Literature DB >> 25092934

Electronic gaming and psychosocial adjustment.

Andrew K Przybylski1.   

Abstract

BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding their potential to influence young people. Existing research identifies a series of isolated positive and negative effects, yet no research to date has examined the balance of these potential effects in a representative sample of children and adolescents. The objective of this study was to explore how time spent playing electronic games accounts for significant variation in positive and negative psychosocial adjustment using a representative cohort of children aged 10 to 15 years.
METHODS: A large sample of children and adolescents aged 10 to 15 years completed assessments of psychosocial adjustment and reported typical daily hours spent playing electronic games. Relations between different levels of engagement and indicators of positive and negative psychosocial adjustment were examined, controlling for participant age and gender and weighted for population representativeness.
RESULTS: Low levels (<1 hour daily) as well as high levels (>3 hours daily) of game engagement was linked to key indicators of psychosocial adjustment. Low engagement was associated with higher life satisfaction and prosocial behavior and lower externalizing and internalizing problems, whereas the opposite was found for high levels of play. No effects were observed for moderate play levels when compared with non-players.
CONCLUSIONS: The links between different levels of electronic game engagement and psychosocial adjustment were small (<1.6% of variance) yet statistically significant. Games consistently but not robustly associated with children's adjustment in both positive and negative ways, findings that inform policy-making as well as future avenues for research in the area.
Copyright © 2014 by the American Academy of Pediatrics.

Entities:  

Keywords:  children; electronic games; psychosocial adjustment

Mesh:

Year:  2014        PMID: 25092934     DOI: 10.1542/peds.2013-4021

Source DB:  PubMed          Journal:  Pediatrics        ISSN: 0031-4005            Impact factor:   7.124


  30 in total

1.  Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

Authors:  Michelle Colder Carras; Antonius J Van Rooij; Dike Van de Mheen; Rashelle Musci; Qian-Li Xue; Tamar Mendelson
Journal:  Comput Human Behav       Date:  2016-12-01

2.  Prior video game utilization is associated with improved performance on a robotic skills simulator.

Authors:  Andrew C Harbin; Kumar S Nadhan; James H Mooney; Daohai Yu; Joshua Kaplan; Nora McGinley-Hence; Andrew Kim; Yiming Gu; Daniel D Eun
Journal:  J Robot Surg       Date:  2016-11-16

3.  The Impact of Degree of Exposure to Violent Video Games, Family Background, and Other Factors on Youth Violence.

Authors:  Whitney DeCamp; Christopher J Ferguson
Journal:  J Youth Adolesc       Date:  2016-09-12

4.  Violent Video Games Don't Increase Hostility in Teens, but They Do Stress Girls Out.

Authors:  Christopher J Ferguson; Benjamin Trigani; Steven Pilato; Stephanie Miller; Kimberly Foley; Hayley Barr
Journal:  Psychiatr Q       Date:  2016-03

Review 5.  Les médias numériques : la promotion d'une saine utilisation des écrans chez les enfants d'âge scolaire et les adolescents.

Authors: 
Journal:  Paediatr Child Health       Date:  2019-09-05       Impact factor: 2.253

6.  Everything in Moderation: Moderate Use of Screens Unassociated with Child Behavior Problems.

Authors:  Christopher J Ferguson
Journal:  Psychiatr Q       Date:  2017-12

7.  Preventing adverse health outcomes among children and adolescents by addressing screen media practices concomitant to sleep disturbance.

Authors:  Susan K Riesch; Jianghong Liu; Peter G Kaufmann; Willa M Doswell; Sally Cohen; Judith Vessey
Journal:  Nurs Outlook       Date:  2019 Jul - Aug       Impact factor: 3.250

8.  Not all screen time is created equal: associations with mental health vary by activity and gender.

Authors:  Jean M Twenge; Eric Farley
Journal:  Soc Psychiatry Psychiatr Epidemiol       Date:  2020-08-02       Impact factor: 4.328

9.  Case Report: Internet Gaming Disorder Associated With Pornography Use.

Authors:  Ashley Voss; Hilarie Cash; Sean Hurdiss; Frank Bishop; Warren P Klam; Andrew P Doan
Journal:  Yale J Biol Med       Date:  2015-09-03

10.  Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents.

Authors:  Monique Simons; Johannes Brug; Mai J M Chinapaw; Michiel de Boer; Jaap Seidell; Emely de Vet
Journal:  PLoS One       Date:  2015-07-08       Impact factor: 3.240

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.