Time spent playing two online shooters has no measurable effect on aggressive affect

Niklas Johannes, Matti Vuorre, Kristoffer Magnusson, Andrew K. Przybylski*

*Corresponding author for this work

Research output: Contribution to journalArticleScientificpeer-review

Abstract

There is a lively debate whether playing games that feature armed combat and competition (often referred to as violent video games) has measurable effects on aggression. Unfortunately, that debate has produced insights that remain preliminary without accurate behavioral data. Here, we present a secondary analysis of the most authoritative longitudinal data set available on the issue from our previous study (Vuorre et al., 2021). We analyzed objective in-game behavior, provided by video game companies, in 2,580 players over six weeks. Specifically, we asked how time spent playing two popular online shooters, Apex Legends (PEGI 16) and Outriders (PEGI 18), affected self-reported feelings of anger (i.e., aggressive affect). We found that playing these games did not increase aggressive affect; the cross-lagged association between game time and aggressive affect was virtually zero. Our results showcase the value of obtaining accurate industry data as well as an open science of video games and mental health that allows cumulative knowledge building.

Original languageEnglish
Article number34606
Number of pages12
JournalCollabra: Psychology
Volume8
Issue number1
DOIs
Publication statusPublished - 1 May 2022
Externally publishedYes

Keywords

  • VIOLENT VIDEO GAMES
  • PROSOCIAL BEHAVIOR
  • ANGRY CHILDREN
  • EFFECT SIZE
  • BIRDS

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