Andrew K Przybylski
Biographic Data
| ID | 768200 |
|---|---|
| NAME | Andrew K Przybylski |
| GIVEN NAMES | Andrew K |
| FAMILY NAME | Przybylski |
| SIGNATURE | PRZYBYLSKI A K |
| AFFILIATIONS | University of Oxford |
| ORCID | 0000-0001-5547-2185 |
| VERIFIED | Yes |
| TOTAL WORKS | 24 |
| TOTAL CITATIONS | 173 |
| AUTHOR COUNT | 24 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2006 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 6 |
Realizing the Full Potential of Big-Team Behavioral Science: How Global Collaborations Can Benefit From Participatory Open-Research Practices
Big-team science collaborations have been heralded as a solution to oversampling in a limited number of high-income countries. Despite early successes, there is insufficient involvement from the global community and unclear benefits to globalized science. The expansion of research from sites in North America and Europe to parts of the world where most people live can create the appearance of progress based on geographical diversity while neglecti…
Reliving 10 years old: Descriptive insights into retro gaming
As video games and players age, some are drawn to retro titles, operationalized here as games from the 1970s-early 2000s.This trend has sparked growing interest among researchers and the games industry in areas such as consumer behavior, nostalgia, and well-being.However, little is known about naturalistic retro gaming-who plays them, and what time periods players revisit.We analyze 1,099 players' logged session histories on Nintendo Switch class…
Social media use in adolescents with and without mental health conditions
Concerns about the relationship between social media use and adolescent mental health are growing, yet few studies focus on adolescents with clinical-level mental health symptoms. This limits our understanding of how social media use varies across mental health profiles. In this Registered Report, we analyse nationally representative UK data (N = 3,340, aged 11-19 years) including diagnostic assessments by clinical raters alongside quantitative a…
Not All Effects Are Indispensable: Psychological Science Requires Verifiable Lines of Reasoning for Whether an Effect Matters
To help move researchers away from heuristically dismissing “small” effects as unimportant, recent articles have revisited arguments to defend why seemingly small effect sizes in psychological science matter. One argument is based on the idea that an observed effect size may increase in impact when generalized to a new context because of processes of accumulation over time or application to large populations. However, the field is now in danger o…
Video game play is positively correlated with well-being
People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to regulate video game play time. We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported play behaviour, we collaborated with two games companies, …
Multidisciplinary research priorities for the Covid-19 pandemic: A call for action for mental health science
Reply to: Underestimating digital media harm
Use caution when applying behavioural science to policy
Violent video game engagement is not associated with adolescents' aggressive behaviour: Evidence from a registered report
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 us…
Screens, Teens, and Psychological Well-Being: Evidence From Three Time-Use-Diary Studies
The notion that digital-screen engagement decreases adolescent well-being has become a recurring feature in public, political, and scientific conversation. The current level of psychological evidence, however, is far removed from the certainty voiced by many commentators. There is little clear-cut evidence that screen time decreases adolescent well-being, and most psychological results are based on single-country, exploratory studies that rely on…
Parenting Strategies and Adolescents’ Cyberbullying Behaviors: Evidence from a Preregistered Study of Parent–Child Dyads
The association between adolescent well-being and digital technology use
A weak scientific basis for gaming disorder: Let us err on the side of caution
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving fr…
A Large-Scale Test of the Goldilocks Hypothesis: Quantifying the Relations Between Digital-Screen Use and the Mental Well-Being of Adolescents
Although the time adolescents spend with digital technologies has sparked widespread concerns that their use might be negatively associated with mental well-being, these potential deleterious influences have not been rigorously studied. Using a preregistered plan for analyzing data collected from a representative sample of English adolescents ( n = 120,115), we obtained evidence that the links between digital-screen time and mental well-being are…
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling cr…
How the quantity and quality of electronic gaming relates to adolescents’ academic engagement and psychosocial adjustment
Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors
[Correction Notice: An Erratum for this article was reported in Vol 106(3) of Journal of Personality and Social Psychology (see record 2014-07574-006). In the article, the name of author Edward Deci was missing his middle name initial and should have read as Edward L. Deci. In addition, an incorrect version of figure 1 was published.] Recent studies have examined whether electronic games foster aggression. At present, the extent to which games co…
Motivational, emotional, and behavioral correlates of fear of missing out
Can you connect with me now? How the presence of mobile communication technology influences face-to-face conversation quality
Recent advancements in communication technology have enabled billions of people to connect over great distances using mobile phones, yet little is known about how the frequent presence of these devices in social settings influences face-to-face interactions. In two experiments, we evaluated the extent to which the mere presence of mobile communication devices shape relationship quality in dyadic settings. In both, we found evidence they can have …
The index of autonomous functioning: Development of a scale of human autonomy
Parental autonomy support and discrepancies between implicit and explicit sexual identities: Dynamics of self-acceptance and defense
When individuals grow up with autonomy-thwarting parents, they may be prevented from exploring internally endorsed values and identities and as a result shut out aspects of the self perceived to be unacceptable. Given the stigmatization of homosexuality, individuals perceiving low autonomy support from parents may be especially motivated to conceal same-sex sexual attraction, leading to defensive processes such as reaction formation. Four studies…
A Motivational Model of Video Game Engagement
More Americans now play video games than go to the movies ( NPD Group, 2009 ). The meteoric rise in popularity of video games highlights the need for research approaches that can deepen our scientific understanding of video game engagement. This article advances a theory-based motivational model for examining and evaluating the ways by which video game engagement shapes psychological processes and influences well-being. Rooted in self-determinati…
Can Nature Make Us More Caring? Effects of Immersion in Nature on Intrinsic Aspirations and Generosity
Four studies examined the effects of nature on valuing intrinsic and extrinsic aspirations. Intrinsic aspirations reflected prosocial and other-focused value orientations, and extrinsic aspirations predicted self-focused value orientations. Participants immersed in natural environments reported higher valuing of intrinsic aspirations and lower valuing of extrinsic aspirations, whereas those immersed in non-natural environments reported increased …
The Motivational Pull of Video Games: A Self-Determination Theory Approach
Can you connect with me now? How the presence of mobile communication technology influences face-to-face conversation quality
Recent advancements in communication technology have enabled billions of people to connect over great distances using mobile phones, yet little is known about how the frequent presence of these devices in social settings influences face-to-face interactions. In two experiments, we evaluated the extent to which the mere presence of mobile communication devices shape relationship quality in dyadic settings. In both, we found evidence they can have …
The association between adolescent well-being and digital technology use
Use caution when applying behavioural science to policy
The index of autonomous functioning: Development of a scale of human autonomy
Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors
[Correction Notice: An Erratum for this article was reported in Vol 106(3) of Journal of Personality and Social Psychology (see record 2014-07574-006). In the article, the name of author Edward Deci was missing his middle name initial and should have read as Edward L. Deci. In addition, an incorrect version of figure 1 was published.] Recent studies have examined whether electronic games foster aggression. At present, the extent to which games co…
Parenting Strategies and Adolescents’ Cyberbullying Behaviors: Evidence from a Preregistered Study of Parent–Child Dyads
Reply to: Underestimating digital media harm
Parental autonomy support and discrepancies between implicit and explicit sexual identities: Dynamics of self-acceptance and defense
When individuals grow up with autonomy-thwarting parents, they may be prevented from exploring internally endorsed values and identities and as a result shut out aspects of the self perceived to be unacceptable. Given the stigmatization of homosexuality, individuals perceiving low autonomy support from parents may be especially motivated to conceal same-sex sexual attraction, leading to defensive processes such as reaction formation. Four studies…
How the quantity and quality of electronic gaming relates to adolescents’ academic engagement and psychosocial adjustment
The Motivational Pull of Video Games: A Self-Determination Theory Approach
Can Nature Make Us More Caring? Effects of Immersion in Nature on Intrinsic Aspirations and Generosity
Four studies examined the effects of nature on valuing intrinsic and extrinsic aspirations. Intrinsic aspirations reflected prosocial and other-focused value orientations, and extrinsic aspirations predicted self-focused value orientations. Participants immersed in natural environments reported higher valuing of intrinsic aspirations and lower valuing of extrinsic aspirations, whereas those immersed in non-natural environments reported increased …
A Motivational Model of Video Game Engagement
More Americans now play video games than go to the movies ( NPD Group, 2009 ). The meteoric rise in popularity of video games highlights the need for research approaches that can deepen our scientific understanding of video game engagement. This article advances a theory-based motivational model for examining and evaluating the ways by which video game engagement shapes psychological processes and influences well-being. Rooted in self-determinati…
The index of autonomous functioning: Development of a scale of human autonomy
Parental autonomy support and discrepancies between implicit and explicit sexual identities: Dynamics of self-acceptance and defense
When individuals grow up with autonomy-thwarting parents, they may be prevented from exploring internally endorsed values and identities and as a result shut out aspects of the self perceived to be unacceptable. Given the stigmatization of homosexuality, individuals perceiving low autonomy support from parents may be especially motivated to conceal same-sex sexual attraction, leading to defensive processes such as reaction formation. Four studies…
Motivational, emotional, and behavioral correlates of fear of missing out
Can you connect with me now? How the presence of mobile communication technology influences face-to-face conversation quality
Recent advancements in communication technology have enabled billions of people to connect over great distances using mobile phones, yet little is known about how the frequent presence of these devices in social settings influences face-to-face interactions. In two experiments, we evaluated the extent to which the mere presence of mobile communication devices shape relationship quality in dyadic settings. In both, we found evidence they can have …
Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors
[Correction Notice: An Erratum for this article was reported in Vol 106(3) of Journal of Personality and Social Psychology (see record 2014-07574-006). In the article, the name of author Edward Deci was missing his middle name initial and should have read as Edward L. Deci. In addition, an incorrect version of figure 1 was published.] Recent studies have examined whether electronic games foster aggression. At present, the extent to which games co…
How the quantity and quality of electronic gaming relates to adolescents’ academic engagement and psychosocial adjustment
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling cr…
A Large-Scale Test of the Goldilocks Hypothesis: Quantifying the Relations Between Digital-Screen Use and the Mental Well-Being of Adolescents
Although the time adolescents spend with digital technologies has sparked widespread concerns that their use might be negatively associated with mental well-being, these potential deleterious influences have not been rigorously studied. Using a preregistered plan for analyzing data collected from a representative sample of English adolescents ( n = 120,115), we obtained evidence that the links between digital-screen time and mental well-being are…
A weak scientific basis for gaming disorder: Let us err on the side of caution
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving fr…
Violent video game engagement is not associated with adolescents' aggressive behaviour: Evidence from a registered report
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 us…
Screens, Teens, and Psychological Well-Being: Evidence From Three Time-Use-Diary Studies
The notion that digital-screen engagement decreases adolescent well-being has become a recurring feature in public, political, and scientific conversation. The current level of psychological evidence, however, is far removed from the certainty voiced by many commentators. There is little clear-cut evidence that screen time decreases adolescent well-being, and most psychological results are based on single-country, exploratory studies that rely on…
Parenting Strategies and Adolescents’ Cyberbullying Behaviors: Evidence from a Preregistered Study of Parent–Child Dyads
The association between adolescent well-being and digital technology use
Multidisciplinary research priorities for the Covid-19 pandemic: A call for action for mental health science
Reply to: Underestimating digital media harm
Use caution when applying behavioural science to policy
Video game play is positively correlated with well-being
People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to regulate video game play time. We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported play behaviour, we collaborated with two games companies, …
Not All Effects Are Indispensable: Psychological Science Requires Verifiable Lines of Reasoning for Whether an Effect Matters
To help move researchers away from heuristically dismissing “small” effects as unimportant, recent articles have revisited arguments to defend why seemingly small effect sizes in psychological science matter. One argument is based on the idea that an observed effect size may increase in impact when generalized to a new context because of processes of accumulation over time or application to large populations. However, the field is now in danger o…
Social media use in adolescents with and without mental health conditions
Concerns about the relationship between social media use and adolescent mental health are growing, yet few studies focus on adolescents with clinical-level mental health symptoms. This limits our understanding of how social media use varies across mental health profiles. In this Registered Report, we analyse nationally representative UK data (N = 3,340, aged 11-19 years) including diagnostic assessments by clinical raters alongside quantitative a…
Realizing the Full Potential of Big-Team Behavioral Science: How Global Collaborations Can Benefit From Participatory Open-Research Practices
Big-team science collaborations have been heralded as a solution to oversampling in a limited number of high-income countries. Despite early successes, there is insufficient involvement from the global community and unclear benefits to globalized science. The expansion of research from sites in North America and Europe to parts of the world where most people live can create the appearance of progress based on geographical diversity while neglecti…
Reliving 10 years old: Descriptive insights into retro gaming
As video games and players age, some are drawn to retro titles, operationalized here as games from the 1970s-early 2000s.This trend has sparked growing interest among researchers and the games industry in areas such as consumer behavior, nostalgia, and well-being.However, little is known about naturalistic retro gaming-who plays them, and what time periods players revisit.We analyze 1,099 players' logged session histories on Nintendo Switch class…
Psychology (21 works) · Social Psychology (18 works) · Impact of Technology on Adolescents (13 works) · Computer Science (8 works) · Developmental psychology (8 works) · Autonomy (7 works) · Child Development and Digital Technology (7 works) · Psychiatry (5 works) · Behavioral Health and Interventions (4 works) · Medicine (4 works)