Literature DB >> 20084557

More than a just a game: video game and internet use during emerging adulthood.

Laura M Padilla-Walker1, Larry J Nelson, Jason S Carroll, Alexander C Jensen.   

Abstract

The purpose of this study was to gain a clearer understanding of the pattern of video game and internet use among college students and to examine how electronic leisure was related to risk behaviors (i.e., drinking, drug use, sex), perceptions of the self (i.e., self worth and social acceptance), and relationships with others (i.e., relationship quality with parents and friends). Participants included 813 undergraduate students (500 young women, 313 young men, M age = 20, SD = 1.87) who were mainly European American (79%), unmarried (100%) and living outside their parents' home (90%). Results suggested that (a) video game use was linked to negative outcomes for men and women, (b) different patterns of video game and internet use existed for men and women and (c) there were different relations to risk behaviors, feelings about the self, and relationship quality based on the type of internet use, and based on gender. The discussion focuses on the implications of electronic leisure on the overall health and development of young people as they transition to adulthood.

Entities:  

Mesh:

Year:  2009        PMID: 20084557     DOI: 10.1007/s10964-008-9390-8

Source DB:  PubMed          Journal:  J Youth Adolesc        ISSN: 0047-2891


  6 in total

1.  Emerging adulthood. A theory of development from the late teens through the twenties.

Authors:  J J Arnett
Journal:  Am Psychol       Date:  2000-05

2.  Prevalence of pathological Internet use among university students and correlations with self-esteem, the General Health Questionnaire (GHQ), and disinhibition.

Authors:  Katie Niemz; Mark Griffiths; Phil Banyard
Journal:  Cyberpsychol Behav       Date:  2005-12

3.  Early childhood television viewing and adolescent behavior: the recontact study.

Authors:  D R Anderson; A C Huston; K L Schmitt; D L Linebarger; J C Wright
Journal:  Monogr Soc Res Child Dev       Date:  2001

4.  A study of time management: the correlation between video game usage and academic performance markers.

Authors:  Vivek Anand
Journal:  Cyberpsychol Behav       Date:  2007-08

5.  Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

Authors:  C A Anderson; K E Dill
Journal:  J Pers Soc Psychol       Date:  2000-04

6.  Factors correlated with violent video game use by adolescent boys and girls.

Authors:  Cheryl K Olson; Lawrence A Kutner; Dorothy E Warner; Jason B Almerigi; Lee Baer; Armand M Nicholi; Eugene V Beresin
Journal:  J Adolesc Health       Date:  2007-04-12       Impact factor: 5.012

  6 in total
  23 in total

1.  Associations between violent video gaming, empathic concern, and prosocial behavior toward strangers, friends, and family members.

Authors:  Ashley M Fraser; Laura M Padilla-Walker; Sarah M Coyne; Larry J Nelson; Laura A Stockdale
Journal:  J Youth Adolesc       Date:  2012-05

2.  "We're not gonna be friends anymore": Associations between viewing relational aggression on television and relational aggression in text messaging during adolescence.

Authors:  Sarah M Coyne; Samuel E Ehrenreich; Hailey G Holmgren; Marion K Underwood
Journal:  Aggress Behav       Date:  2019-02-02       Impact factor: 2.917

3.  Female College Students' Media Use and Academic Outcomes: Results from a Longitudinal Cohort Study.

Authors:  Jennifer L Walsh; Robyn L Fielder; Kate B Carey; Michael P Carey
Journal:  Emerg Adulthood       Date:  2013-09-01

4.  Time Use During First Year of College Predicts Participation in High-Impact Activities During Later Years.

Authors:  Meg L Small; Emily A Waterman
Journal:  J Coll Stud Dev       Date:  2017-09

5.  Watch what I do, not what I say I do: Computer-based avatars to assess behavioral inhibition, a vulnerability factor for anxiety disorders.

Authors:  Catherine E Myers; John A Kostek; Barbara Ekeh; Rosanna Sanchez; Yasheca Ebanks-Williams; Ann L Krusznis; Noah Weinflash; Richard J Servatius
Journal:  Comput Human Behav       Date:  2016-02-01

6.  Substance abuse precedes Internet addiction.

Authors:  Young Sik Lee; Doug Hyun Han; Sun Mi Kim; Perry F Renshaw
Journal:  Addict Behav       Date:  2013-01-16       Impact factor: 3.913

7.  Patterns of and motivations for concurrent use of video games and substances.

Authors:  Geoffrey L Ream; Luther C Elliott; Eloise Dunlap
Journal:  Int J Environ Res Public Health       Date:  2011-10-19       Impact factor: 3.390

8.  A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course.

Authors:  Geoffrey L Ream; Luther C Elliott; Eloise Dunlap
Journal:  J Addict Res Ther       Date:  2013-05-21

9.  Virtually numbed: immersive video gaming alters real-life experience.

Authors:  Ulrich W Weger; Stephen Loughnan
Journal:  Psychon Bull Rev       Date:  2014-04

10.  Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood.

Authors:  Geoffrey L Ream; Luther C Elliott; Eloise Dunlap
Journal:  Psychiatry J       Date:  2013-03-20
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