a whole.
“Finally, in this study, we draw general inferences about gaming effects in a general way across the population as a whole.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductcitationWe prespecified how we would interpret effects larger, smaller or falling in the same range as estimates from meta-analysis.
“because we prespecified how we would interpret effects larger, smaller or falling in the same range as estimates from meta-analysis [32]”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [32] Hilgard J, Engelhardt CR, Rouder JN 2017 Overstated evidence for short-term effects of violent games on affect and behavior: a reanalysis of Anderson et al. 2010. Psychol. Bull. 143, 757– 774. (10.1037/bul0000074) 28639810 source
- Rests on an assumption: All studies of violent video game effects encountered by the authors use statistical significance as a surrogate for determining if the effects of gaming are practically significant in real-world terms.
Classified as probably not a substantial claim.
Study design and conductnone givenWe prespecified exactly how we would operationalize key variables before conducting the study.
“Our study, then, contributes to this literature base, as we prespecified exactly how we would operationalize key variables before conducting the study.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Study design and conductreasoningThe criterion variable was completed by carers, not adolescent participants.
“our criterion variable—the Strengths and Difficulties Questionnaire—was completed by carers (not adolescent participants)”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductcitationThe current work is the second study in the area to set the number of observations based on an a priori power analysis, and the first to specify a minimum effect size of theoretical interest.
“We believe the current work is the second study in the area to set the number of observations based on an a priori power analysis [47], and the first to specify a minimum effect size of theoretical interest.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [47] McCarthy RJ, Coley SL, Wagner MF, Zengel B, Basham A 2016 Does playing video games with violent content temporarily increase aggressive inclinations? A pre-registered experimental study. J. Exp. Soc. Psychol. 67, 13– 19. (10.1016/j.jesp.2015.10.009) source
May combine two claims.
Study design and conductown dataThe reliability of the SDQ scale was relatively high and in line with previous SDQ work.
“Our data supported this decision, as the reliability of the scale was relatively high and in line with previous SDQ work [59].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [59] Matsuishi T et al. 2008 Scale properties of the Japanese version of the Strengths and Difficulties Questionnaire (SDQ): a study of infant and school children in community samples. Brain Dev. 30, 410– 415. (10.1016/j.braindev.2007.12.003) 18226867 source
Classified as probably not a substantial claim.
Study design and conductnone givenBefore conducting the study, we set both a criterion for statistical significance and an a priori threshold informed by the extant literature as a criterion for practical significance.
“before conducting the study, we set both a criterion for statistical significance and an a priori threshold informed by the extant literature as a criterion for practical significance.”
Quote in the paperSubstantial claim- Rests on an assumption: All studies of violent video game effects encountered by the authors use statistical significance as a surrogate for determining if the effects of gaming are practically significant in real-world terms.
May combine two claims.
InterpretationreasoningLinks reported in the literature might be influenced by publication bias, selective reporting, or an artefact of unobserved or hidden moderators.
“This pattern of findings further suggests that links reported in the literature might be influenced by publication bias, selective reporting, or an artefact of unobserved or hidden moderators, as has been previously suspected [45,78].”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [45] Anderson CA, Dill KE 2000 Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. J. Pers. Soc. Psychol. 78, 772– 790. (10.1037/0022-3514.78.4.772) 10794380 source
- cites [78] Norman GR, Sloan JA, Wyrwich KW 2003 Interpretation of changes in health-related quality of life: the remarkable universality of half a standard deviation. Med. Care 41, 582– 592. (10.1097/01.MLR.0000062554.74615.4C) 12719681 source
Classified as probably not a substantial claim.
Study design and conductown dataThe present study is based on cross-sectional data.
“Second, the present study is based on cross-sectional data.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Study design and conductnone givenThis is among the first studies to test the effects of violent gaming on human aggression using a preregistered hypothesis-testing framework and the first to do so following the registered reports protocol.
“This is among the first studies to test the effects of violent gaming on human aggression using a preregistered hypothesis-testing framework and the first to do so following the registered reports protocol.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe scientific literature on the effects of violent video games is sharply divided.
“a scientific literature sharply divided on the effects of violent video games [29]”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [29] Ferguson CJ 2015 Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents’ aggression, mental health, prosocial behavior, and academic performance. Perspect. Psychol. Sci. 10, 646– 666. (10.1177/1745691615592234) 26386002 source
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenOur work is based entirely on self-report data.
“First, our work is based entirely on self-report data.”
Quote in the paperNot a substantial claim
The paper relies on this without support.
Adolescents accurately reported the games they played and the time they spent playing them.
“This work depends on children and young people accurately reporting on their video game play, the level of violent content present in this play and their own trait- or state-level aggression”
The paper relies on this without support.
PEGI and ESRB violent-content ratings validly indicate the violent content of the games played.
“We operationalized violent game contents using European Union [50] and North American media rating systems [51].”
The paper relies on this without support.
Many researchers ask participants to estimate their own aggressive behaviours and provide subjective ratings of the violence present in the games they play.
“First, we observed that many researchers ask participants not only to estimate their own aggressive behaviours but also to provide subjective ratings of the violence present in the games they play.”
The paper relies on this without support.
All studies of violent video game effects encountered by the authors use statistical significance as a surrogate for determining if the effects of gaming are practically significant in real-world terms.
“Finally, all studies of violent video game effects we have encountered use statistical significance as a surrogate for determining if the effects of gaming are practically significant in real-world terms.”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Positive-association claim conflicts with the correlation table
MinorThe text says aggressive behaviour was positively associated with all observed variables, but the table reports a negative correlation with playing any violent games.
“In line with expectations, aggressive behaviour was positively associated with all of the observed variables (|r|s = 0.08–0.62)”
“| 4. plays any violent games | −0.194** | −0.149** | 0.242** | — | | | | | |”
Play time is called objectively assessed despite being self-reported
MinorThe methods say adolescents reported their play frequency on a scale, but a later description calls the assessment of time spent playing objective.
“Further, the explanatory variable, violent video game play, reflected the level of exposure young people have to violent games by combining objective assessments of both time spent playing and violent content (official game ratings) across a broad range of popular games.”
“adolescents responded to a fifth item, a 9-point scale ranging from ‘none at all’ (coded 0) to ‘about 7 or more hours a day’ (coded 8) as a frame for reporting the frequency of their play”
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“This is the same shortcoming as the Anderson et al. (2017) paper mentioned above that also claimed to measure aggressive behaviors.”
BackgroundA longitudinal study of risk-glorifying video games and behavioral deviance.
Hull, J. G., Brunelle, T. J., Prescott, A. T., & Sargent, J. D. (2014) · Journal of Personality and Social Psychology · doi:10.1037/a0036058 · Cited by 93 · see citing works
Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior
Tear, M. J., & Nielsen, M. (2013) · PLoS ONE · doi:10.1371/journal.pone.0068382 · Cited by 90 · see citing works
Sore losers? A reexamination of the frustration–aggression hypothesis for colocated video game play.
Breuer, J., Scharkow, M., & Quandt, T. (2013) · Psychology of Popular Media Culture · doi:10.1037/ppm0000020 · Cited by 87 · see citing works
Everything in Moderation: Moderate Use of Screens Unassociated with Child Behavior Problems
Ferguson, C. J. (2017) · Psychiatric Quarterly · doi:10.1007/s11126-016-9486-3 · Cited by 86 · see citing works
Eynon, R., & Helsper, E. J. (2014) · Information Communication & Society · doi:10.1080/1369118x.2014.942344 · Cited by 76 · see citing works
Who Believes Electronic Games Cause Real World Aggression?
Przybylski, A. K. (2013) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2013.0245 · Cited by 68 · see citing works
Self-citationMcCarthy, R. J., Coley, S. L., Wagner, M. F., Zengel, B., & Basham, A. (2016) · Journal of Experimental Social Psychology · doi:10.1016/j.jesp.2015.10.009 · Cited by 64 · see citing works
Beyond ‘turn it off’: How to advise families on media use
Brown, A., Shifrin, D. L., & Hill, D. (2015) · AAP News · doi:10.1542/aapnews.20153610-54 · Cited by 62 · see citing works
Etchells, P. J., Gage, S. H., Rutherford, A. D., & Munafo, M. R. (2016) · PLoS ONE · doi:10.1371/journal.pone.0147732 · Cited by 61 · see citing works
Ivory, J., & Kalyanaraman, S. (2009) · Communication Reports · doi:10.1080/08934210902798536 · Cited by 59 · see citing works
Ferguson, C. J. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.06.016 · Cited by 48 · see citing works
Furlong, M. J., Fullchange, A., & Dowdy, E. (2017) · School Psychology Quarterly · doi:10.1037/spq0000168 · Cited by 36 · see citing works
Mischievous responding in Internet Gaming Disorder research
Przybylski, A. K. (2016) · PeerJ · doi:10.7717/peerj.2401 · Cited by 36 · see citing works
Self-citationMarkey, P. M., Males, M. A., French, J. E., & Markey, C. N. (2015) · Human Communication Research · doi:10.1111/hcre.12057 · Cited by 31 · see citing works
The release of Grand Theft Auto V and registered juvenile crime in the Netherlands
Beerthuizen, M. G. C. J., Weijters, G., & van der Laan, A. M. (2017) · European Journal of Criminology · doi:10.1177/1477370817717070 · Cited by 27 · see citing works
Violent video game legislation as pseudo-agenda
Copenhaver, A. (2014) · Criminal Justice Studies · doi:10.1080/1478601x.2014.966474 · Cited by 23 · see citing works
Przybylski, A. K., & Weinstein, N. (2016) · PeerJ · doi:10.7717/peerj.1931 · Cited by 17 · see citing works
Self-citationWilliams, J. (2016) · Growth: The Journal of the Association for Christians in Student Development · Cited by 16 · see citing works
Breuer, J., Velez, J., Bowman, N., Wulf, T., & Bente, G. (2017) · Journal of Media Psychology · doi:10.1027/1864-1105/a000209 · Cited by 8 · see citing works
A third of GPs are considering retirement, BMA survey finds
Rimmer, A. (2015) · BMJ · doi:10.1136/bmj.h2037 · Cited by 7 · see citing works
A Critical Miss: Video Games, Violence, and Ineffective Legislation
Dillio, R. (2014) · First Amendment Studies · doi:10.1080/21689725.2014.950496 · Cited by 6 · see citing works
Scholars' Open Letter to the World Health Organization on Gaming Disorder Proposal
Przybylski, A. K., Rooij, A. J. V., Carras, M. C., et al. (2016) · doi:10.31234/osf.io/zzbka
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Video game play is positively correlated with well-being
Johannes, N., Vuorre, M., & Przybylski, A. K. (2021) · Royal Society Open Science · doi:10.1098/rsos.202049 · Cited by 330 · see citing works
Self-citationTime spent playing video games is unlikely to impact well-being
Vuorre, M., Johannes, N., Magnusson, K., & Przybylski, A. K. (2022) · Royal Society Open Science · doi:10.1098/rsos.220411 · Cited by 121 · see citing works
Self-citationPornography and Sexual Aggression: Can Meta-Analysis Find a Link?
Ferguson, C. J., & Hartley, R. D. (2020) · Trauma Violence & Abuse · doi:10.1177/1524838020942754 · Cited by 115 · see citing works
“Preregistration, however, is a relatively new concept, though it has been argued as a critical component for media and aggression research as it reduces the potential for questionable researcher practices that can cause spurious or unreliable results (Przybylski & Weinstein, 2019).”
BackgroundDrummond, A., Sauer, J. D., & Ferguson, C. J. (2020) · Royal Society Open Science · doi:10.1098/rsos.200373 · Cited by 106 · see citing works
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 · see citing works
“The current study consists of a reanalysis of a large dataset from Singapore (henceforth simply “Singapore dataset”) that has been used several times previously (see Przybylski and Weinstein 2019 for full listing and discussion, pp. 2–3).”
InfluentialFerguson, C. J., Copenhaver, A., & Markey, P. M. (2020) · Perspectives on Psychological Science · doi:10.1177/1745691620927666 · Cited by 95 · see citing works
“Currently, the pattern suggests that preregistered studies are much less likely to find evidence for adverse effects (Przybylski & Weinstein, 2019b), but a higher volume of studies is certainly welcome.”
BackgroundMethodInfluentialToth, A. J., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020) · Brain Sciences · doi:10.3390/brainsci10110859 · Cited by 100 · see citing works
“This research, in addition to new work dispelling the myth that action video games (AVGs) overtly influence aggressive behaviour [12,13], has demonstrated a notable shift towards”
Shoshani, A., Braverman, S., & Meirow, G. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106578 · Cited by 83 · see citing works
Hygen, B. W., Skalická, V., Stenseng, F., Belsky, J., Steinsbekk, S., & Wichstrøm, L. (2020) · Journal of Child Psychology and Psychiatry · doi:10.1111/jcpp.13289 · Cited by 65 · see citing works
“Recent preregistered studies find no evidence; however, linking violent video games to aggressive behavior (e.g., McCarthy, Coley, Wagner, Zengel & Basham, 2016; Przybylski & Weinstein, 2019).”
BackgroundFerreira-Brito, F., Fialho, M., Virgolino, A., Neves, I., Miranda, A. C., Sousa-Santos, N., Caneiras, C. S. G., Carriço, L. M., Verdelho, A., & Santos, O. (2019) · Journal of Biomedical Informatics · doi:10.1016/j.jbi.2019.103287 · Cited by 66 · see citing works
The meaning of the experience of being an online video game player
Arbeau, K. J., Thorpe, C., Stinson, M., Budlong, B., & Wolff, J. (2020) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2020.100013 · Cited by 61 · see citing works
Shoshani, A., & Krauskopf, M. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106641 · Cited by 48 · see citing works
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 45 · see citing works
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 41 · see citing works
Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports
Abbasi, A. Z., Nisar, S., Rehman, U., & Ting, D. H. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.01831 · Cited by 40 · see citing works
“…et al., 2016); gender differences in video game play (Jamak et al., 2018); playful-consumption experiences (Abbasi et al., 2019a,b); engagement in violent games and its link to aggressive behavior (Przybylski and Weinstein, 2019); and educational games in STEM subjects (Zuiker and Anderson, 2019).”
BackgroundUnsatisfied needs as a predictor of obsessive passion for videogame play.
Johnson, D. M., Formosa, J., Perry, R., Lalande, D. R., Türkay, S., Obst, P. L., & Mandryk, R. L. (2021) · Psychology of Popular Media · doi:10.1037/ppm0000299 · Cited by 41 · see citing works
“Additionally, since conducting this work, as described in the introduction, research has been published which highlights the relevance of need frustration (in addition to need satisfaction) to the domain (Przybylski & Weinstein, 2019a; Tóth-Király et al., 2019).”
BackgroundVideo 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 39 · see citing works
“…research groups appear to be either intentionally or unintentionally manipulating statistics such as to create ‘statistically significant’ results (see Przybylski & Weinstein, 2019 for documentation of one case involving a large sample of Singapore Youth, i.e., Busching et al., 2013; Gentile, Li,…”
BackgroundVideo Games and Their Correlation to Empathy
Wulansari, O. D. E., Pirker, J., Kopf, J., et al. (2020) · Advances in intelligent systems and computing · doi:10.1007/978-3-030-40274-7_16 · Cited by 33 · see citing works
Olsen, K. N., Terry, J., & Thompson, W. F. (2022) · Current Psychology · doi:10.1007/s12144-022-03108-9 · Cited by 33 · see citing works
Causal effect of video gaming on mental well-being in Japan 2020–2022
Egami, H., Rahman, M. S., Yamamoto, T., Egami, C., & Wakabayashi, T. (2024) · Nature Human Behaviour · doi:10.1038/s41562-024-01948-y · Cited by 31 · see citing works
Gandolfi, E., Ferdig, R. E., & Soytürk, İ. (2021) · New Media & Society · doi:10.1177/14614448211027171 · Cited by 30 · see citing works
“…online as well as offline (DeLisi et al., 2013) and gaming expertise seems to work against helping less proficient players; it has been found that frustration is a leading trigger for toxic behaviors against less skilled teammates and opponents (Fox and Tang, 2017; Przybylski and Weinstein, 2019).”
BackgroundVirtually in love: The role of anthropomorphism in virtual romantic relationships
Koike, M., Loughnan, S., & Stanton, S. C. E. (2022) · British Journal of Social Psychology · doi:10.1111/bjso.12564 · Cited by 31 · see citing works
Kwak, K. H., Hwang, H., Kim, S. M., & Han, D. H. (2020) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph17020441 · Cited by 28 · see citing works
“In a large sample study of adolescents who play violent video games, Przybylski [48] reported that there was no significant correlation between violent video games and aggressive behavior in adolescents.”
BackgroundBi-directional Long Short-Term Memory model to analyze psychological effects on gamers
Ghosh, L., Saha, S., & Konar, A. (2020) · Applied Soft Computing · doi:10.1016/j.asoc.2020.106573 · Cited by 25 · see citing works
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 · see citing works
“A questionnaire was designed, based on the items elaborated by Przybylski and Weinstein [43].”
MethodHo, M., Huyền, N. T. T., Nguyen, M., La, V., & Vuong, Q. (2022) · AMBIO · doi:10.1007/s13280-022-01742-y · Cited by 26 · see citing works
“However, new evidence suggests that video games are not related to violent behaviors (Przybylski and Weinstein 2019).”
BackgroundA Manifesto for More Productive Psychological Games Research
Ballou, N. (2023) · Games Research and Practice · doi:10.1145/3582929 · Cited by 25 · see citing works
Romans and Rollercoasters: Scholarship in the Digital Playground
Politopoulos, A., Ariese, C. E., Boom, K. H. J., et al. (2019) · Journal of Computer Applications in Archaeology · doi:10.5334/jcaa.35 · Cited by 24 · see citing works
“Studies concerning the psychological and behavioural effects of violence in video games remain inconclusive (e.g. Anderson, Gentile & Buckley 2007; Przybylski & Weinstein 2019), however, discussions over the value and role have been dominated by such concerns.”
BackgroundCompetition and Digital Game Design: a Self-Determination Theory Perspective
Moller, A. C., Kornfield, R., & Lu, A. S. (2024) · Interacting with Computers · doi:10.1093/iwc/iwae023 · Cited by 23 · see citing works
“Although it is noteworthy that hypotheses linking simulated violence in digital games to real world aggression have not been well-supported (Przybylski and Weinstein, 2019), simulated driving is a behavior that parallels real-world driving D o w n l oaded f r o m h tt p s :/ / a c ade m i c . oup .…”
BackgroundFerguson, C. J., & Wang, J. (2020) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2020.0027 · Cited by 22 · see citing works
“Almost all of these preregistered studies or analyses have produced null results, 3–5 with only one high-quality exception.”
Ferguson, C. J., Jeong, E. J., & Wang, J. (2022) · The Journal of General Psychology · doi:10.1080/00221309.2022.2060176 · Cited by 22 · see citing works
“For instance, several studies have indicated that diagnostic criteria for PG fail to distinguish clinical from non-clinical populations (Colder Carras & Kardefelt-Winther, 2018; Przybylski, Weinstein, & Murayama, 2017; Przybylski & Weinstein, 2019a).”
BackgroundInfluentialShould Violence Against Robots be Banned?
Mamak, K. (2022) · International Journal of Social Robotics · doi:10.1007/s12369-021-00852-z · Cited by 21 · see citing works
“Many studies have examined the impact of video games on violence, and the results have not provided strong evidence that games have such an impact (see, e.g., [69]).”
BackgroundVirtual 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 · see citing works
“In addition, numerous studies also found no association between playing violent games and aggression among children (Przybylski and Weinstein, 2019; Wiegman and van Schie, 1998).”
BackgroundAbbasi, A. Z., Shah, M. U., Rehman, U., Hlavacs, H., Ting, D. H., & Nisar, S. (2021) · IEEE Access · doi:10.1109/access.2021.3053207 · Cited by 23 · see citing works
“Prior studies also examined CE in video games that have been restricted to videogame addiction and scholastic achievements [22], playful consumption experience [4], the effect of consumer motivation to play video games [23], symptoms of stress, anxiety, and depression [24], violent game engagement and aggressive behav…”
BackgroundLacko, D., Macháčková, H., & Šmahel, D. (2024) · Computers in Human Behavior · doi:10.1016/j.chb.2024.108341 · Cited by 22 · see citing works
Gao, K., & Lee, D.-Y. (2024) · IEEE Access · doi:10.1109/access.2024.3417256 · Cited by 18 · see citing works
Video 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 18 · see citing works
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 · see citing works
Międzobrodzka, E., Buczny, J., Konijn, E. A., & Krabbendam, L. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.651759 · Cited by 17 · see citing works
Burke, B., & Lucier‐Greer, M. (2021) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2021.100136 · Cited by 15 · see citing works
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 · see citing works
Kahila, J., Viljaranta, J., Kahila, S., Piispa-Hakala, S., & Vartiainen, H. (2022) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2022.100513 · Cited by 16 · see citing works
Teaching through Play: Using Video Games as a Platform to Teach about the Past
Boom, K. H. J., Ariese, C. E., van den Hout, B., et al. (2020) · Ubiquity Press eBooks · doi:10.5334/bch.c · Cited by 16 · see citing works
“Nor is the point here that this is actively harmful – studies on the psychological or social effects of violence in video games are, on the whole, inconclusive (e.g. Anderson, Gentile & Buckley 2007; Przybylski & Weinstein 2019).”
BackgroundAvoiding Irrelevance: The manifestation and impacts of technophobia in psychological sciencePreprint
Davidson, B. I., Ellis, D. A., Bowman, N. D., Liveley, G., Shaw, H., Przybylski, A. K., & Levine, M. (2019) · doi:10.31234/osf.io/b9f4p · Cited by 17 · see citing works
Self-citationHow Novelty and Narratives Drive the Stock Market
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899 · Cited by 16 · see citing works
Decoding emotional changes of android-gamers using a fused Type-2 fuzzy deep neural network
Ghosh, L., Saha, S., & Konar, A. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106640 · Cited by 15 · see citing works
Ferguson, C. J. (2021) · Developmental Science · doi:10.1111/desc.13008 · Cited by 13 · see citing works
“This approach is based on recommendations of Orben and Przybylski (2019a) as well as Przybylski and Weinstein (2019b) for avoiding Type I error and overinterpretation of trivial results in large-n studies.”
BackgroundMethodBarr, P. (2023) · The MIT Press eBooks · doi:10.7551/mitpress/14495.001.0001 · Cited by 14 · see citing works
The impact of time devoted to video games on student achievement
Tot, T. S., Adžić, S., Tot, V., Aleksić, M., & Zakić, N. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11418-5 · Cited by 13 · see citing works
“However, recent research findings on impact of violent video games showed that there are no special changes in interpersonal competences, impulsivity, depressivity, anxiety, or executive functions behaviour among players (Ferguson et al., 2015; Kühn et al., 2019; Przybylski & Weinstein, 2019).”
BackgroundFerguson, C. J. (2019) · Psychiatric Quarterly · doi:10.1007/s11126-019-09669-6 · Cited by 13 · see citing works
Gandolfi, E., Soytürk, İ., & Ferdig, R. E. (2021) · Journal of Affective Disorders · doi:10.1016/j.jad.2021.08.133 · Cited by 14 · see citing works
Timming, A. R., Farndale, E., Budhwar, P. S., & Wood, G. (2021) · Human Resource Management Journal · doi:10.1111/1748-8583.12359 · Cited by 12 · see citing works
The Effect of Negative Peace in Mind to Aggressive Behavior of Students in Indonesia
Saputra, W. N. E., Supriyanto, A., Rohmadheny, P. S., Astuti, B., Ayriza, Y., & Adiputra, S. (2021) · European Journal of Educational Research · doi:10.12973/eu-jer.10.1.485 · Cited by 11 · see citing works
“Individual aggressive behavior can arise due to the use of game technology, such as violent games (Przybylski & Weinstein, 2019).”
BackgroundAre orcs racist? Dungeons and Dragons, ethnocentrism, anxiety, and the depiction of “evil” monsters
Ferguson, C. J. (2022) · Current Psychology · doi:10.1007/s12144-021-02551-4 · Cited by 12 · see citing works
“…those seen in media effects studies are replicable has been controversial (Cesario, 2014; Rohrer et al., 2019) and some studies suggest that preregistered studies of media effects in other areas such as aggression have failed to support previously consensus theories (Przybylski & Weinstein, 2019).”
ResultOn the Prevalence of Addicted or Problematic Gaming in Finland
Karhulahti, V., & Koskimaa, R. (2019) · Addictive Behaviors Reports · doi:10.1016/j.abrep.2019.100225 · Cited by 10 · see citing works
Ak, Ş., Özdemir, Y., & Sağkal, A. S. (2021) · Contemporary School Psychology · doi:10.1007/s40688-021-00352-x · Cited by 10 · see citing works
Champion, E. (2020) · Ubiquity Press eBooks · doi:10.5334/bch · Cited by 10 · see citing works
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 · see citing works
“Finally, research usually uses a limited set of games, compromising generalizability to video games in general (Johannes et al., 2021; Przybylski & Weinstein, 2019; Vuorre et al., 2022).”
InfluentialCorrecting for outcome reporting bias in a meta-analysis: A meta-regression approach
van Aert, R. C. M., & Wicherts, J. M. (2023) · Behavior Research Methods · doi:10.3758/s13428-023-02132-2 · Cited by 11 · see citing works
“ORB is expected to be a concern in this research field as there is a high degree of flexibility in the measurement of aggression outcomes (Elson et al., 2014; Hilgard et al., 2019; e.g., Przybylski & Weinstein, 2019).”
BackgroundThe “digital animal intuition:” the ethics of violence against animals in video games
Coghlan, S., & Sparrow, L. A. (2020) · Ethics and Information Technology · doi:10.1007/s10676-020-09557-9 · Cited by 9 · see citing works
“But this is disputed (Przybylski and Weinstein 2019).”
BackgroundThe well-being of gamers, video game players, and non-players
Kort-Butler, L. A. (2021) · The Social Science Journal · doi:10.1080/03623319.2021.1910774 · Cited by 16 · see citing works
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 · see citing works
“…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 association between the use of electronic media and children’s development (Przybylski & Weinstein, 2019).”
ResultAdolescents’ videogame play, need satisfaction, and self-esteem: a self-determination perspective
Noon, E. J., Carbone, L., Swinnen, B., & Vandenbosch, L. (2024) · Current Psychology · doi:10.1007/s12144-024-05933-6 · Cited by 8 · see citing works
Factores que Influyen el Aprendizaje de Lengua Extranjera en los eSports. Un Estudio de Caso
Fuentes, A. Y. P., & Navas, M. F. (2020) · Qualitative Research in Education · doi:10.17583/qre.2020.4997 · Cited by 8 · see citing works
Abbasi, A. Z., Rehman, U., Hussain, K., Ting, D. H., Hlavacs, H., & Qummar, M. H. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.918968 · Cited by 39 · see citing works
“In contrast, based on self-reported data evidence from the register report, Przybylski and Weinstein (2019) concluded that violent videogame engagement is not related to teenagers’ aggressive behavior.”
BackgroundMethodInfluentialEmotional and Cognitive Responses to Theatrical Representations of Aggressive Behavior
Berceanu, A. I., Matu, S. A., & Macavei, B. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.01785 · Cited by 8 · see citing works
“As such, theater has a long history of representing violence, from antiquity to present times, and while it is supposed that the cathartic function of representing violence through tragedies would have a beneficial effect on spectators, there is little empirical evidence on the positive or negative impact of artistic…”
BackgroundDevelopment of a Game Communities of Inquiry Scale (GCoIS)
Soytürk, İ., Gandolfi, E., & Ferdig, R. E. (2020) · International Journal of Gaming and Computer-Mediated Simulations · doi:10.4018/ijgcms.2020070103 · Cited by 7 · see citing works
It Does Matter If You Win or Lose, and How You Play the (Video) Game
Hemovich, V. (2020) · Games and Culture · doi:10.1177/1555412020913760 · Cited by 7 · see citing works
“488 Games and Culture 16(4) Ferguson, 2015b; Przybylski & Weinstein, 2019).”
BackgroundZhang, Q., Tian, J., Chen, L., & Cao, Y. (2021) · Research Square · doi:10.21203/rs.3.rs-139260/v1 · Cited by 7 · see citing works
“Thus, critics state that some of game-aggression works are known to be false positives due to questionable researcher practices that are not replicated when reexamined (Ferguson & Wang, 2019; Mccarthy, Coley, Wagner, Zengel, & Basham, 2016; Przybylski & Weinstein, 2019).”
BackgroundScope Challenges to Social Impact
Bhatt, M., Guryan, J., Ludwig, J., et al. (2021) · National Bureau of Economic Research · doi:10.3386/w28406 · Cited by 7 · see citing works
“…confidence interval that ranges from just -0.08 to +0.10, which likely overstates the true causal relationship because those who choose to voluntarily play lots of violent video games are plausibly predisposed towards aggressive behavior already (Anderson, 2004 and Przybylski and Weinstein, 2019).”
BackgroundInfluentialXiao, L. Y., & Lund, M. L. (2025) · Royal Society Open Science · doi:10.1098/rsos.250704 · Cited by 6 · see citing works
Rethinking Social Media and Extremism
Pickering, P., & Leitch, S. (2022) · ANU Press eBooks · doi:10.22459/rsme.2022 · Cited by 6 · see citing works
Ritualized into adulthood: the scarcity of youth-focused rites of passage in America
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“A recent study in the U.K. found that two-thirds of male teens and almost half of female teens regularly play violent games rated for age 17 and above [63].”
Pearson, J., Wu, S., Royston, H., Smailes, H., Robinson, N., Cowell, A., & Jones, A. (2020) · Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering · doi:10.1007/978-3-030-53294-9_33 · Cited by 6 · see citing works
Playing violent videogames is unrelated to antisocial behavior in Mexican children
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Types of Adolescent Screen Use and Positive Wellbeing: Gender and Parental Education Influences
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“While evidence on the positive link between gaming and wellbe - ing is lacking, some studies have found no statistically significant associations between violent and non-violent gaming and adolescent aggression (Ferguson, 2015; Przybylski & Weinstein, 2019).”
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“These findings of insignifi-cance correspond to several recent methodologically sound longitudinal studies (e.g. Ferguson and Wang, 2019; Kühn et al., 2018; Przybylski and Weinstein, 2019; see also Drummond et al., 2020).”
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“Scholars such as Consalvo (2007), Gee (2005), Markey & Ferguson (2017), and Przybylski & Weinstein (2019) uncovered both the positive and negative potential and actual implications of new media technologies, Dark Side / March 2020 Journal of Virtual Worlds Research Vol. 13, No. 1 providing a less…”
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“The latest study by the University of Oxford uses a parent-report way to reveal that a certain amount of violent video games did not positively associate with children’s aggressive acts (Przybylski & Weinstein, 2019).”
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Frustration and Violence in Mobile Video Games
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“…violence and computer games indeed leads to increased aggression However, a significant body of research suggest that this effect is minor [31, 32], taking into account not only the effect of publication bias in the aforementioned studies, but also the arguing that they do not take account…”
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“A distinction can be made between distal gaming-related factors, which are external to gameplay but embedded in gaming culture and communities (Ferguson et al., 2020; Przybylski and Weinstein, 2019).”
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“Consequently, it becomes imperative to explore their potential as constructive factors in people’s lives (Przybylski & Weinstein, 2019).”
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THE PROSOCIAL BEHAVIOUR OF ADOLESCENTS IN ONLINE VIDEO GAMES. A LITERATURE REVIEW
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- Authors
- Przybylski, A. K., & Weinstein, N.
- Affiliations
- University of Oxford (GB)
- Cardiff University (GB)
- Corresponding author
- Przybylski, Andrew K.
- Venue
- Royal Society Open Science
- Publisher
- The Royal Society
- Published
- 2019-02
- Volume
- 6
- Issue
- 2
- Pages
- 171474
- ISSN
- 2054-5703 (ISSN-L)
- PMC
- PMC6408382
- OpenAlex
- W2914745182
- Cited by
- 228
- References
- 75
- Citations by year
- 2026: 27 · 2025: 19 · 2024: 23 · 2023: 23 · 2022: 32 · 2021: 53 · 2020: 39 · 2019: 11
- FWCI
- 40.80
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- Royal Society Open Science (publishedVersion, cc-by)
- PubMed (publishedVersion)
- ORCA Online Research @Cardiff (Cardiff University) (acceptedVersion)
- Europe PMC (PubMed Central) (submittedVersion, cc-by)
- PubMed Central (submittedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- John Fell Fund, University of Oxford (163/079)
- 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, adolescents, game engagement, game ratings, prosocial behavior, carer assessment, video game effects
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