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
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Goodman, R. (1997) · Journal of Child Psychology and Psychiatry · doi:10.1111/j.1469-7610.1997.tb01545.x · Cited by 14,908
The American Psychological Association
Langfeld, H. S. (1919) · Science · doi:10.1126/science.49.1254.51 · Cited by 7,453
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
Items 101–200 of 228
Miles‐Novelo, A., & Anderson, C. A. (2025) · Aggressive Behavior · doi:10.1002/ab.70042 · Cited by 2
Ubaradka, A., & Khanganba, S. P. (2025) · Scientific Reports · doi:10.1038/s41598-025-26041-w · Cited by 3
“This result reinforces growing evidence that aggressive tendencies and impaired emotional recognition are influenced more robustly by pre-existing dispositional and environmental factors (e.g., developmental adversity, trait hostility, family conflict) than by media exposure per se 85–88 .”
Gandolfi, E., Ferdig, R. E., Krause, K. A., Soytürk, İ., Morris, G., & Delahanty, S. (2023) · New Media & Society · doi:10.1177/14614448231215348 · Cited by 3
“This result echoes previous evidence about how video game violence itself would not be related to game addiction (Przybylski and Weinstein, 2019).”
The Impact of Antisocial Media Towards Aggressive Behavior Among Online Gamers in Malaysia
Zaharim, M. Z. A., Khir, A. M., Burhan, N. A. S., & Noor, A. M. (2024) · Pertanika journal of social science & humanities · doi:10.47836/pjssh.32.3.11 · Cited by 2
“These results align with previous findings reported by Shafti et al. (2021) and Przybylski and Weinstein (2019), who all reported MI and SE as important factors in reducing aggressive behavior.”
ResultKjærvik, S. L., Thomson, N. D., & Fanti, K. A. (2024) · Journal of Youth and Adolescence · doi:10.1007/s10964-024-02106-3 · Cited by 2
“2 Interaction between sex, narcissism, and media violence in predicting proactive aggression at one-year follow-up aggression is controlled for, the long-term effect of violent media consumption on aggression disappears (Przybylski & Weinstein, 2019).”
Beyond the Screen: Violence and Aggression towards Women within an Excepted Online Space
Bernstein, S., Warburton, W., Bussey, K., & Sweller, N. (2022) · Sexes · doi:10.3390/sexes3010007 · Cited by 2
Rethinking social media and extremism
Leitch, S., & Pickering, P. A. (2022) · ANU Press eBooks · doi:10.22459/rsme.2022.01 · Cited by 2
Brain Activity and Aggressive Behavior of Online Gamers
Ke, G. N., Tan, R. W. W., & Palmer, S. (2022) · International Journal of Cyber Behavior Psychology and Learning · doi:10.4018/ijcbpl.304903 · Cited by 3
Yuldasheva, R., & Mukhopadhyay, B. R. (2022) · International Journal of Applied Behavioral Economics · doi:10.4018/ijabe.308784 · Cited by 2
“Most adolescents spend about nine hours in the mass media every day (Delaney Family, 2015; Przybylski and Weinstein, 2019).”
BackgroundStereotype content of players of violent and non‐violent games
Miriyagalla, U. P., Kashima, E. S., & Stukas, A. A. (2022) · Asian Journal Of Social Psychology · doi:10.1111/ajsp.12558 · Cited by 2
Kelly, C., & Lynes, A. (2023) · Journal of Criminal Justice Education · doi:10.1080/10511253.2022.2154375 · Cited by 2
“…have been conducted including reading skills (Murphy et al., 2002), violence and aggression (Hilgard, Engelhardt, Rouder, Segert, & Bartholow, 2019; Przybylski & Weinstein, 2019), prosocial behaviour (Garcia et al., 2022), cognitive functions (Sanchez, 2012) and environmental and space design…”
BackgroundГрабар, О. І., & Морозов, А. В. (2020) · Технічна інженерія · doi:10.26642/ten-2020-1(85)-110-114 · Cited by 2
Markey, P. M., Berry, B., & Feeney, E. (2021) · Elsevier eBooks · doi:10.1016/b978-0-323-91497-0.00006-0 · Cited by 2
Virtually in Love: The Role of Anthropomorphism in Virtual Romantic RelationshipsPreprint
Koike, M., Loughnan, S., & Stanton, S. C. E. (2022) · doi:10.31234/osf.io/3vtcz · Cited by 2
Kuo, H. J., Yeomans, M., Ruiz, D., & Lin, C.-C. (2024) · Entertainment Computing · doi:10.1016/j.entcom.2024.100780 · Cited by 1
Dwivedi, U., & Misra, M. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2430920 · Cited by 2
“Human behavior particularly aggression has been one of the most explored avenues when studying effects of video game on human psychology (Chen et al., 2022; Gao et al., 2017; Lacko et al., 2023; Lin, 2013a; Przybylski & Weinstein, 2019).”
Zheng, S. (2025) · International Journal of Public Health and Medical Research · doi:10.62051/ijphmr.v5n1.09 · Cited by 1
“Przybylski & Weinstein (2019) argue that there is no observable association between violent video games engagement and adolescent aggressive behavior [7].”
InfluentialDigital Social Technology and Social Connection in Youth
Sumberg, L. L., Ogle, C. M., Fisher, J. E., & Cozza, S. J. (2025) · Psychiatry · doi:10.1080/00332747.2025.2580176 · Cited by 1
Xiao, L. Y., Czakó, A., Deery, C., Heath, C., Király, O., King, D. L., & Demetrovics, Z. (2026) · Comprehensive Psychiatry · doi:10.1016/j.comppsych.2026.152713 · Cited by 1
Violent Video Games in Forensic Psychiatric Hospitals.
Wasser, T. D., Zhong, R., Mufson, J., Danzig, A., Koka, L., & Kapoor, R. (2020) · PubMed · doi:10.29158/jaapl.200004-20 · Cited by 1
Hollin, C. R. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108848916.004 · Cited by 1
Digital Media in Adolescent Health Risk and Externalizing Behaviors
Jensen, M. R., Weinstein, M., Brown, M. T., & Navarro, J. (2022) · Cambridge University Press eBooks · doi:10.1017/9781108976237.015 · Cited by 4
Should editors-in-chief publish in their own journals? ‘Publish elsewhere’ is not a solution
Moussa, S. (2022) · European Science Editing · doi:10.3897/ese.2022.e90552 · Cited by 1
Coutinho, L. M., & Rodrigues, R. S. (2023) · Revista Digital de Direito Administrativo · doi:10.11606/issn.2319-0558.v10i1p134-161 · Cited by 1
Computer games as a subject of psychological research – negative and positive aspects of gaming
Paleczna, M. (2022) · Replay The Polish Journal of Game Studies · doi:10.18778/2391-8551.09.02 · Cited by 1
Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19
Williams, D. C., Liu, M., Choi, S., Bowman, N. D., & Shaikh, S. J. (2024) · Games and Culture · doi:10.1177/15554120241236531 · Cited by 2
“Yet, prior research on the effects of video game engagement has repeatedly found that the intensity of play and the duration of play differ in terms of their predictive power (e.g. Altintas et al., 2019; Przybylski & Weinstein, 2019).”
On the Morality of Enjoying Simulated Rape with Robots and by Other Fictional Means
Young, G. (2024) · Journal of Applied Philosophy · doi:10.1111/japp.12751 · Cited by 1
Quels apports le métavers pourrait-il amener aux systèmes de santé ?
Brunet, F. P., Kayembe-Mulumba, B., & Pomey, M. (2024) · Santé Publique · doi:10.3917/spub.246.0043 · Cited by 1
Jin, J. T., Cassidy, S. G., & Lechner, W. V. (2025) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-025-01459-5 · Cited by 2
From theory to practice: virtual children as platforms for research and training
Morrison, S., Henderson, A. M. E., Lukosch, H. K., White, E. J., Bednarski, F. M., & Sagar, M. A. (2025) · Empathic Computing · doi:10.70401/ec.2025.0005 · Cited by 2
Androsiuk, Ł. (2021) · Kultura i Edukacja · doi:10.15804/kie.2021.04.07 · Cited by 1
“…Andrew K. Przybylski and Netta Weinstein who, based on their research, stated that “[…] the results provide confirmatory evidence that violent video game engagement, on balance, is not associated with observable variability in adolescents’ aggressive behavior” (Przybylski & Weinstein, 2019, p. 14).”
DYNAMICS AND SOCIAL FACTORS OF AGGRESSIVE THREADS IN GAMING INTERNET COMMUNITIES
Ryabov, M. A., & Bochenkova, N. A. (2022) · Вестник Удмуртского университета Социология Политология Международные отношения · doi:10.35634/2587-9030-2022-6-3-324-334 · Cited by 1
Psychological and psychophysiological methods for assessing the cognitive resource of e-athletes
Hanaha, О., Petrovska, T. V., & Fedorchuk, S. V. (2022) · Health-saving technologies rehabilitation and physical therapy · doi:10.58962/hstrpt.2022.3.1.19-22 · Cited by 1
ASLAN, M., Karayazı, H., & Saddiki, H. (2023) · Journal of Awareness · doi:10.26809/joa.2019 · Cited by 1
Editorial 2020: Changing publishing and academic culture
Sanders, J. K. M. (2020) · Royal Society Open Science · doi:10.1098/rsos.192197 · Cited by 1
Correcting for outcome reporting bias in a meta-analysis: A meta-regression approachPreprint
van Aert, R. C. M., & Wicherts, J. M. (2021) · doi:10.31222/osf.io/bn8vd · Cited by 1
“It’s More than Just a Game”: How a Sense of Belonging is Fostered and Maintained in Video GamesPreprint
Wan, M., & Nordmann, E. (2023) · doi:10.31234/osf.io/4zt9d · Cited by 1
A Theory of (Sexual) Justice: the roboethician's edition
Uszkai, R. (2020) · Információs Társadalom · doi:10.22503/inftars.xix.2019.4.9
Segal, M. (2020) · Journal of International Crisis and Risk Communication Research
Sanders, M. J. (2020) · doi:10.18122/td/1714/boisestate
“This is certainly not the first time that video games have been accused of making their players violent, and while research has shown that games have a negligible effect on violence (Mathur & VanderWeele, 2019; Przybylski & Weinstein, 2019), I don’t imagine it will be the last.”
BackgroundHamilton, I. S., & Pearson, D. A. S. (2020) · Aggression and Violent Behavior · doi:10.1016/j.avb.2020.101517
Effects and applications of video games and virtual environments
Allcoat, D. (2026) · Warwick Research Archive Portal (University of Warwick) · doi:10.82444/warw.33809878
Serious Violence: The Effects of Violent Elements in Serious Games
Sararit, N., & Malaka, R. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-65736-9_1
Jogos eletrônicos: uma análise sobre as percepções de alunos e professores do Colégio de Aplicação
Nunes, J. W. B., & Vasques, D. G. (2020) · Cadernos do Aplicação · doi:10.22456/2595-4377.98970
NOVELTY, NARRATIVES, AND INSTABILITY
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.003
Narrative Intensity and Stock Market Instability
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.015
THE CATALYTIC DECOMPOSITION OF HYDROGEN PEROXIDE BY IRON SALTS IN ACID SOLUTION
Pomeroy, J. H., Grieger, P. F., & Gates, J. W. (1945)
The Corporate Knightian Uncertainty Index
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.009
Diversity of Corporate Uncertainty Events
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.011
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.012
Corporate Novelty and Stock Market Outcomes
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.014
(2021) · Cambridge University Press eBooks · doi:10.1017/9781108848916.003
A Manual Novelty-Narrative Scapegoat Analysis
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.016
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.002
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.024
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.001
The Future of Novelty, Narratives, and Uncertainty in Finance
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.018
EMPIRICAL EVIDENCE FOR THE NOVELTY-NARRATIVE HYPOTHESIS
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.013
NEWS ANALYTICS AS A WINDOW INTO STOCK MARKET INSTABILITY
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.007
RavenPack Terms for Event Output Record
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.022
The Bloomberg News KU Stock Market Project
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.021
KU Sentiment, Novelty, and Relevance
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.010
Stock Market Novelty and Narrative Finance
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.004
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.005
R Code for Bloomberg News Word Cloud and Histogram
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.020
News Analytics: Novelty, Narratives, and Nonroutine Change
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.008
Narratology and Other Disciplines
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.006
Unscheduled Events from RavenPack
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.023
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.025
Applying Novelty and Narratives to Other Research
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.017
Development of a Game Communities of Inquiry Scale (GCoIS)
Soytürk, İ., Gandolfi, E., & Ferdig, R. E. (2022) · IGI Global eBooks · doi:10.4018/978-1-6684-4515-0.ch004
Concluding Thoughts and Future Research
Mangee, N. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108974899.019
Time spent playing two online shooters has no measurable effect on aggressive affectPreprint
Johannes, N., Vuorre, M., Magnusson, K., & Przybylski, A. K. (2022) · doi:10.31234/osf.io/gt8ze
Self-citationKhoroshikh, V. V., Gulk, E. B., Baranova, T. A., et al. (2022) · Lecture notes in networks and systems · doi:10.1007/978-3-030-93907-6_28
Critical Game Literacy and EFL Classroom Discourse
Jones, R. D. (2022) · Anglistik · doi:10.33675/angl/2022/1/7
Does Video Game influence aggression among adolescents?
Jagtap, A. V., Mohite, V. R., & Choudhari, S. K. (2022) · Journal of Pharmaceutical Negative Results · doi:10.47750/pnr.2022.13.s09.170
Hanbazazah, A., Reeve, C., & Abuljadail, M. H. (2023) · International Business Research · doi:10.5539/ibr.v16n2p27
“A likelihood of bias exists in web surveys (Przybylski & Weinstein, 2019; Rudolf et al., 2020).”
BackgroundMachen Computerspiele aggressiv?
Dieris-Hirche, J. (2023) · Die Psychotherapie · doi:10.1007/s00278-023-00670-w
Traces of Violent Video Gameplay in Adolescent Development
Międzobrodzka, E. (2023) · doi:10.5463/thesis.310 · Cited by 2
Chalabi, S. T., & Bebane, S. M. N. T. (2023) · Zanco Journal of Humanity Sciences · doi:10.21271/zjhs.27.4.9
Analysis of the Effects of Video Games on Mental Health
Zhou, S. (2023) · Communications in Humanities Research · doi:10.54254/2753-7064/22/20231787
The Resident Evil study: do depictions of race matter in action video games?
Ferguson, C. J., Bradley, C., Hill, M., Karon, B., Madison, S., Mais, K., Mauro, J., Monde, A., Radesi, L., Shaw, S., et al. (2023) · Discover Psychology · doi:10.1007/s44202-023-00105-2
Κακούρης, Β., & Kamtsios, S. (2024) · Psychology the Journal of the Hellenic Psychological Society · doi:10.12681/psy_hps.33169 · Cited by 1
Lacko, D., Macháčková, H., & Šmahel, D. (2024) · doi:10.31234/osf.io/dns8t
eSPORTS, CULTURA DE PAZ Y EDUCACIÓN EN VALORES: PROPUESTAS PARA LA PRÁCTICA EDUCATIVA
Chaneta, J. R. (2024) · MODULEMA Revista científica sobre Diversidad Cultural · doi:10.30827/modulema.v8i.30510
Equity and Embeddedness: A Dominant Theme for Contemporary Gaming Research
Gangadharan, H. (2024) · IEEE Gaming, Entertainment, and Media Conference (GEM) · doi:10.1109/gem61861.2024.10585536
“…the scholarly research on gaming has principally been anchored in understanding the psychology of motivation and action, with a significant emphasis on establishing the interrelationship between aggression depicted in video games and its manifestations within real-world scenarios [1, 2, 3, 4].”
BackgroundSociologia dos jogos eletrônicos
da Costa, É. G. (2023) · Domínios da Imagem · doi:10.5433/2237-9126.2023v17n33p203
Violent Video Games on Aggression and Self-control of Student Gamers
Amoroso, A. N., Hamjan, B., Lizondra, J. L., & Tomakin, E. M. (2024) · KnE Social Sciences · doi:10.18502/kss.v9i30.17527
“Ironically, some studies have found no significant association between violent video game engagement and aggressive behavior among adolescents [48].”
BackgroundEffectiveness of Aggression Replacement Training (ART) – Evidence-Based Practices
Mikołajewska, I., & Mikołajewska-Furmanek, A. (2024) · The New Educational Review · doi:10.15804/tner.2024.si.5.05
“Participation in an engaging virtual world, aside from providing entertainment, inevitably involves the risk of encountering various challenging (often aggressive) situations that players must manage (Przybylski & Weinstein, 2019).”
Research Methods, Design, and Statistics in Media Psychology
Prot, S., Anderson, C. A., & Kim, E. (2025) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780197689875.013.0006
Körner, S., Staller, M. S., Uhlich, T., et al. (2025) · Springer eBooks · doi:10.1007/978-3-658-48447-7_5
Five Reality Types: The Embedded Ethicist in VR and Mixed-Reality Platforms
Bryson, K., Sutherland, J., & Richardson, K. (2025) · Smart innovation, systems and technologies · doi:10.1007/978-981-96-1154-6_9
Perchtold‐Stefan, C. M., Rominger, C., & Fink, A. (2026) · BMC Psychology · doi:10.1186/s40359-026-04975-8 · Cited by 1
“Still, for now, our findings coincide with an array of both cross-sectional and longitudinal studies failing to obtain meaningful associations between violent media consumption and aggression [19, 29, 31, 33, 35, 36, 66, 83].”
Educational myths among teachers: prevalence and refutational intervention for belief change
Tunga, Y., Çelik, B., & Çağıltay, K. (2025) · Humanities and Social Sciences Communications · doi:10.1057/s41599-025-05470-y
“The majority of the studies, including meta-analyses showed no or negligible context-dependent evidence suggesting playing violent games directly leads to aggressive behavior (e.g., Ferguson, 2015; Przybylski & Weinstein, 2019).”
Rip and Tear: Reimagining Power Fantasy Through the Posthuman Aesthetics of the Doom Games
Guzsvinecz, T., & Szűcs, J. (2025) · Games and Culture · doi:10.1177/15554120251400832
Ferguson, C. J., Bradley, C., Karon, B., et al. (2025) · Entertainment Computing · doi:10.1016/j.entcom.2025.101023
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
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