Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report
By Andrew K. Przybylski and Netta Weinstein
In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent
participants (n = 1004) aged 14 and 15 years and an equal number of their carers were interviewed.
Young people provided reports of their recent gaming experiences. Further, the violent contents of these games were coded using
official EU and US ratings, and carers provided evaluations of their adolescents' aggressive behaviours in the past month.
Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent
violent game play is linearly and positively related to carer assessments of aggressive behaviour.
Results did not support this prediction, nor did they support the idea that the relationship between these factors follows a
nonlinear parabolic function. There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour. Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of
violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour.
The discussion presents an interpretation of this pattern of effects in terms of both the ongoing scientific and policy
debates around violent video games, and emerging standards for robust evidence-based policy concerning young people's technology use.
Apple and Google impose extortionate fees of 30% just for listing games and apps in the app stores. And what's more they demand the same cut for any in-game purchases made by players throughout the life of the game.
Epic Games, the company
behind Fortnite, tried to evade the extortionate fees on the in-game purchases by allowing gamers to purchase directly from Epic rather than via Apple/Google.
Google and Apple responded by banning Fortnite from their stores.
Fortnite is challenging Apple and Google in court and produced an excellent short video likening the internet giants to 1984's Big Brother.
The Chinese government has begun rolling out its real-name identification system for video games nationwide, while also removing over 15,000 unlicensed games from the Chinese App store.
The law includes the extension of an existing social media
real-name requirement, where everybody has to provide a form of valid identity information. Both Tencent and NetEase reportedly begun using their own verification systems.
The authentication system aims to be rolled out in September.
Chinese developers were further compounded by 15,000 unlicensed games being removed from the Chinese App Store since July 1st, in preparation of an August 1st deadline. This was due to those games lacking permission from the Chinese National Press and Publication Administration.
One of the drivers behind the latest moves is that in-game messaging and voice systems in more obscure have enabled people to evade the country's repressive censorship stranglehold on communications.
Blood and Guts Bundle is a 2020 trilogy of arena fight games from Digerati
The Blood and Guts Bundle for Nintendo Switch has been banned in Australia under the automated International Age Rating Coalition (IARC) system. Decision
was in March, but has only recently been added to the National Classification Database.
The automated system is pretty much a random rating generator, so perhaps the delay is down to going back to the old manual way of rating games.
US the game is M (17) rated by the ESRB for blood and gore, use of drugs, violence.
The Promotional Material gives a flavour of the game:
Satisfy your lust for carnage with three gloriously gratuitous games!
This bundle contains:
Slain: Back from Hell . A heavy metal inspired arcade combat game with stunning pixel art visuals, challenging old school gameplay and gore galore. Plus the most metal soundtrack you've ever heard!
Slayaway Camp: Butcher's Cut : A killer puzzle game and darkly comic homage to 80s horror movies where you control Skullface, a homicidal slasher hell-bent on revenge.
Super Blood Hockey : Arcade
sports gaming gets a shot of adrenaline in this violent homage to classic 8- and 16-bit ice hockey games. Use fast-paced skills and bone-crunching brutality to dominate.
The House of Lords Gambling Committee claims that video game loot boxes should be regulated under gambling laws.
The Lords claim that loot boxes they should be classified as games of chance - which would bring them under the Gambling Act 2005. If a
product looks like gambling and feels like gambling, it should be regulated as gambling, their report says. And they warn that such a change should not wait.
In reality the regulation of gambling is an entirely different kettle of fish that is
about adult entertainment and significant levels of moeny being lost. Surely the monetising of games throught loot boxes would be better dealt with by those with expertise in child psychology.
Ex BBC boss Michael Grade, chairman of the committee,
told BBC Breakfast that lots of other countries have already started to regulate loot boxes because they can see the dangers which is teaching kids to gamble. He said the Gambling Act was way behind what was actually happening in the market but he added
that the overwhelming majority of the report's recommendations could be enacted today as they don't require legislation.
Gambling Harms: Time for Action Report: Key recommendations
Committee sets out a range of recommendations across different areas to reduce gambling-related harm.
The gambling industry offers a variety of products to consumers, including some which can be highly addictive. The Gambling Commission should create a system for testing all new games against a series of harm indicators,
including their addictiveness and whether they will appeal to children. A game which scores too highly on the harm indicators must not be approved.
The equalisation of speed of play and spin, so that no game can be
played quicker online than in a casino, bookmaker or bingo hall.
The Gambling Commission must explain the minimum steps which operators should take when considering customer affordability, and make clear that it is
for the operator to take the steps which will enable them to identify customers who are betting more than they can afford.
The creation of a statutory independent Gambling Ombudsman Service, modelled on the Financial
Ombudsman Service, to settle disputes between gambling operators and gamblers.
The Government must act immediately to bring loot boxes within the remit of gambling legislation and regulation.
Gambling operators should no longer be allowed to advertise on the shirts of sports teams or any other visible part of their kit. There should also be no gambling advertising in or near any sports grounds or sports venues.
Problem gambling is a common mental health disorder, and the NHS has the same duty to treat it as to treat any other disorder. Last year the NHS promised to open 15 new clinics. It should do this before 2023 and establish a
comparable number within the following few years.