Niklas Johannes, Matti Vuorre, Kristoffer Magnusson, Andrew K. Przybylski
{"title":"Time spent playing two online shooters has no measurable effect on aggressive affect","authors":"Niklas Johannes, Matti Vuorre, Kristoffer Magnusson, Andrew K. Przybylski","doi":"10.31234/osf.io/gt8ze","DOIUrl":null,"url":null,"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 little actionable insights. 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), to deliver such insights. 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.","PeriodicalId":45791,"journal":{"name":"Collabra-Psychology","volume":" ","pages":""},"PeriodicalIF":3.1000,"publicationDate":"2022-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Collabra-Psychology","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.31234/osf.io/gt8ze","RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 4
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 little actionable insights. 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), to deliver such insights. 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.
期刊介绍:
Collabra: Psychology has 7 sections representing the broad field of psychology, and a highlighted focus area of “Methodology and Research Practice.” Are: Cognitive Psychology Social Psychology Personality Psychology Clinical Psychology Developmental Psychology Organizational Behavior Methodology and Research Practice.