ArticleJournal of youth and adolescence2019
Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study.
Article in Journal of youth and adolescence, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 16 papers, 2 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
16 citing papers in PubMed, 2 syntheses or guidelines pooled it, 104 citations in OpenAlex.
- Systematic Review of Gaming and Neuropsychological Assessment of Social Cognition.Neuropsychology review · 2024Pooled it
- Video games and violence among children and adolescents in the Arab world: A systematic review.Acta bio-medica : Atenei Parmensis · 2023Pooled it
- Habitual violent media exposure does not bias facial emotional processing: a comparison of interactive vs. non-interactive content.Scientific reports · 2025Article
- The Game Within the Game: The Potential Influence of Demand Characteristics and Participant Beliefs in Violent Video Game Studies.Social psychological and personality science · 2024Article
- Video Game Skills across Diverse Genres and Cognitive Functioning in Early Adulthood: Verbal and Visuospatial Short-Term and Working Memory, Hand-Eye Coordination, and Empathy.Behavioral sciences (Basel, Switzerland) · 2024Article
- A Population-Based Analysis of the Temporal Association of Screen Time and Aggressive Behaviors in Adolescents.JAACAP open · 2023Article
- Who is Most at Risk for Developing Physical Aggression After Playing Violent Video Games? An Individual Differences Perspective From Early Adolescence to Emerging Adulthood.Journal of youth and adolescence · 2023Article
- Is playing violent video games a risk factor for aggressive behaviour? Adding narcissism, self-esteem and PEGI ratings to the debate.Frontiers in psychology · 2023Article
- The Association between Video Game Type and Aggressive Behaviors in Saudi Youth: A Pilot Study.Behavioral sciences (Basel, Switzerland) · 2022Article
- The effect of three violent videogame engagement states on aggressive behavior: A partial least squares structural equation modeling approach.Frontiers in psychology · 2022Article
- Prosocial Video Game Content, Empathy and Cognitive Ability in a Large Sample of Youth.Journal of youth and adolescence · 2022Article
- Do longitudinal studies support long-term relationships between aggressive game play and youth aggressive behaviour? A meta-analytic examination.Royal Society open science · 2020Article
- Can Worried Parents Predict Effects of Video Games on Their Children? A Case-Control Study of Cognitive Abilities, Addiction Indicators and Wellbeing.Frontiers in psychology · 2020Article
- Is It Still Double Edged? Not for University Students' Development of Moral Reasoning and Video Game Play.Frontiers in psychology · 2020Article
- On the Prevalence of Addicted or Problematic Gaming in Finland.Addictive behaviors reports · 2019Article
- A Preregistered Longitudinal Analysis of Aggressive Video Games and Aggressive Behavior in Chinese Youth.The Psychiatric quarterly · 2019Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
2 authors at 2 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
The issue of whether video games with aggressive or violent content (henceforth aggressive video games) contribute to aggressive behavior in youth remains an issue of significant debate. One issue that has been raised is that some studies may inadvertently inflate effect sizes by use of questionable researcher practices and unstandardized assessments of predictors and outcomes, or lack of proper theory-driven controls. In the current article, a large sample of 3034 youth (72.8% male Mage = 11.2) in Singapore were assessed for links between aggressive game play and seven aggression or prosocial outcomes 2 years later. Theoretically relevant controls for prior aggression, poor impulse control, gender and family involvement were used. Effect sizes were compared to six nonsense outcomes specifically chosen to be theoretically unrelated to aggressive game play. The use of nonsense outcomes allows for a comparison of effect sizes between theoretically relevant and irrelevant outcomes, to help assess whether any statistically significant outcomes may be spurious in large datasets. Preregistration was employed to reduce questionable researcher practices. Results indicate that aggressive video games were unrelated to any of the outcomes using the study criteria for significance. It would take 27 h/day of M-rated game play to produce clinically noticeable changes in aggression. Effect sizes for aggression/prosocial outcomes were little different than for nonsense outcomes. Evidence from this study does not support the conclusion that aggressive video games are a predictor of later aggression or reduced prosocial behavior in youth.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.