We think that priming effects are interesting and worthwhile exploring, but in contrast to the notion of the GAM our reading of the literature is that priming effects are short-lived (suggested to only last for <5 min and may potentially reverse after that time ). However, above and beyond this the General Aggression Model (GAM, ) assumes that repeatedly primed thoughts and feelings influence the perception of ongoing events and therewith elicits aggressive behaviour as a long-term effect. It has been suggested that the effects of studies focussing on consequences of short-term video gameplay (mostly conducted on college student populations) are mainly the result of priming effects, meaning that exposure to violent content increases the accessibility of aggressive thoughts and affect when participants are in the immediate situation. These meta-analyses had a strong focus on children, and one of them reported a marginal age effect suggesting that children might be even more susceptible to violent video game effects. Importantly, it appears that these fundamental inconsistencies cannot be attributed to differences in research methodology since even meta-analyses, with the goal to integrate the results of all prior studies on the topic of aggression caused by video games led to disparate conclusions. One research camp has strongly argued that violent video games increase aggression in its players, whereas the other camp repeatedly concluded that the effects are minimal at best, if not absent. Contrary to the custom, this topic has also been passionately debated in the scientific literature. The concern that violent video games may promote aggression or reduce empathy in its players is pervasive and given the popularity of these games their psychological impact is an urgent issue for society at large. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players.