Jean M. Devenny, Psy.D., is a 2018 graduate of the Psy.D. Program in Clinical Psychology at Antioch University, New England

Dissertation Committee:

  • George Tremblay, PhD, Committee Chair
  • Jim Graves, PhD, Committee Member
  • David Junno, PsyD, Committee Member


video game, computer game, quality of life, personality, conscientiousness, extraversion, neuroticism, agreeableness, moderator variable

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Video game research has expanded greatly in recent decades, fueled partly by concerns that video game content affects real-word behaviors and experiences. Despite the preponderance of research on the effects of video game content on various outcomes, there are still areas left to be explored. For example, while the American Psychological Association has concluded that violent video game content serves as a risk factor for real-life aggression, the association has also recommended the pursuit of additional research on alternative variables that may influence the relationship between video game content and outcomes (APA Task Force on Violent Media, 2015). The present study was designed to explore whether personality dimensions have a moderating effect on the relationship between video game content and quality of life (QoL). Video game content was measured using content descriptors (i.e., content warnings) assigned to a participant-reported game by the Entertainment Software Rating Board (ESRB). QoL was measured using the World Health Organization’s Quality of Life-Brief measure, and personality was assessed using the International Personality Item Pool Representation of the Revised Neuroticism-Extraversion-Openness Personality Inventory. Based on existing research support for four personality dimensions as potential moderator variables, it was hypothesized that conscientiousness, extraversion, agreeableness, and neuroticism would moderate the relationship between video game content and QoL. Moderated multiple regression analyses were conducted to test this hypothesis. Results found significant main effects between personality dimensions and QoL but failed to find significant effects of video game content, including violent content, on QoL scores. In addition, the study’s hypothesis, that personality dimensions moderate the relationship between video game content and QoL, was not supported. Study limitations, implications for clinicians, and directions for future research are discussed.


Jean M. Devenny

ORCID Scholar ID# 0000-0001-7390-990X