Literature DB >> 20303580

Internet use and video gaming predict problem behavior in early adolescence.

Peter Holtz1, Markus Appel.   

Abstract

In early adolescence, the time spent using the Internet and video games is higher than in any other present-day age group. Due to age-inappropriate web and gaming content, the impact of new media use on teenagers is a matter of public and scientific concern. Based on current theories on inappropriate media use, a study was conducted that comprised 205 adolescents aged 10-14 years (Md = 13). Individuals were identified who showed clinically relevant problem behavior according to the problem scales of the Youth Self Report (YSR). Online gaming, communicational Internet use, and playing first-person shooters were predictive of externalizing behavior problems (aggression, delinquency). Playing online role-playing games was predictive of internalizing problem behavior (including withdrawal and anxiety). Parent-child communication about Internet activities was negatively related to problem behavior. Copyright Â
© 2010 The Association for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

Entities:  

Mesh:

Year:  2010        PMID: 20303580     DOI: 10.1016/j.adolescence.2010.02.004

Source DB:  PubMed          Journal:  J Adolesc        ISSN: 0140-1971


  25 in total

1.  The Impact of Television, Electronic Games, and Social Technology Use on Sleep and Health in Adolescents with an Evening Circadian Preference.

Authors:  Nicole B Gumport; Caitlin E Gasperetti; Jennifer S Silk; Allison G Harvey
Journal:  J Youth Adolesc       Date:  2021-05-04

2.  The Protective Role of Parental Media Monitoring Style from Early to Late Adolescence.

Authors:  Laura M Padilla-Walker; Sarah M Coyne; Savannah L Kroff; Madison K Memmott-Elison
Journal:  J Youth Adolesc       Date:  2017-08-08

3.  Media and technology use predicts ill-being among children, preteens and teenagers independent of the negative health impacts of exercise and eating habits.

Authors:  L D Rosen; A F Lim; J Felt; L M Carrier; N A Cheever; J M Lara-Ruiz; J S Mendoza; J Rokkum
Journal:  Comput Human Behav       Date:  2014-06

4.  A longitudinal study of risk-glorifying video games and behavioral deviance.

Authors:  Jay G Hull; Timothy J Brunelle; Anna T Prescott; James D Sargent
Journal:  J Pers Soc Psychol       Date:  2014-08

5.  The association of organized and unorganized physical activity and sedentary behavior with internalizing and externalizing symptoms in Hispanic adolescents.

Authors:  Asfour Lila; Maryann Koussa; Tatiana Perrino; Mark Stoutenberg; Guillermo Prado
Journal:  Child Adolesc Ment Health       Date:  2015-12-17       Impact factor: 2.175

6.  Virtual Environments, Online Racial Discrimination, and Adjustment among a Diverse, School-Based Sample of Adolescents.

Authors:  Brendesha M Tynes; Chad A Rose; Sophia Hiss; Adriana J Umaña-Taylor; Kimberly Mitchell; David Williams
Journal:  Int J Gaming Comput Mediat Simul       Date:  2016

7.  Unhealthy behaviors in adolescents: multibehavioral associations with psychosocial problems.

Authors:  Vincent Busch; Johannes Robertus Josephus De Leeuw
Journal:  Int J Behav Med       Date:  2014-06

8.  Commentary: Awareness of Risk Factors for Digital Game Addiction: Interviewing Players and Counselors.

Authors:  Gilbert E Franco
Journal:  Front Psychol       Date:  2015-12-16

9.  Perceived problems with computer gaming and internet use among adolescents: measurement tool for non-clinical survey studies.

Authors:  Bjørn E Holstein; Trine Pagh Pedersen; Pernille Bendtsen; Katrine Rich Madsen; Charlotte Riebeling Meilstrup; Line Nielsen; Mette Rasmussen
Journal:  BMC Public Health       Date:  2014-04-15       Impact factor: 3.295

Review 10.  Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence.

Authors:  Jonathan Scott; Alison P Porter-Armstrong
Journal:  Psychiatry J       Date:  2013-03-28
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