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Burkhardt Lenhard 2021
Burkhardt Lenhard 2021
Burkhardt Lenhard 2021
This article has been accepted for publication in Media Psychology, published by Taylor
& Francis:
Author Note
There are no conflicts of interest, which might have influenced the conduction,
analysis and interpretation in this study. The data and scripts are available via
https://osf.io/9d7jf/. We would like to thank Marlene Voit for assisting in the coding of the
primary studies.
A large body of research exists on the causal relationship between violent video game
(VVG) consumption and aggression. However, no meta-analytic studies to date have
specifically examined the influence of age on these effects. We investigated the age-
dependent relationship between VVG consumption and subsequent physically
aggressive behavior in a meta-analytic procedure based on longitudinal studies. Further
exploratory analyses addressed the moderating effect of the year of data collection. A
random-effects meta-analysis with 30 effect sizes from 21 studies (N = 15,836) yielded
a significant and relevant positive effect of VVG on subsequent physically aggressive
behavior (r = .21). The effect was reduced but maintained at r = .11 when controlling
for aggression at T1. Polynomial regression showed a significant U-shaped age
trajectory with a peak in early adolescence at the age of 14. Year of data collection did
not correlate with the effect size. Consequently, we confirm the results of other meta-
analyses, with the added finding of a peak of effect sizes in early adolescence. The
empirical finding provide support for basing age ratings for game publication on
potential adverse behavioral effects.
Research on violent video games (VVG) usually considers the effects of these games
in relation to some form of aggressive behavior. Evidence from a large body of research –
related to aggression (e.g., Anderson et al., 2010; Greitemeyer & Mügge, 2014; Prescott et al.,
2018). Experimental and longitudinal designs suggest a causal link, with higher amounts of
VVG consumption causing higher aggression levels, which can be explained by underlying
mechanisms of social cognition and hostile attribution (Crick, 1995; Möller & Krahé, 2009),
social learning theory as suggested by the General Aggression Model (Anderson & Bushman,
2002; 2018), operant reinforcement and associative networks (Bushman, 1998) and other
theories. The interpretation of the research findings and underlying mechanisms are still
debated (cf., Huesmann, 2010; Elson & Ferguson, 2014), which revolves around
Although scholars generally agree that VVG causally affect aggression, some aspects
remain under-researched. This paper will focus on two such neglected aspects, which have yet
to be studied in detail, namely age and the year of data collection. First, children, adolescents,
and adults alike play video games. Arguably, these different age groups fall into different
stages of development, potentially moderating the mechanisms and effects of violent media.
Consequently, policy makers base their decisions on age restrictions accordingly. Second,
considering the year of data collection, the games and the amount of exposure have
dramatically changed during the last decades, which in turn has most likely influenced the
mechanisms and magnitudes of the effects of playing VVG. Given that aggression depicted in
VVG is typically physical in nature (kicking, hitting, shooting, etc.), as opposed to verbal or
The most comprehensive model of the effects of VVG on aggressive behavior is the
General Aggression Model (GAM; Anderson & Bushman, 2002, 2018). The key features of
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 4
GAM are knowledge structures such as perceptual and person schemata, behavioral scripts,
beliefs and attitudes. The authors propose that these structures originate from experience.
They are connected to affective states and behavioral programs, and influence perception and
a person’s interpretation of their social and physical environment. Thus, the theory suggests
that VVG influence the players’ aggressive cognitions, affect and arousal, which in turn leads
Most research on the longitudinal effects of VVG has focused on people below the age
of 16 (Prescott et al., 2018). The sample of interest in many studies is thus subject to an age
(DePasque & Galván, 2017; Peters & Cone, 2017). These processes are an important catalyst
for the receptiveness to aggressive stimuli, which in turn might increase the effects of violent
media. Given the variation of puberty onset age, we focused on the mean onset age in the
current study (defined as gonadarche onset, Blakemore et al., 2010) and distinguished
between childhood, early adolescence as the period roughly between 11 and 13, middle and
late adolescence, and adulthood. The age developments can affect media preference,
aggressiveness, potential media effects and the interaction of these factors. Surveys conducted
among both German and American adolescents suggest that the amount of time spent playing
video games changes over the course of adolescence, peaking between the ages of 12 and 14
compared to both younger and older age groups (Greenberg et al., 2010; MPFS, 2017), with a
simultaneous shift in genre preference towards more violent games like first-person shooters
A comparable trajectory applies for the development of aggression over the lifespan
with research indicating a peak in aggression in early adolescence, although the exact age
range varies between studies (Lindeman, Harakka and Keltikangas-Järvinen, 1997; Loeber &
adolescence seemingly relates to this increase in aggression (Carré et al., 2017). Hormonal
reward-seeking areas (i.e., the nucleus accumbens and dopaminergic pathways to the
2017; Peters & Crone, 2017). In line with this assumption, research suggests that implicit-skill
learning changes depending on age: It is more effective until early adolescence than later in
life (Janacsek et al., 2012), potentially making these younger players more receptive to the
reward structures in VVG, which often reinforce the exhibition of aggressive behavior.
Steinberg (2010) adds in his dual systems model of adolescent risk-taking that while
and self-regulation reach full maturation only later in life. Steinberg found evidence for this
development in his research, with self-reported impulsivity decreasing steadily from ages 10
and 11 onwards and self-reported reward-seeking increasing between ages 10 and 13 and then
decreasing. Because of this evident time lag between the two systems’ development,
Kirsh (2003) relates these developmental changes to the GAM: Heightened aggression
in early adolescence might impact cognition, affect, and arousal, making aggressive
cognitions (e.g., scripts) more accessible, which also leads to them being reinforced more
frequently. Increased potential for aggressive affect facilitates aggressive responses. Lastly,
the heightened arousal in general (because of endocrine changes) and arousal elicited by
playing VVG cumulate. Together with the changes in risk-taking behavior during early
adolescence, this arousal increases the probability for impulsive (aggressive) action.
A number of meta-analyses are available that have assessed magnitude of effects and
moderators of media violence on behavior and cognition. Notably, these results have often
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 6
been the subject of fierce debate with respect to methodological issues and the estimation of
the general effect size (e.g., Ferguson & Kilburn, 2010; Bushman et al., 2010; Elson &
Ferguson, 2014; Bushman & Huesmann, 2014; Rothstein & Bushman, 2015; Hilgard et al.,
2017). For example, Anderson et al. (2010) found that VVG exposure was significantly
longitudinal studies and that this effect was largest for best-practice studies (r = .24)
compared to the full sample (r =.19). Prescott et al. (2018) focused exclusively on
longitudinal studies that investigated the effects of VVG on subsequent physical aggression.
Using standardized regression coefficients and controlling for covarying factors and pooling
these effect sizes in a random-effects meta-analysis yielded a smaller but still significant
result (r = .11). One of the most recent meta-analyses (Drummond, Sauer & Ferguson, 2020)
also focused on longitudinal studies with standardized effect sizes and yielded an overall
effect size of r = .059. Moreover, effect sizes decreased with study year.
Age was not a significant moderator of effect sizes in any of these analyses, although
(conflicting) descriptive results indicated both smaller effect sizes for older participants
(Anderson et al., 2010) and larger effect sizes for participants of age 13 and older (Prescott et
al., 2018). These analyses, however, only investigated linear relationships between age and
effects. To our knowledge, the (non-linear) moderating effect of age on the relationship
The technology with which video games are created has become increasingly
elaborate over the last decade. These advances have allowed for more realistic and immersive
game design and, in extension, more realistic and immersive depictions of violence (Ivory &
state characterized by perceiving oneself to be enveloped by, included in, and interacting with
an environment” (Witmer & Singer, 1998, p. 227). A higher level of immersion and greater
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 7
realism in games might affect players’ knowledge structures more gravely because the virtual
experiences seem more real and observational learning is facilitated to a greater extent.
Existing research already suggests that more immersive game play intensifies the short-term
effects of VVG on angry feelings (Lull & Bushman, 2016) and is related to higher cognitive
aggression (McGloin et al., 2013). Assuming that participants in more recent studies played
more recent games, effects should thus be stronger in more recent studies.
The representation of violence in the media has also increased over the last decade,
since the number of armed conflicts around the world has increased as well (Marshall &
Elzinga-Marshall, 2017). Through news outlets and especially social media, people—
specifically children—might be exposed to the idea and depiction of violence more frequently
than before. Research suggests that continued exposure to video game violence leads to
aggressive behavior (Anderson & Bushman, 2018; Carnagey et al., 2007). The effect might be
bidirectional, that is, continued exposure to violence on the news and social media might
diminish the influence of VVG on the player because they are already more desensitized to
the content they consume. Therefore, the effects of VVG on aggression might even be weaker
today than they were 10 or 20 years ago. On the other hand, given that different media
consistently present aggressive content, the effect might add up or interact in complex way.
For instance, Gentile and Bushman (2012) showed that different risk factors, including
exposure to media violence, can have an additive effect on aggression. This additive effect
might extend to consuming video game violence and consuming violence via other media,
though testing an additive or interaction effect is beyond the scope of this manuscript.
Rationale
analytic research, playing VVG increases later physically aggressive behavior (H1). Second,
due to developmental aspect, game play in early adolescence might have a greater impact on
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 8
relationship between age and effect size: the magnitude of the effect investigated in H1 should
increase in childhood, peak in early adolescence (roughly between ages 11 and 13), and then
decline steadily through later adolescence into adulthood (H2). Based on the reviewed
literature, we assumed an effect of the year of data collection on the relationship between
VVG and aggression, but the direction of this effect can lead in either direction. Thus, the
Methods
Literature Search
analysis. The search for primary studies was conducted using the electronic databases
PsycINFO, PubMed, and Web of Science using the following keywords: (video game* OR
AND (aggress* OR violen* OR delinquen*). The databases were searched in October 2019,
and again in March and August 2020. The initial results included studies published up to July
2020. We additionally applied a snowball strategy and searched the reference sections of
existing meta-analytic and literature reviews. Articles, book chapters and dissertations both
published and unpublished were eligible for inclusion as long as they appeared in the
databases and reviews searched. After removing duplicates, this search yielded a total of 181
results (see Fig. 1; list of included and excluded studies in ESM 1; analysis of the overlap
To be included in the analysis, studies had to meet six inclusion criteria. (1) The study
had to include a measure of VVG exposure at the first time of measurement. Studies were
excluded if they exclusively measured overall video game exposure (including non-violent
games) or exposure to violent media in general (as opposed to VVG in particular) and did not
include a separate effect size for exposure in particular. Acceptable measures for video game
violence were self-reported ratings, expert ratings, and official ratings (e.g., assigned by the
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 10
Entertainment Software Rating Board, ESRB). (2) The study had to include a measure of
reports or teacher-reports. If several different aggression measures and their correlations with
VVG exposure were reported, we used the best fitting outcome measure, for example,
“clinical aggression” as opposed to “civil aggression” in Fergusonet al. (2013). (3) When
experimental studies are not feasible for ethical reasons, as it is the case of VVG effects on
minors, longitudinal studies represent a potential way to provide the closest possible
design were included. (4) Studies had to present zero-order correlations between the VVG
correlations, controlling for aggression at T1 for subsequent analyses. Studies that exclusively
presented partial correlations or standardized regression coefficients were not included in the
analysis. If zero-order correlations were missing but the study was otherwise eligible for
inclusion, we contacted the study authors to obtain the missing coefficients. If studies
presented separate zero-order correlations for either boys and girls, different age groups or
different reports (self, other), the correlations were coded as separate effect sizes and included
in the analysis. If correlations for several different time intervals were reported, the interval
closest to the mean interval was chosen. In two cases (Greitemeyer 2019; Greitemeyer &
Sagioglou, 2017), the authors courteously provided the raw data and we computed the
coefficients for the age groups 25 years or younger. (5) The studies had to be written in
German or English. (6) We identified several studies that were based on the same or on
overlapping datasets. To avoid overrepresentation of data, we only included the study that had
Studies were reviewed separately by two coders in relation to the inclusion criteria.
Age, year of publication as well as data collection, time interval between measurement points,
sample size and effect size were coded as well as the reason for possible exclusion of the
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 11
study (i.e., aggression measure, VVG measure and bivariate versus standardized effect size).
In case of discrepancies between the two independent datasets, the original papers were re-
screened to correct for possible errors. This procedure formed the basis for the final decision
Even though Ferguson (2011), Ferguson et al. (2013), and von Salisch et al. (2011) all
used outcome variables that partly confounded verbal and physical aggression, the authors
argued that the relationships between those outcomes were high enough to justify a combined
use. After considering these arguments, the studies were included into the analysis even
After deciding which studies had met the inclusion criteria, the following study
characteristics were coded: effect size labels including authors and further identifiers, sample
size n, effect size based on the zero-order Pearson’s correlation between VVG consumption
and subsequent aggression, effect size for the partial correlation between VVG consumption
and subsequent aggression (controlling for initial aggression), mean sample age mage at the
first point of measurement (T1), year of data collection, time between measurements (lag).
The mean sample age was based on either direct age information from the study, or it was
estimated based on the participants’ school year. This procedure resulted in a final sample of
21 studies with k = 30 coded effect sizes and a total N of 15,836 participants. Since partial
correlations could only be obtained for a part of the primary studies, k = 13 effect sizes were
Statistical Analysis
We used R version 3.6.1 (R Core Team, 2019) to conduct the analysis, using the
packages meta (Schwarzer, 2020), metafor (Viechtbauer, 2010), dmetar (Harrer et al., 2019)
and psych (Revelle, 2018). To calculate a pooled estimate, we used the effect size Pearson’s r
and standardized it using Fisher’s z transformation. The same was done for the partial
correlations. Anderson et al. (2010) point out that “the statistical theory underlying meta-
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 12
analytic procedures assumes that one is working with raw (zero-order) correlations”, while
Ferguson and Kilburn (2010) argue that “focusing on bivariate correlations is problematic”.
Although using partial correlations better represents longitudinal effects, the effect of prior
playing of VVG on aggression is not accounted for. In this way, the studies are less
comparable and tend to rather specify the lower bound of the longitudinal VVG effect. We
have tried to address the problem by reporting both approaches and specifying zero-order
correlations as the upper bound of the estimated true effect and partial correlations controlling
the Sidik-Jonkman estimator for τ2 indicated considerable heterogeneity across studies. Thus,
studies, we computed a Baujat plot (Baujat, Mahé, Pignon & Hill, 2002) and conducted both
an influence and an outlier analysis using the method proposed by Viechtbauer and Cheung
To test for publication bias, we first used the Egger’s test (Egger, Smith, Schneider &
Minder, 1997) to examine funnel plot asymmetry. In addition, we calculated an estimate for
the number of studies with nonsignificant results that would be needed to turn the pooled
effect size of this analysis nonsignificant, using Rosenthal’s fail-safe N (Borenstein et al.,
polynomial regression and predicted the effects (Cohen’s d) by mean sample age as the
predictor and sample size as weights. To decide on the statistical hypotheses, we drew on the
significance of the linear and quadratic effect in the polynomial regression. The exploratory
analysis of the relationship between year of data collection and effect size d was based on
Results
Descriptives
On average, the participants’ mean age was Mage = 13.5 years, ranging from mage = 8.9
to mage = 23.1 years for the full sample, and Mage = 15.1 years (mage = 8.9 to mage = 23.1 years)
for the partial effect studies. Sample sizes of the full set of primary studies ranged from n =
111 to n = 2,725, with a median of n = 302. The time of data collection was evenly distributed
between 1999 and 2017. Time interval between measurements also varied, ranging between 4
months and 2.5 years, with Mlag = 0.96 years (see Electronic Supplement ESM 2).
.25), z = 8.31, p < .001 as the upper bound of effects for the full sample. Drawing on the
pooled partial effects controlling for aggression at T1, the effect size was reduced to r = .11,
95% CI = (.06, .15), z = 4.92, p < .001, representing the lower bound of the estimated true
effect. Thus, the analysis revealed a significant, positive influence of VVG on subsequent
statistic of χ2(29) = 161.98, p < .001 and I2 = 82.1% for the full sample (see Figure 2).
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 14
Figure 2. Forest plot of individual sample characteristics and the pooled effect size (full
sample)
Note. Distribution of the effect sizes with the source of the information (parent- or child-self-
report) and the total sample size n, mean sample age mage, the individual correlations in
Omitting outliers as indicated by the Baujat plot (Baujat et al., 2002) and influence
analysis (Viechtbauer & Cheung, 2010) still resulted in significant heterogeneity with a Q
statistic of χ2(21) = 44.87, p = .002 and I2 = 53.2%. Due to this, as well as the high stability of
the overall results (routlier = .207, roriginal = .206), we decided not to exclude these studies to
avoid reducing statistical power and representativeness. No significant asymmetry was found
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 15
in the effects of the primary studies as indicated by a nonsignificant Egger’s test, t(29) = -
1.39, p = .177. Thus, the results were unlikely distorted from selective publication or
“missing” studies due to the file drawer problem. The number of nonsignificant missing
studies required to render the pooled effect size nonsignificant according to Rosenthal’s fail-
The polynomial regression of second degree (Figure 3) displayed an effect of age with
relationship between mean sample age and effect size. The effect sizes fitted by the model for
the complete sample of studies increased from childhood into adolescence, peaking between
the ages of 13 and 14, with the predicted effect size of dmax = .49 at mage = 13.80. Effect sizes
then continuously decreased into adulthood, reaching their minimum at mage = 23.15 with dmin
= .17. However, the effect could only be substantiated for the intercept, I = 0.45, t(29) =
10.15, p < .001. Conversely, repeating this analysis with the reduced sample of k = 13 effects
of the partial effect studies exhibited a significant quadratic effect in the expected direction,
but with a peak in later adolescence between the ages of 14 and 16 (a = -0.18, t(12) = -1.03, p
Figure 3. The distribution of effect sizes (Cohen’s d) among mean sample age (full sample)
Note. Line displays fitted values of a polynomial regression model of second degree.
Exploratory Analysis
The correlation between publication year and effect size d was significant, r = -.36,
t(28) = -2.07, p = .047, 95% CI (-.64, -.01), indicating that effect sizes decreased for data
collected between the years 1999 and 2017. To determine whether this was related to an
increase in the publication of nonsignificant results, we did a vote count on the significance of
the studies. We calculated a point biserial correlation between significance and year of data
collection and found a nonsignificant negative correlation of r = -.25, t(25) = -1.28, p = .213,
95% CI (-.57, .15). Although there appears to be a trend showing an increase in nonsignificant
results in recent years, the decrease in effect sizes cannot be attributed solely to the
publication of null effects. Repeating the analysis with the partial effects sample showed no
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 17
significant effect of year of data collection. Thus, the results are mixed and in sum, the
Discussion
procedure using zero-order correlations from longitudinal studies and a subsample of partial
hypothesis, yielding a significant pooled effect size at r = .21 and an effect of r = .11 for the
partial longitudinal effects. The first of the effect sizes is at a comparable level to that
described by Anderson et al. (2010), whereas the second is consistent with Prescott et al.
(2018). Given the high consistency of the results, we assume that the true effect is within this
range. Effects of this magnitude are common for social psychology (Richard, Bond Jr. &
Stokes-Zoota, 2003) and similar in size to other risk factors of aggression, for example, the
influence of poverty, substance abuse, or low IQ (Bushman et al., 2010). Our findings suggest
that playing VVG can affect players’ behavioral disposition by increasing the potential for
Age-Dependent Effects
towards adulthood and hypothesized a vulnerable phase for the effects of VVG on aggression
in early adolescence. This assumption was based on research showing increased reward-
related feedback (DePasque & Galván, 2017; Peters & Crone, 2017) and the influence of the
second degree with a maximum between the ages of 13 and 14 using the full sample, whereas
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 18
the partial sample revealed a significant curvilinear relationship with a maximum between the
We assumed that video games played by participants in the oldest sample would differ
Bushman, 2016; Anderson & Bushman, 2018; Carnagey et al., 2007), we could not predict
the direction of the relationship between year and effect sizes. We found a significant
decrease of effect sizes in more recent studies for the full sample, but not for the partial
effects sample. We can rule out an increase in null effects studies within the last two decades.
Bearing these mixed results in mind, changes in effect sizes might be due to changes in study
methods over time and general changes in media consumption in society. The methodological
aspects relate to the way the effects are measured and analyzed, including the use of specific
questionnaires, the list of games being considered as violent, potential ceiling effects,
conservative testing and the granularity in the assessment of VVG consumption intensity and
type. To determine the influence of construct validity on the results would require an in-depth
over the last decade. Higher immersion might facilitate learning, and the depiction of violence
is more graphic today than it was in the last century. Krcmar et al. (2011) found empirical
support for this observation by comparing Doom 1 and Doom 3 (released in 1993 and 2004
respectively). In their study, participants who played Doom 3 rated it to be more realistic and
experienced more presence compared to those who played Doom 1. The authors also found
physically aggressive intentions to be higher in those who played the newer, more realistic
Doom 3, compared to those who played the less realistic Doom 1. Notably, the graphics of
video games have become extremely more realistic since Doom 3, with the most recent Doom
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 19
represented in the data because of the maximum rating for VVG (e.g., “USK 18” or the
“mature” rating). The rating system leads to a ceiling effect because the basis for the
comparison between games considered as being violent or not has changed. This confounding
effects.
(depictions of) violence. We have argued before that the daily exposure to violence in social
media and in the news has increased over the last decade. If people playing VVG are already
desensitized to violence because of these other sources, the games’ effects on their personality
Some researchers argue that publication bias is an important issue in this field of
research (Ferguson & Kilburn, 2010). Our sample of studies showed no evidence of this file-
drawer bias. Studies with null or negative results or weak effect sizes were not significantly
outlier analysis further indicated both a high stability of our overall results as well as
Cochran’s Q and a high I2 (comp. Higgins, 2003). Excluding outlier studies neither
completely removed heterogeneity nor changed the effect sizes. We therefore assume that
there are other potential variables that explain the variance among the qualified studies, for
example, sampling method, subjective versus objective ratings or the specific games
considered as being violent. Consequently, some caution is necessary when interpreting our
results. Our data could have subgroups of effect sizes because of additional variables, for
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 20
example, age, publication year, measures of VVG play and aggression measures, or author
subgroups.
VVG and aggression and its bidirectional path compared to partial effects, which control for
initial aggression. Arguably, the relevant outcome variable (aggression) could already have
influenced the amount of VVG play at the first measurement point in case of zero-order
correlations (Ferguson, 2015). That is, more aggressive individuals might choose to play more
often statistically controlled in longitudinal studies (e.g., see Bucolo, 2010; Ferguson, 2011).
This procedure might more accurately represent the specific influence of VVG on aggression
and provide a more conservative effect size. On the other hand, controlling for initial
aggression means ignoring the potential effects that VVG consumption prior to T1 might have
had on aggression. Therefore, we decided to present both full and partial results, and we
consider the zero-order correlations as an upper bound estimate of the “true” effect size and
the controlled effects as a conservative lower bound estimate. In the latter case, there is a high
designs. Experiments on VVG would be better suited to directly investigate causality, but
they mostly examine short-term effects on aggression and instead, we wanted to concentrate
Another point of discussion is the age effect. The effect was descriptively present in
both analyses and reached significance in the second case, although at a later age than we
expected. Possibly, as VVG play and aggression peak in early adolescence, the relationship
between the two remains the same. Although VVG might not have a more pronounced impact
on young adolescents’ aggression compared to children or adults, this age group might still
display more of both behaviors. To investigate this assumption, one might compare
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 21
aggression levels while controlling for the amount of VVG play between several studies with
between aggression and risk-taking behavior, the latter of which has been observed to
increase in early adolescence (Steinberg, 2010). However, this increase in risk-taking might
not result in increased aggression but in some other form of behavior, for example, the
variable might also further increase our understanding of these age effects, since
Finally, the distribution of effect sizes from the studies that we selected poses another
limitation. In the studies with mean sample ages between 10 and 14 years, the effect sizes
vary considerably, for example, ranging from d = -.18 to d = .85 for the age of 13. This
variability makes an accurate prediction of fitted values in this age period more difficult,
which in turn limits the validity of the polynomial regression model. Figure 3 further
demonstrates the broad confidence intervals around our results, indicating that the true effects
could be distributed differently than in our specific sample of studies. These observations can
be explained by the density of available data points differing between age groups, with n = 19
samples in the younger age group, and only n = 8 samples in the older group. Only three
studies investigated the longitudinal effects of VVG on aggression in adults aged 18 or older.
Practical Implications
Given the statistical evidence of a curvilinear age effect, we want to discuss practical
consequences such a finding might have. Rating systems, for example, PEGI or ESRB,
already provide a form of intervention or prevention for children and adolescents because
they present an attempt to guide usage behavior and parenting. In the light of the age effect,
emphasis should be placed on how the ratings could be enforced in a more efficient way, for
example, discouraging younger players from obtaining and playing age-inappropriate games,
and whether the ratings (which are usually based on both violent and sexual content) properly
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 22
reflect the actual violence depicted. At the same time, the decrease in effects on older
adolescents (indicating less susceptibility to VVG effects than younger adolescents) justifies
relaxing usage control after the age of 16. For this reason, we explicitly do not advocate a "No
Never" policy and would – especially in pedagogical situations and in conflicts between
parents and their children – advocate offering adolescents the prospect of a later time of use
Conclusion
subsequent physically aggressive behavior, which supports findings from prior research.
Effects increased from childhood progressively into early adolescence, reaching a peak
between the ages of 14 and 16, then steadily decreasing into adulthood. Our work might be a
starting point for future research and for an improvement of age rating criteria and
implementation. We hope more research on the effect of VVG (and other types of video
games as well) will lead to a better understanding of their influence on behavior and allow us
understanding of the effects will also lead to a more informed and nuanced discourse and thus
avoid stigmatizing gamers or creating a distorted perspective on video games in general. With
more knowledge, maybe the debates at the dinner table, in the news after yet another school
shooting, and among academics can become less heated and more constructive.
AGE EFFECTS, VIOLENT VIDEO GAMES, AND AGGRESSION 23
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