Evidence map›Paper›PMID 37975654›Full record

ArticleeLife2023

Neuroimaging and behavioral evidence that violent video games exert no negative effect on human empathy for pain and emotional reactivity to violence.

Lukas Leopold Lengersdorff, Isabella C Wagner, Gloria Mittmann, David Sastre-Yagüe, Andre Lüttig, Andreas Olsson, Pedrag Petrovic, Claus Lamm

Open access · goldAbstract read
In one paragraph

Article in eLife, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
3.1field-weighted citation impact, top 8% of its field
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed, 12 citations in OpenAlex.

  1. Article
  2. "Kill the Enemy": Can Violence be Learned in Children by Activating Mirror Neurons Through Video Games?Clinical practice and epidemiology in mental health : CP & EMH · 2025
    Article
  3. Article
  4. Article
  5. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors at 2 institutions in 2 countries.

Lukas Leopold LengersdorffSocial, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of Vienna, Vienna, Austria.ORCID 0000-0002-8750-5057
Isabella C WagnerSocial, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of Vienna, Vienna, Austria.ORCID 0000-0002-4383-8204
Gloria MittmannSocial, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of Vienna, Vienna, Austria.ORCID 0000-0003-2750-7779
David Sastre-YagüeSocial, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of Vienna, Vienna, Austria.
Andre LüttigSocial, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of Vienna, Vienna, Austria.ORCID 0000-0002-6026-6834
Andreas OlssonDepartment of Clinical Neuroscience, Division of Psychology, Karolinska Institute, Stockholm, Sweden.
Pedrag PetrovicDepartment of Clinical Neuroscience, Division of Psychology, Karolinska Institute, Stockholm, Sweden.ORCID 0000-0002-5536-945X
Claus LammSocial, Cognitive and Affective Neuroscience Unit, Department of Cognition, Emotion, and Methods in Psychology, Faculty of Psychology, University of Vienna, Vienna, Austria.ORCID 0000-0002-5422-0653
University of Vienna · ATKarolinska Institutet · SE

Funding

Hjärnfonden FO2014-0189Karolinska Institutet 2-70/2014-97Knut och Alice Wallenbergs Stiftelse KAW 2014.0237Vienna Science and Technology Fund WWTF VRG13-007
6 · The paper itself

Abstract

Influential accounts claim that violent video games (VVGs) decrease players' emotional empathy by desensitizing them to both virtual and real-life violence. However, scientific evidence for this claim is inconclusive and controversially debated. To assess the causal effect of VVGs on the behavioral and neural correlates of empathy and emotional reactivity to violence, we conducted a prospective experimental study using functional magnetic resonance imaging (fMRI). We recruited 89 male participants without prior VVG experience. Over the course of two weeks, participants played either a highly violent video game or a non-violent version of the same game. Before and after this period, participants completed an fMRI experiment with paradigms measuring their empathy for pain and emotional reactivity to violent images. Applying a Bayesian analysis approach throughout enabled us to find substantial evidence for the absence of an effect of VVGs on the behavioral and neural correlates of empathy. Moreover, participants in the VVG group were not desensitized to images of real-world violence. These results imply that short and controlled exposure to VVGs does not numb empathy nor the responses to real-world violence. We discuss the implications of our findings regarding the potential and limitations of experimental research on the causal effects of VVGs. While VVGs might not have a discernible effect on the investigated subpopulation within our carefully controlled experimental setting, our results cannot preclude that effects could be found in settings with higher ecological validity, in vulnerable subpopulations, or after more extensive VVG play.

Indexed as

EmpathyVideo GamesAggressionBayes TheoremHumansMaleNeuroimagingPainProspective StudiesViolencecomputational biologydesensitizationemotional reactivityempathyfMRIhumanneurosciencesystems biologyviolent video games

Identifiers

PMID37975654
PMCPMC10791126
OpenAlexW4388764351

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.