social_science3 papersavg year 2016quality 6/5weak evidence

DISCUSSION AND CONCLUSIONS: Overall, it appears that although several steps have been taken to address problematic video game playing, most of these steps were not as effective as expected, or had not

Research gap analysis derived from 3 social_science papers in our local library.

The gap

DISCUSSION AND CONCLUSIONS: Overall, it appears that although several steps have been taken to address problematic video game playing, most of these steps were not as effective as expected, or had not been evaluated empirically for efficacy

Consensus across the literature

Clustered from 3 gap mentions across 3 papers via embedding cosine ≥ 0.62.

Research trend

Established — well-defined area with open sub-problems.

Supporting evidence — 3 representative gaps

  • Violent and nonviolent video games differentially affect physical aggression for individuals high vs. low in dispositional anger (2011) · doi

    Although numerous experiments have shown that exposure to violent video games (VVG) causes increases in aggression, relatively few studies have investigated the extent to which this effect differs as a function of theoretically relevant individual difference factors.

    Keywords: numerous experiments exposure violent video games causes increases aggression relatively investigated extent effect differs function
  • Policy responses to problematic video game use: A systematic review of current measures and future possibilities (2017) · doi

    DISCUSSION AND CONCLUSIONS: Overall, it appears that although several steps have been taken to address problematic video game playing, most of these steps were not as effective as expected, or had not been evaluated empirically for efficacy.

    Keywords: steps discussion conclusions overall appears several taken address problematic video game playing effective expected evaluated
  • Finding Common Ground in Meta-Analysis “Wars” on Violent Video Games (2019) · doi

    Despite seemingly conflicting results for the statistical significance of the pooled estimates in different meta-analyses of video-game studies, all of the meta-analyses do in fact point to the conclusion that, in the vast majority of settings, violent video games do increase aggressive behavior but that these effects are almost always quite small.

    Keywords: meta analyses video despite seemingly conflicting statistical significance pooled estimates different game fact point conclusion

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