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The Truth Behind Video Games & Their Psychological Impact - Michael Kasumovic

Michael Kasumovic is a professor of evolutionary biology at University of New South Wales, a researcher and an author. The influence of violent video games on human psychology has been contested for years. Does virtual violence translate to real world harm? Should we be worried about our friends and kids who play them? And just what makes these games so compelling? Expect to learn the evolutionary theory of why winners tend to win more and losers tend to lose more, whether video games skills translate to the real world, why status-seeking people are more interested in playing violent video games, whether men can grow beards for protection from punches, why men with high testosterone have superior immune systems, why women who play violent video games have higher self-esteem and much more... Sponsors: Get 10% discount on all Gymshark’s products at https://bit.ly/sharkwisdom (use code: MW10) Get 10% discount on Marek Health’s comprehensive blood panels at https://marekhealth.com/modernwisdom (use code: MODERNWISDOM) Get 5 Free Travel Packs, Free Liquid Vitamin D and more from Athletic Greens at https://drinkag1.com/modernwisdom (discount automatically applied) Extra Stuff: Check out Michael's website - https://www.michaelkasumovic.com/ Follow Michael on Twitter https://twitter.com/mkasumovic Get my free Reading List of 100 books to read before you die → https://chriswillx.com/books/ To support me on Patreon (thank you): https://www.patreon.com/modernwisdom #psychology #gaming #violence 00:00 Intro 00:16 Why We Play Video Games 11:52 Video Games Are Hijacking Human Desires 15:45 Are Men Being Sedated? 24:04 Common Traits of Gamers 27:45 Socio-sexual Behaviour of Male Gamers 35:35 How Status Impacted Player Behaviour in Halo 40:28 What Happens When Women get Involved in Male Status Games? 52:04 Do Violent Video Games Improve Fighting Ability? 58:40 Why Does Status Respond to the Local Environment? 1:00:30 Do Bearded Men Win More Fights? 1:06:44 Different Types of Sexual Competition 1:15:20 What Basketball Can Teach Us About Male Performance 1:22:44 The Impact of a Masculine Face on Health 1:32:26 Where to Find Michael - Get access to every episode 10 hours before YouTube by subscribing for free on Spotify - https://spoti.fi/2LSimPn or Apple Podcasts - https://apple.co/2MNqIgw Get my free Reading List of 100 life-changing books here - https://chriswillx.com/books/ - Get in touch in the comments below or head to... Instagram: https://www.instagram.com/chriswillx Twitter: https://www.twitter.com/chriswillx Email: https://chriswillx.com/contact/

Michael KasumovicguestChris Williamsonhost
Jun 19, 20231h 35mWatch on YouTube ↗

CHAPTERS

  1. 0:00 – 3:44

    Status, hierarchy, and the appeal of violent games

    Michael explains that beyond “fun,” violent video games are compelling because they let players test themselves in competitive hierarchies. Violence maps onto evolved status contests, giving rapid feedback about where you stand relative to others.

    • Games function as status-testing arenas, not just entertainment
    • Hierarchies reduce uncertainty; uncertainty drives more aggression
    • Violent mechanics provide clear win/loss signals and dominance displays
    • Fair matches (no pay-to-win advantages) make status outcomes feel meaningful
  2. 3:44 – 10:16

    Winner/loser effects and why matchmaking complicates the science

    The conversation moves into how winning and losing can change future behavior (winner/loser effects), drawing from non-human animal research. Michael notes that modern matchmaking systems intentionally balance difficulty, making it hard to cleanly measure psychological carryover in humans.

    • Winner/loser effects appear across animals, but mechanisms are unclear
    • Human outcomes likely depend heavily on self-perception narratives
    • Matchmaking tries to keep players in a “sweet spot” of challenge
    • Designer-controlled environments confound causal inference in studies
  3. 10:16 – 15:39

    Mating motivation predicts violent game play—and why that’s surprising

    Michael describes consistent findings: people with stronger mate-seeking drives play violent games more often. The proposed mechanism is that status is tied to access to mates/resources, so competitive violence becomes a proxy arena for climbing rank.

    • Mate-seeking drive predicts preference for violent games (men and women)
    • Status in hierarchies historically links to mating opportunities
    • Virtual wins still feel satisfying and can shift self-perception
    • Chris questions whether virtual status ‘hijacks’ real-world status pursuits
  4. 15:39 – 20:10

    Are men being ‘sedated’ by screens? Complexity, mate value, and feedback loops

    Chris presents a “male sedation” hypothesis (games/porn/screens dampen real-world striving). Michael argues the issue is multi-factorial and introduces evidence that violent-game performance can change self-perceived mate value, especially after poor performance.

    • Single-cause explanations (games/porn/screens) are too simplistic
    • Self-perceived mate value correlates with violent game play
    • Experiment: poor performance in violent games reduced perceived mate value
    • Non-violent games did not produce the same mate-value shift
  5. 20:10 – 24:20

    Mate-competition loss increases preference for violent games (new experiment)

    Michael shares an in-progress study: participants believe they’re competing for a coffee date; losing that opportunity shifts men toward choosing violent games afterward. The interpretation is that violent games offer a quick route to ‘regain’ status after a mating-related loss.

    • Deception-based ‘dating study’ sets up win/loss of a desired date
    • After losing, men preferentially select violent games over non-violent ones
    • Violent games framed as a status-repair mechanism after rejection
    • Highlights how tightly games can interface with sociosexual psychology
  6. 24:20 – 28:12

    What kind of person is drawn to violent status games? Traits, age, and addiction risk

    They explore whether a single personality trait explains violent-game attraction. Michael argues it likely doesn’t map neatly onto Big Five traits and changes across the lifespan; age effects suggest status/mating motives decline over time, potentially reducing interest.

    • No single trait (e.g., extroversion) cleanly explains violent-game preference
    • Preferences likely shift over the life course via feedback mechanisms
    • Age effect: declining sex/status motivation may reduce violent-game interest
    • Possible addiction loop: unsatisfied status drives repeated play
  7. 28:12 – 40:19

    Halo study: when status threat drives hostility toward ‘women’ in voice chat

    Michael recounts a famous Halo dataset: the same player using male vs female voice receives different treatment. The key result is that low-performing men become more hostile when a ‘female’ teammate outperforms them, consistent with threatened status and deterrence tactics.

    • Design: 500 Halo matches with male voice, female voice, and silent condition
    • Female-voice condition receives significantly more negative comments
    • By linking chat to end-of-match performance, status can be quantified
    • Lowest-status/poorest performers show the most hostility toward outperforming ‘women’
  8. 40:19 – 52:04

    Women entering male status arenas: flattened hierarchies, culture, and adaptation

    They connect gaming findings to broader societal shifts: men and women now compete in overlapping status hierarchies (work, education, online spaces). Michael argues cultural norms must update because physical strength is less central; Chris pushes on the limits of “thinking our way out” of evolved instincts.

    • Historically separate male/female hierarchies are increasingly merged
    • Cross-sex competition can heighten status anxiety and antagonism
    • ‘Negging’/derogation can function as a deterrent strategy
    • Culture and evolved psychology are intertwined and co-evolving
  9. 52:04 – 58:41

    Do violent games train real fighting skill—or distort threat perception?

    Michael discusses research testing whether violent games act as low-cost practice for dominance and conflict. Surprisingly, after playing violent games participants were worse at detecting a shift toward anger in faces, while also reporting increased toughness—raising concerns about miscalibrated aggression.

    • Violent games may function as practice with low physical cost
    • Post-play testing: decreased sensitivity to anger cues
    • Possible mechanisms include arousal, desensitization, or hormonal shifts (uncertain)
    • Violent play increased self-rated toughness and willingness to compete
  10. 58:41 – 1:00:30

    Why status is local: evolved minds in global online competition

    Michael explains why self-perception is so influenced by immediate (even virtual) social environments. Humans evolved for small communities; now social media and online play expand comparison sets to massive scales, amplifying status anxiety and making platforms adept at exploiting these instincts.

    • Status psychology evolved for small, familiar groups
    • Online life creates global comparison, which can feel overwhelming
    • Likes/followers mimic dominance/prestige signals in unnatural contexts
    • Companies can ‘pull’ on evolved drives and intensify competition
  11. 1:00:30 – 1:06:44

    Beards, dominance displays, and why deterrence matters more than protection

    They pivot to sexual selection signals: beards may change perceptions of masculinity/dominance even if they don’t physically protect in fights. Michael describes an analysis of UFC fighters showing beards do not reduce knockout risk, reframing facial hair as signaling rather than armor.

    • Many hypotheses exist for beards: attractiveness, masculinity cues, protection
    • UFC data: beard thickness did not predict fewer knockouts/wins
    • Facial hair likely functions more as a deterrent/signal than protection
    • Contests typically follow escalation rules to avoid costly injury
  12. 1:06:44 – 1:09:30

    Types of sexual competition and status signals (voice pitch, displays, deference)

    The conversation broadens to different competitive modes and signaling. Chris brings examples of men modulating vocal pitch around attractive women or higher-status men; Michael ties this to fast hierarchy calibration and conflict avoidance.

    • Humans rapidly infer hierarchy positions in new groups
    • Signals (voice pitch, dominance cues) can function as threat management
    • Deference behaviors reduce risk of escalation and injury
    • Competition is structured to minimize costly physical conflict
  13. 1:09:30 – 1:23:48

    Basketball performance across age: why men peak and women sustain longer

    Michael shares a data-driven comparison of NBA vs WNBA performance across careers. Men show clearer peak-and-decline patterns, while women appear more stable; possible explanations include testosterone’s physiological costs and structural differences in league schedules and strain.

    • NBA data show performance peaks followed by senescence-like decline
    • WNBA data suggest less pronounced peaks/declines (with caveats)
    • Hypothesis: testosterone supports performance but accelerates breakdown
    • Modern longevity may reveal trade-offs shaped under shorter ancestral lifespans
  14. 1:23:48 – 1:32:24

    Masculine faces, inequality, and ‘direct benefits’ versus good-genes stories

    They unpack research linking women’s preferences for masculinized male faces to environmental conditions, focusing on inequality between the sexes. Michael argues that immediate protective/provider benefits often explain preferences better than indirect ‘good genes’ accounts, while Chris clarifies the inequality measure.

    • Earlier work tied masculinity preferences to disease; Michael critiques the mechanism
    • Alternative: women seek immediate protection/resources in risky environments
    • Key moderator clarified: inequality between sexes (not general income inequality)
    • Highlights the importance of proximate, context-sensitive explanations
  15. 1:32:24 – 1:35:19

    Where to find Michael + Airludo: using games to teach and collect behavioral data

    Michael closes by sharing his company, Airludo, which creates free educational mobile games to help people learn about the natural world and human behavior. He emphasizes that many behaviors are automatic; better literacy in behavioral science can help society navigate rapid environmental change.

    • Airludo builds educational games and classroom tools
    • Games can rapidly collect data and let students explore experiments
    • Many social behaviors operate automatically, not via conscious planning
    • Call to understand how modern environments interact with evolved psychology

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