Does playing violent video games cause aggression? A longitudinal intervention study

Mol Psychiatry. 2019 Aug;24(8):1220-1234. doi: 10.1038/s41380-018-0031-7. Epub 2018 Mar 13.

Abstract

It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Adult
  • Aggression / psychology*
  • Cognition
  • Empathy
  • Exposure to Violence / psychology*
  • Female
  • Humans
  • Longitudinal Studies
  • Male
  • Mental Health
  • Middle Aged
  • Social Behavior
  • Surveys and Questionnaires
  • Video Games / adverse effects*
  • Video Games / psychology
  • Violence / psychology