The DOI matches its Crossref record; 74 of the 75 references it cites were found in a registry or an index; 9 of the 38 sources its claims cite were checked for support.
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.
Overview
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.
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Claims the paper makes
9 of 38 cited sources checked · 3 supported · 0 flagged · accuracy not yet measured
The cited sources support only part of this claim — read each source’s verdict below.
In the paper
“Mischievous responding can have the effect of introducing measurement noise that inflates relations that are logically incoherent or absurd to take at face value.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Introduction
What the sources say
- Not checked — no full text of the sourcecites [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
- Not checked — no full text of the sourcecites [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
- Partly supportedcites [41] Przybylski AK 2016 Mischievous responding in Internet gaming disorder research. PeerJ. 4, e2401 (10.7717/peerj.2401) 27672496 PMC5028771 sourceExperimental — accuracy not yet measured
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)
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesThe cited sources support only part of this claim — read each source’s verdict below.
In the paper
“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]”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
What the sources say
- Not checked — no full text of the sourcecites [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
- Partly supportedcites [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 sourceExperimental — accuracy not yet measured
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)
Load-bearingStrength:boosted· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesA result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The semi-partial effect relating violent gaming to aggressive behaviour was r = 0.01.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Confirmatory analyses
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passes- 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.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Abstract
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passes- 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
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Abstract
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passes- 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
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Confirmatory analyses
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passes- 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.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Abstract
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passes- 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
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Preliminary analyses
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passes- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Exploratory analyses
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesA result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passes
- It may state two separate claims as one. 22
- Probably not a substantial claim. 37
The cited sources that could be checked couldn’t confirm or dispute this claim.
In the paper
“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].”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Introduction
What the sources say
- Could not verifycites [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 sourceExperimental — accuracy not yet measured
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)
- Not matchedcites [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.
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- Could not verify
The sources with a verdict support this claim; the rest weren’t checked yet, have no full text we could read, or their verdicts aren’t rated yet.
In the paper
“the present study examined the fundamental dynamic of concern in this subfield through a purely confirmatory lens [47] following a registered reports protocol [48].”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Introduction
What the sources say
- Not checked — no full text of the sourcecites [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
- Supportedcites [48] Munafò MR et al. 2017 A manifesto for reproducible science. Nat. Hum. Behav. 1, 0021 (10.1038/s41562-016-0021) PMC7610724 33954258 source
The citation to this source, [47], is attached to the study’s “purely confirmatory lens,” not to its Registered Reports protocol, which has a separate citation [48]. In “Reporting and dissemination,” the source distinguishes data-independent confirmatory research for testing hypotheses from data-contingent exploratory research. It provides the methodological basis for that description; it does not independently verify how the citing study was conducted. (LLM, conf=0.86)
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim.
The cited sources support only part of this claim — read each source’s verdict below.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Computation of the criterion variable: aggressive behaviour
What the sources say
- Partly supportedcites [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 sourceExperimental — accuracy not yet measured
Split into 2 atoms — 0 confirmed, 2 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
- Not checked — no full text of the sourcecites [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
- Not checked — no full text of the sourcecites [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
Load-bearingStrength:boosted· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim. It may state two separate claims as one.
- Partly supported
The cited sources that could be checked couldn’t confirm or dispute this claim.
In the paper
“Indeed, statistical significance does not necessitate a subjective state that humans can distinguish on a personal level [77,78].”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
What the sources say
- Could not verifycites [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 sourceExperimental — accuracy not yet measured
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)
- Not checked — no full text of the sourcecites [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
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✗ Checkable: fails✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim. It may be too vague to check against evidence.
- Could not verify
The sources with a verdict support this claim; the rest weren’t checked yet, have no full text we could read, or their verdicts aren’t rated yet.
In the paper
“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].”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Consideration of outcome-neutral conditions
What the sources say
- Supportedcites [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
The citation to this paper is attached to daily video game play, not violent game play or aggressive behaviour. The Exploratory analyses (p. 6) report that boys spent far more time gaming than girls on both weekdays and weekend days. (LLM, conf=0.93)
- Not checked — no full text of the sourcecites [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.
- Could not verifycites [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 sourceExperimental — accuracy not yet measured
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)
Strength:hedged· not yet calibratedCausal:correlational· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
- Supported
The sources with a verdict support this claim; the rest weren’t checked yet, have no full text we could read, or their verdicts aren’t rated yet.
In the paper
“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].”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Exploratory analyses
What the sources say
- Not checked — no full text of the sourcecites [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
- Not checked — no full text of the sourcecites [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
- Supportedcites [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
The Introduction describes multiple studies linking video-game play with prosocial outcomes, including cooperation, helping, and rewarding others. It also notes that this literature is comparatively small and that few studies directly contrast violent and prosocial games; those qualifications do not negate the broad claim that a literature exists. (LLM, conf=0.86)
Strength:plain· not yet calibratedCausal:correlational· not yet calibratedTests✓ Asserted: passes✗ Checkable: fails✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. It may be too vague to check against evidence. The paper’s conclusions may not depend on it.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Consideration of outcome-neutral conditions
Strength:plain· not yet calibratedCausal:correlational· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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)”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Preliminary analyses
Strength:plain· not yet calibratedCausal:correlational· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“In line with expectations, aggressive behaviour was positively associated with all of the observed variables (|r|s = 0.08–0.62)”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Preliminary analyses
Strength:plain· not yet calibratedCausal:correlational· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Results from this model showed that neither the linear (p = 0.402) nor the parabolic (p = 0.624) predictors were statistically significant.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Confirmatory analyses
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- 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.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Abstract
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- 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.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Check question: subjective game engagement
Strength:plain· not yet calibratedCausal:correlational· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
- Rests on an assumption: Adolescents accurately reported the games they played and the time they spent playing them.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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).”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Computation of the explanatory variable: violent video game engagement
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
- 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.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Confirmatory analyses
Load-bearingStrength:hedged· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- 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.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Perhaps unsurprisingly then, results, presented in table 4, mirrored those observed in both the primary and sensitivity analyses.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Exploratory analyses
Strength:hedged· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Confirmatory analyses
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“A correlation analysis showed that participants' recent violent game time, using PEGI and ESRB ratings, were highly interrelated (r = 0.80, p < 0.001).”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Exploratory analyses
Strength:plain· not yet calibratedCausal:correlational· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“A total of 48.8% of female participants and 68.0% of males played at least one violent game in the past month.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Consideration of outcome-neutral conditions
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
- 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.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Violent game engagement was not a statistically significant linear (p = 0.98) or nonlinear (p = 0.07) predictor of aggressive behaviour.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Exploratory analyses
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Study sampling plan
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“Given this, we controlled for variability in gender in our hypothesis testing as planned”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Consideration of outcome-neutral conditions
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
In the paper
“Upon adjusting for publication bias, the observed aggregate effect sizes relating gaming to aggression were smaller than those originally presented.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Introduction
What the sources say
- Not checked — no full text of the sourcecites [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
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“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)”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Computation of the criterion variable: aggressive behaviour
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Abstract
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“The study underwent ethical review and received approval from the Central University Ethics Committee of the University of Oxford (C1A17023)”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Research ethics and open science practices
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Introduction
What the sources say
- Not checked — no full text of the sourcecites [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
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
In the paper
“Their analysis detected the presence of publication bias not uncovered in the original reporting of the data.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Introduction
What the sources say
- Not checked — no full text of the sourcecites [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
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Consideration of outcome-neutral conditions
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not 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.
In the 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)”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Confirmatory analyses
What the sources say
- Not checked — no full text of the sourcecites [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
Load-bearingStrength:boosted· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- 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.
In the paper
“all study materials are available for download on the Open Science Framework [57].”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Research ethics and open science practices
What the sources say
- Not matchedcites [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.
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
- Not matched
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Computation of the explanatory variable: violent video game engagement
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
In the paper
“this analysis also suggested that studies originally deemed to be following best practices showed particularly strong evidence of publication bias.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Introduction
What the sources say
- Not checked — no full text of the sourcecites [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
Strength:hedged· not yet calibratedCausal:correlational· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Introduction
What the sources say
- Not matchedcites [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.
Tests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
- Not matched
None of the sources cited for this claim have been checked yet.
In the paper
“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].”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Introduction
What the sources say
- Not checked — no full text of the sourcecites [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
- Not matchedcites [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.
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“we concluded this observed effect relating violent gaming to aggressive behaviour was both statistically and practically insignificant.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Confirmatory analyses
Load-bearingStrength:boosted· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- 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.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim. It may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“Scores on this five-item subscale were summed and ranged from 5 to 15 (M = 12.08, s.d. = 2.29, α = 0.77).”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Results > Exploratory analyses
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“Finally, in this study, we draw general inferences about gaming effects in a general way across the population as a whole.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds.
In the paper
“because we prespecified how we would interpret effects larger, smaller or falling in the same range as estimates from meta-analysis [32]”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
What the sources say
- Not checked — no full text of the sourcecites [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
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial 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.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“Our study, then, contributes to this literature base, as we prespecified exactly how we would operationalize key variables before conducting the study.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“our criterion variable—the Strengths and Difficulties Questionnaire—was completed by carers (not adolescent participants)”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Consideration of outcome-neutral conditions
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
What the sources say
- Not checked — no full text of the sourcecites [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
Strength:hedged· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
In the paper
“Our data supported this decision, as the reliability of the scale was relatively high and in line with previous SDQ work [59].”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Material and methods > Consideration of outcome-neutral conditions
What the sources say
- Not checked — no full text of the sourcecites [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
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial 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.
A claim is checked only against the cited paper’s full text, never its abstract, and none is available for its sources.
In the paper
“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].”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
What the sources say
- Not checked — no full text of the sourcecites [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
- Not checked — no full text of the sourcecites [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
Load-bearingStrength:hedged· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“Second, the present study is based on cross-sectional data.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“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.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion > Closing remarks
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds. It may state two separate claims as one.
In the paper
“a scientific literature sharply divided on the effects of violent video games [29]”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
What the sources say
- Not checked — no full text of the sourcecites [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
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“First, our work is based entirely on self-report data.”
§ Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report > Discussion
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
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”
Citations
Cites
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The Strengths and Difficulties Questionnaire: A research note
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The American Psychological Association
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Simmons, J. P., Nelson, L. D., & Simonsohn, U. (2011) · Psychological Science · doi:10.1177/0956797611417632 · Cited by 6,567
Norman, G. R., Sloan, J. A., & Wyrwich, K. W. (2003) · Medical Care · doi:10.1097/01.mlr.0000062554.74615.4c · Cited by 4,700
Experimental evidence of massive-scale emotional contagion through social networks
Kramer, A. D. I., Guillory, J. E., & Hancock, J. T. (2014) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.1320040111 · Cited by 3,687
An effect size primer: A guide for clinicians and researchers.
Ferguson, C. J. (2009) · Professional Psychology: Research and Practice · doi:10.1037/a0015808 · Cited by 3,467
Flagged first, then by citations
1 of the 75 references couldn’t be matched to a known paper.
Research works printed but not linked: 1
- Gelman A, 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
Cited by
Sorted by citations
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
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
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 123
“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 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
“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 101
“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 112
“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. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106578 · Cited by 98
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 73
“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 72
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
Shoshani, A., & Krauskopf, M. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106641 · Cited by 48
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
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
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
“…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 46
“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 45
“…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
Olsen, K. N., Terry, J., & Thompson, W. F. (2022) · Current Psychology · doi:10.1007/s12144-022-03108-9 · Cited by 33
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
Gandolfi, E., Ferdig, R. E., & Soytürk, İ. (2021) · New Media & Society · doi:10.1177/14614448211027171 · Cited by 30
“…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
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
“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 26
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
“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 30
“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 27
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
“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 30
“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
“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
“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 20
“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
“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
“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
Gao, K., & Lee, D.-Y. (2024) · IEEE Access · doi:10.1109/access.2024.3417256 · Cited by 18
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 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
Międzobrodzka, E., Buczny, J., Konijn, E. A., & Krabbendam, L. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.651759 · Cited by 17
Burke, B., & Lucier‐Greer, M. (2021) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2021.100136 · Cited by 16
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
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 23
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
“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) · PsyArXiv (OSF Preprints) · doi:10.31234/osf.io/b9f4p · Cited by 18
Self-citationHow Novelty and Narratives Drive the Stock Market
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899 · Cited by 16
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
Ferguson, C. J. (2021) · Developmental Science · doi:10.1111/desc.13008 · Cited by 13
“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
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
“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
Gandolfi, E., Soytürk, İ., & Ferdig, R. E. (2021) · Journal of Affective Disorders · doi:10.1016/j.jad.2021.08.133 · Cited by 14
Timming, A. R., Farndale, E., Budhwar, P. S., & Wood, G. (2021) · Human Resource Management Journal · doi:10.1111/1748-8583.12359 · Cited by 12
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 17
“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
“…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
Ak, Ş., Özdemir, Y., & Sağkal, A. S. (2021) · Contemporary School Psychology · doi:10.1007/s40688-021-00352-x · Cited by 10
Champion, E. (2020) · Ubiquity Press eBooks · doi:10.5334/bch · 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
“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 13
“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
“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
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
“…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 9
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
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
“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
“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
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
“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
“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
“…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
Rethinking Social Media and Extremism
Pickering, P., & Leitch, S. (2022) · ANU Press eBooks · doi:10.22459/rsme.2022 · Cited by 6
Ritualized into adulthood: the scarcity of youth-focused rites of passage in America
Burrow, H. M. (2023) · Discover Global Society · doi:10.1007/s44282-023-00027-3 · Cited by 6
“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
Playing violent videogames is unrelated to antisocial behavior in Mexican children
Argandar, G. D. (2021) · Entertainment Computing · doi:10.1016/j.entcom.2021.100439 · Cited by 5
Types of Adolescent Screen Use and Positive Wellbeing: Gender and Parental Education Influences
Chang, G. (2025) · Journal of Happiness Studies · doi:10.1007/s10902-025-00884-6 · Cited by 7
“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).”
Sanjari, S., Tavan, A., Abbasi, H., Salajegheh, A., Soliemani, M. R. M., & Mokhtari, L. B. (2025) · Iranian Journal of Psychiatry and Behavioral Sciences · doi:10.5812/ijpbs-153646 · Cited by 6
Klecka, H., johnston, I. A., Bowman, N. D., & Green, C. S. (2021) · Entertainment Computing · doi:10.1016/j.entcom.2021.100406 · Cited by 5
Lacko, D., Dufková, E., & Macháčková, H. (2023) · New Media & Society · doi:10.1177/14614448231182620 · Cited by 5
“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).”
Gandolfi, E., & Antonacci, F. (2020) · Journal of Virtual Worlds Research · doi:10.4101/jvwr.v13i1.7331 · Cited by 5
“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…”
BackgroundYou, X., Wang, M., Xia, F., et al. (2020) · Journal of Aggression Maltreatment & Trauma · doi:10.1080/10926771.2020.1806973 · Cited by 5
“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).”
BackgroundResultКыштымова, И., & Тимофеев, С. Б. (2019) · Baikal Research Journal · doi:10.17150/2411-6262.2019.10(4).3 · Cited by 5
Frustration and Violence in Mobile Video Games
Květoň, P., & Jelínek, M. (2019) · Swiss Journal of Psychology · doi:10.1024/1421-0185/a000236 · Cited by 4
OECD (2019) · Trends shaping education spotlights · doi:10.1787/a4115284-en · Cited by 5
Historical reality vs anachronistic fantasy: The history educators’ perspective on tabletop RPGs
Petousi, D., Katifori, A., Ρούσσου, Μ., et al. (2023) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/3582437.3587197 · Cited by 4
“…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…”
BackgroundFolgar, M. I., Mateo‐Orcajada, A., Garrido, J. M. F., Conde, M. D. D., & Vaquero‐Cristóbal, R. (2024) · Behavioral Sciences · doi:10.3390/bs14121204 · Cited by 5
Dewender, S., & Kübler, R. V. (2025) · International Journal of Research in Marketing · doi:10.1016/j.ijresmar.2025.04.004 · Cited by 4
Zhang, Q., & Gao, J. (2021) · Journal of Aggression Maltreatment & Trauma · doi:10.1080/10926771.2021.1984351 · Cited by 4
The impact of video-game on aggressive behaviors among adolescents in Saudi Arabia: a national study
Al‐Eissa, M. A., Alhowaish, N., Almutairi, W., Almanea, T. S. A., Alkhawashki, S. H., & Alenezi, S. (2022) · International Journal of Research in Medical Sciences · doi:10.18203/2320-6012.ijrms20223618 · Cited by 4
Psychological master form of computer games
Кыштымова, И., & Тимофеев, С. Б. (2019) · Social Psychology and Society · doi:10.17759/sps.2019100411 · Cited by 4
Greipl, S., Lechner, M., Fischer, J., Schulze, H., Hohner, J., & Rieger, D. (2025) · Frontiers in Psychology · doi:10.3389/fpsyg.2025.1585576 · Cited by 3
“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).”
Luts, Y. P., Lukyantseva, H. V., & Fedorchuk, S. V. (2023) · CHERKASY UNIVERSITY BULLETIN BIOLOGICAL SCIENCES SERIES · doi:10.31651/2076-5835-2018-1-2023-2-76-86 · Cited by 3
The effect of interaction fidelity on stress relief and enjoyment for university students
Shafer, D. M., Carbonara, C. P., & Korpi, M. F. (2024) · Metaverse · doi:10.54517/m.v4i2.2428 · Cited by 3
Sánchez, M. A. A., & Ferguson, C. J. (2021) · Journal of Mass Violence Research · doi:10.53076/jmvr91931 · Cited by 3
Panto, F., Saito, T., Morita, N., & Ogai, Y. (2022) · F1000Research · doi:10.12688/f1000research.119764.1 · Cited by 3
de Dios, U. N. A. D. M., & Estrada-Araoz, E. G. (2023) · Gaceta Médica de Caracas · doi:10.47307/gmc.2023.131.s3.16 · Cited by 3
Why Social Robots Need Self-Preservation to Be Objects of Moral Consideration
Hassan, M. (2023) · International Journal of Social Robotics · doi:10.1007/s12369-023-01009-w · Cited by 3
Khodadadian, M., Hossini, R. N. S., & Saffari, M. (2024) · Leisure Studies · doi:10.1080/02614367.2024.2343305 · Cited by 3
“Consequently, it becomes imperative to explore their potential as constructive factors in people’s lives (Przybylski & Weinstein, 2019).”
How Novelty and Narratives Drive the Stock Market: Black Swans, Animal Spirits and Scapegoats
Mangee, N. (2021) · Cited by 3
THE PROSOCIAL BEHAVIOUR OF ADOLESCENTS IN ONLINE VIDEO GAMES. A LITERATURE REVIEW
Nicola, G.-C. (2020) · Cited by 3
Metadata
- 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
A language model drew the claims from the paper on 2026-10-11, under version 3 of the claim definition (model deepseek-v4.1-flash, prompt extract-v3).
A second model labelled each claim on 2026-10-11 (model jev-1.13-20260917, definition revision gold-guideline-v0.2).
Cited sources are checked with a language model’s help (gpt-6-sol).
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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