ArticleRoyal Society open science2020
Do longitudinal studies support long-term relationships between aggressive game play and youth aggressive behaviour? A meta-analytic examination.
Article in Royal Society open science, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 28 papers.
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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
28 citing papers in PubMed, 93 citations in OpenAlex.
- Analytical Robustness and Competing Interpretations in Violent Video Game Research: A Response to Teng and Bushman's (2026) Reanalysis of Lacko et al. (2024).Aggressive behavior · 2026Article
- Does true crime increase negative affect, or negative affect lead to true crime? A cross-lagged analysis on the dynamics of consuming frightening media.BMC psychology · 2026Article
- Associations between media gun violence exposure (GVE) and mental health: a national cross-sectional study.BMC public health · 2026Article
- Habitual violent media exposure does not bias facial emotional processing: a comparison of interactive vs. non-interactive content.Scientific reports · 2025Article
- What's About Adolescent Online Gamers' Mental Health? Psychological and Cortisol-Stress-System Outcomes in Childhood and Adolescence: A Prospective Longitudinal Case-Control Study.Health science reports · 2025Article
- The impact of game character identification on otome game players' mate selection criteria.BMC psychology · 2025Article
- Perceptions of media portrayed violence among South Korean college students using Q methodology.Scientific reports · 2025Article
- Child's-eye views of smartphone-based gaming content: objective insights from Aotearoa New Zealand.Health promotion international · 2025Article
- A cross-lagged analysis of the relationship between adolescents' aggressive behavior, parent-child relationships, and teacher caring behaviors.Frontiers in psychology · 2025Article
- Causal effect of video gaming on mental well-being in Japan 2020-2022.Nature human behaviour · 2024Article
- When Games Influence Words: Gaming Addiction among College Students Increases Verbal Aggression through Risk-Biased Drifting in Decision-Making.Behavioral sciences (Basel, Switzerland) · 2024Article
- The Commercial Determinants of Violence: Identifying Opportunities for Violence Prevention through a Public Health-Based Framework Analysis.International journal of environmental research and public health · 2024Article
- Practical psychiatry: Taking gaming seriously - a primer for psychiatrists on gamers and gaming culture.Australasian psychiatry : bulletin of Royal Australian and New Zealand College of Psychiatrists · 2024Review
- Prevalence and Associated Factors of Psychological Distress among Diabetic Patients at Thyolo District Hospital in Malawi: Hospital-Based Cross-Section Study [Response to Letter].Diabetes, metabolic syndrome and obesity : targets and therapy · 2024Article
- Effects of Animated Movies on the Aggression and Behavior Performance of Primary School Students and Their Control Using a Cognitive Behavioral Anger-Control Training (CBACT) Program.Behavioral sciences (Basel, Switzerland) · 2023Article
- No effect of short term exposure to gambling like reward systems on post game risk taking.Scientific reports · 2022Article
- The Association between Video Game Type and Aggressive Behaviors in Saudi Youth: A Pilot Study.Behavioral sciences (Basel, Switzerland) · 2022Article
- Materialism, Egocentrism and Delinquent Behavior in Chinese Adolescents in Mainland China: A Short-Term Longitudinal Study.International journal of environmental research and public health · 2022Article
- "I did it without hesitation. Am I the bad guy?" Online conversations in response to controversial in-game violence.New media & society · 2022Article
- Digital therapeutics in neurology.Journal of neurology · 2022Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors at 3 institutions in 3 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Whether video games with aggressive content contribute to aggressive behaviour in youth has been a matter of contention for decades. Recent re-evaluation of experimental evidence suggests that the literature suffers from publication bias, and that experimental studies are unable to demonstrate compelling short-term effects of aggressive game content on aggression. Long-term effects may still be plausible, if less-systematic short-term effects accumulate into systematic effects over time. However, longitudinal studies vary considerably in regard to whether they indicate long-term effects or not, and few analyses have considered what methodological factors may explain this heterogeneity in outcomes. The current meta-analysis included 28 independent samples including approximately 21 000 youth. Results revealed an overall effect size for this population of studies (
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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.