The Question of Violent Video Games and Aggression: Testing Statistical and Methodological Issues of Null Effects Using Data From an Open-Access Case Study
{"title":"The Question of Violent Video Games and Aggression: Testing Statistical and Methodological Issues of Null Effects Using Data From an Open-Access Case Study","authors":"Andreas Miles-Novelo, Craig A. Anderson","doi":"10.1002/ab.70042","DOIUrl":null,"url":null,"abstract":"<p>While numerous meta-analyses, reviews, and task forces from various scientific bodies have linked violent media use to aggression, some studies report null effects and claim that such a relationship is non-existent. Several scholars have noted that potential methodological and statistical errors could explain failures to replicate these effects. One recent failure to replicate established violent video game effects (Przybylski and Weinstein 2019) has made its data set publicly available, thereby offering a unique opportunity to examine the hypothesis that methodological and statistical problems underlie some replication failures. The present study re-examined the original results from Przybylski and Weinstein (2019) using more appropriate analyses and replicated those results with recalculated, corrected, and more theoretically appropriate variables. The first part examines issues within the original study, including problems with the measure used to assess aggression, statistical control, and the measurement of exposure to video game violence (VGV). The second part created a more standard measure of VGV exposure to test whether the null result stemmed from this measurement issue. Overall, results demonstrate that conceptual misunderstandings of aggression, poor measures regarding both aggression and video game violence exposure, and inappropriate statistical procedures contributed to the initially reported null results. Furthermore, by using improved materials (including a more sophisticated coding scheme to assess exposure to violent video games) and sound statistical analysis (correcting for overcontrol), the data replicate the long-established relationship between playing violent video games and aggressive behavior.</p>","PeriodicalId":50842,"journal":{"name":"Aggressive Behavior","volume":"51 4","pages":""},"PeriodicalIF":2.7000,"publicationDate":"2025-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/ab.70042","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Aggressive Behavior","FirstCategoryId":"102","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/ab.70042","RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BEHAVIORAL SCIENCES","Score":null,"Total":0}
引用次数: 0
Abstract
While numerous meta-analyses, reviews, and task forces from various scientific bodies have linked violent media use to aggression, some studies report null effects and claim that such a relationship is non-existent. Several scholars have noted that potential methodological and statistical errors could explain failures to replicate these effects. One recent failure to replicate established violent video game effects (Przybylski and Weinstein 2019) has made its data set publicly available, thereby offering a unique opportunity to examine the hypothesis that methodological and statistical problems underlie some replication failures. The present study re-examined the original results from Przybylski and Weinstein (2019) using more appropriate analyses and replicated those results with recalculated, corrected, and more theoretically appropriate variables. The first part examines issues within the original study, including problems with the measure used to assess aggression, statistical control, and the measurement of exposure to video game violence (VGV). The second part created a more standard measure of VGV exposure to test whether the null result stemmed from this measurement issue. Overall, results demonstrate that conceptual misunderstandings of aggression, poor measures regarding both aggression and video game violence exposure, and inappropriate statistical procedures contributed to the initially reported null results. Furthermore, by using improved materials (including a more sophisticated coding scheme to assess exposure to violent video games) and sound statistical analysis (correcting for overcontrol), the data replicate the long-established relationship between playing violent video games and aggressive behavior.
期刊介绍:
Aggressive Behavior will consider manuscripts in the English language concerning the fields of Animal Behavior, Anthropology, Ethology, Psychiatry, Psychobiology, Psychology, and Sociology which relate to either overt or implied conflict behaviors. Papers concerning mechanisms underlying or influencing behaviors generally regarded as aggressive and the physiological and/or behavioral consequences of being subject to such behaviors will fall within the scope of the journal. Review articles will be considered as well as empirical and theoretical articles.
Aggressive Behavior is the official journal of the International Society for Research on Aggression.