Subscribe
The latest psychology and neuroscience discoveries.
My Account
  • Mental Health
  • Social Psychology
  • Cognitive Science
  • Neuroscience
  • About
No Result
View All Result
PsyPost
PsyPost
No Result
View All Result
Home Exclusive Video Games

Study finds little evidence linking violent video games to increased aggression in adolescents

by Vladimir Hedrih
August 27, 2024
in Video Games
(Photo credit: Adobe Stock)

(Photo credit: Adobe Stock)

Share on TwitterShare on Facebook

A longitudinal study of a large number of Czech adolescents found that individuals scoring higher on physical aggression tended to play video games that are a bit more violent. This was particularly the case among younger participants. However, the study did not find any evidence that changes in how much one plays violent video games had an impact on future physical aggression. The research was published in Computers in Human Behavior.

Video games have become one of the most popular forms of entertainment worldwide. Over the past few decades, they have evolved from simple, pixelated programs into immersive, lifelike experiences, spanning a wide variety of genres. Today, nearly 3 billion people around the globe are active video game players.

From the early days of video gaming, violent video games—those that focus on physical aggression, combat, or other forms of violence as a primary element of gameplay—have attracted significant attention from researchers. Early studies often reported a link between playing violent video games and increased physical aggression in children. This link has raised concerns, particularly given that many of the most popular video games contain violent content. Yet, it remains unclear whether violent video games make players more aggressive or whether individuals who are already more aggressive are simply more drawn to these types of games.

Study author David Lacko and his colleagues sought to investigate this issue further. They conducted a longitudinal study using a special method known as a cross-lagged panel study to examine the relationship between preferences for violent video games and aggressive behavior over time.

In a cross-lagged panel study, researchers assess the same variables at different time points to determine whether one variable is likely the cause of another. The idea is that causes can influence future outcomes but cannot influence past ones. Therefore, if a variable is a cause of another, it will be more strongly associated with future values of that variable than with its past values. Conversely, the consequence will be more strongly associated with past values of its cause than with its future values. The researchers used this design to explore whether physical aggression leads to a preference for violent video games or if it is violent video games that increase aggression in adolescents.

The study involved 3,010 Czech adolescents who reported playing at least one video game during the study period. These participants took part in the first wave of data collection, but only 1,052 continued to participate through the fourth wave. The data were collected over an 18-month period between June 2020 and December 2022.

To measure aggression, the researchers used the Buss-Perry Aggression Questionnaire—Short Form, a widely recognized tool for assessing various forms of aggression, including physical and verbal aggression. Empathy was assessed using the Adolescent Measure of Empathy and Sympathy, which evaluates both cognitive empathy (the ability to understand others’ emotions) and affective empathy (the ability to share others’ emotional experiences). To measure exposure to violence in video games, the researchers asked participants to name the three games they played most frequently. The level of violence in these games was then determined using ratings from Common Sense Media, which were used to create a violence score for each participant.

The results showed that the most frequently played games among participants included Minecraft, Roblox, Fortnite, games from the Grand Theft Auto franchise, and Brawl Stars.

Google News Preferences Add PsyPost to your preferred sources

The study’s findings revealed important distinctions between two types of effects: within-person effects and between-person effects. The between-person findings indicated that individuals who played more violent video games tended to score slightly higher on cognitive empathy and verbal aggression. There was also a somewhat stronger—but still relatively weak—tendency for participants who played more violent video games to score higher on physical aggression. Boys were generally found to play more violent video games than girls.

On the other hand, the within-person findings—those looking at how changes in an individual’s gaming habits relate to changes in their behavior over time—were particularly revealing. The researchers did not find that an increase or decrease in the level of violence in the games played by participants over the study period had any significant effect on changes in aggression or empathy. This suggests that violent video games are not a direct cause of increased aggression.

However, there were some nuanced findings. For instance, participants who showed an increase in empathy during the third wave of data collection tended to play fewer violent video games by the fourth wave. This association was not observed in other waves. Similarly, participants who exhibited an increase in physical aggression in the third wave tended to play more violent video games in the fourth wave. Conversely, those who reported higher levels of physical aggression in the first wave tended to play less violent games by the second wave.

While there are some associations between aggression, empathy, and the choice to play violent games, the study suggests that these games do not have a straightforward impact on changing behavior over time. Instead, the relationship appears to be influenced by a combination of individual differences and situational factors.

“These findings challenge the portrayal of VVG [violent video games] as a significant contributor to heightened aggression and decreased empathy in adolescents,” the study authors concluded.

The study sheds light on the nature of the link between video game violence and aggression. However, it should be noted that the study’s authors evaluated game violence based on the overall ratings the games received from a rating agency. This approach might be problematic because the content of a video game is not fixed but is actively shaped by the player and their actions. Consequently, the level of violence in many games can greatly depend on the player and their individual playstyle. While some players may engage in gameplay that includes a lot of violence, others may play the same game with minimal or even no violent content. This is particularly true in open-world sandbox games like Minecraft. Therefore, the validity of violence ratings may be questionable. Additionally, the study had a very high dropout rate, particularly among older participants, which may have influenced the results.

The study, “Does Violence in Video Games Impact Aggression and Empathy? A Longitudinal Study of Czech Adolescents to Differentiate Within- and Between-Person Effects,” was authored by David Lacko, Hana Machackova, and David Smahel.

Previous Post

Surprisingly strong link found between political party affiliation and sleep quality

Next Post

New psychology research links parental well-being to feeling valued

RELATED

Extreme athletes just helped scientists unlock a deep evolutionary secret about human survival
Body Image and Body Dysmorphia

Can video games make kids feel better about their bodies?

April 12, 2026
Time spend playing video games is not associated with anxiety or stress among college students
Video Games

The psychological difference between playing video games to relax and playing to win

March 29, 2026
Playing Call of Duty before bed doesn’t ruin sleep, and it might even boost your memory
Video Games

Playing Call of Duty before bed doesn’t ruin sleep, and it might even boost your memory

March 24, 2026
Women who are open to “sugar arrangements” tend to show deeper psychological vulnerabilities
Racism and Discrimination

Watching violent Black video game characters increases unconscious bias in White viewers

March 14, 2026
Reading may protect older adults against loneliness better than some social activities
Video Games

Competitive gaming communities can become essential social sanctuaries

February 23, 2026
Virtual parenting games may boost desire for real children, study finds
Parasocial Relationships

Virtual parenting games may boost desire for real children, study finds

February 14, 2026
Experienced FPS gamers show faster, more efficient eye movements during aiming tasks, study finds
Mental Health

New large study finds little evidence that social media and gaming cause poor mental health in teens

January 21, 2026
A person playing a mobile game on a smartphone.
Addiction

How widespread is Internet Gaming Disorder among young adults?

January 18, 2026

STAY CONNECTED

RSS Psychology of Selling

  • Correcting fake news about brands does not backfire, five-study experiment finds
  • Should your marketing tell a story or state the facts? A massive meta-analysis has answers
  • When brands embrace diversity, some customers pull away — and new research explains why
  • Smaller influencers drive engagement while bigger ones drive purchases, meta-analysis finds
  • Political conservatives are more drawn to baby-faced product designs, and purity values explain why

LATEST

Even mild opioid use disorder is linked to a significantly higher risk of suicide

120-year text analysis reveals how society’s view of lawyers’ personalities has shifted

Disrupted sleep is the primary pathway linking problematic social media use to reduced wellbeing

Bladder toxicity risk appears low for psychiatric ketamine patients, though data is limited

Low doses of LSD alter emotional brain responses in people with mild depression

Narcissistic traits are linked to a brain area governing emotional control

Can video games make kids feel better about their bodies?

Reduced gray matter and altered brain connectivity are linked to problematic smartphone use

PsyPost is a psychology and neuroscience news website dedicated to reporting the latest research on human behavior, cognition, and society. (READ MORE...)

  • Mental Health
  • Neuroimaging
  • Personality Psychology
  • Social Psychology
  • Artificial Intelligence
  • Cognitive Science
  • Psychopharmacology
  • Contact us
  • Disclaimer
  • Privacy policy
  • Terms and conditions
  • Do not sell my personal information

(c) PsyPost Media Inc

Welcome Back!

Login to your account below

Forgotten Password?

Retrieve your password

Please enter your username or email address to reset your password.

Log In

Add New Playlist

Subscribe
  • My Account
  • Cognitive Science Research
  • Mental Health Research
  • Social Psychology Research
  • Drug Research
  • Relationship Research
  • About PsyPost
  • Contact
  • Privacy Policy

(c) PsyPost Media Inc