Literature DB >> 26846228

Is time spent playing video games associated with mental health, cognitive and social skills in young children?

Viviane Kovess-Masfety1,2, Katherine Keyes3, Ava Hamilton3, Gregory Hanson3, Adina Bitfoi4, Dietmar Golitz5, Ceren Koç6, Rowella Kuijpers7, Sigita Lesinskiene8, Zlatka Mihova9, Roy Otten7, Christophe Fermanian10, Ondine Pez10.   

Abstract

BACKGROUND: Video games are one of the favourite leisure activities of children; the influence on child health is usually perceived to be negative. The present study assessed the association between the amount of time spent playing video games and children mental health as well as cognitive and social skills.
METHODS: Data were drawn from the School Children Mental Health Europe project conducted in six European Union countries (youth ages 6-11, n = 3195). Child mental health was assessed by parents and teachers using the Strengths and Difficulties Questionnaire and by children themselves with the Dominic Interactive. Child video game usage was reported by the parents. Teachers evaluated academic functioning. Multivariable logistic regressions were used.
RESULTS: 20 % of the children played video games more than 5 h per week. Factors associated with time spent playing video games included being a boy, being older, and belonging to a medium size family. Having a less educated, single, inactive, or psychologically distressed mother decreased time spent playing video games. Children living in Western European countries were significantly less likely to have high video game usage (9.66 vs 20.49 %) though this was not homogenous. Once adjusted for child age and gender, number of children, mothers age, marital status, education, employment status, psychological distress, and region, high usage was associated with 1.75 times the odds of high intellectual functioning (95 % CI 1.31-2.33), and 1.88 times the odds of high overall school competence (95 % CI 1.44-2.47). Once controlled for high usage predictors, there were no significant associations with any child self-reported or mother- or teacher-reported mental health problems. High usage was associated with decreases in peer relationship problems [OR 0.41 (0.2-0.86) and in prosocial deficits (0.23 (0.07, 0.81)].
CONCLUSIONS: Playing video games may have positive effects on young children. Understanding the mechanisms through which video game use may stimulate children should be further investigated.

Entities:  

Keywords:  Children; Epidemiology; Gambling; Mental health

Mesh:

Year:  2016        PMID: 26846228      PMCID: PMC4814321          DOI: 10.1007/s00127-016-1179-6

Source DB:  PubMed          Journal:  Soc Psychiatry Psychiatr Epidemiol        ISSN: 0933-7954            Impact factor:   4.328


  28 in total

Review 1.  The benefits of playing video games.

Authors:  Isabela Granic; Adam Lobel; Rutger C M E Engels
Journal:  Am Psychol       Date:  2013-12-02

2.  Psychopathological screening of children with ADHD: Strengths and Difficulties Questionnaire in a pan-European study.

Authors:  Andreas Becker; Hans-Christoph Steinhausen; Gisli Baldursson; Sören Dalsgaard; Maria J Lorenzo; Stephen J Ralston; Manfred Döpfner; Aribert Rothenberger
Journal:  Eur Child Adolesc Psychiatry       Date:  2006-12       Impact factor: 4.785

3.  Excessive computer game playing among Norwegian adults: self-reported consequences of playing and association with mental health problems.

Authors:  H G Wenzel; I J Bakken; A Johansson; K G Götestam; Anita Øren
Journal:  Psychol Rep       Date:  2009-12

4.  Sadness, suicide, and their association with video game and internet overuse among teens: results from the youth risk behavior survey 2007 and 2009.

Authors:  Erick Messias; Juan Castro; Anil Saini; Manzoor Usman; Dale Peeples
Journal:  Suicide Life Threat Behav       Date:  2011-04-04

5.  The Strengths and Difficulties Questionnaire: a research note.

Authors:  R Goodman
Journal:  J Child Psychol Psychiatry       Date:  1997-07       Impact factor: 8.982

Review 6.  Video and computer games: effect on children and implications for health education.

Authors:  S M Dorman
Journal:  J Sch Health       Date:  1997-04       Impact factor: 2.118

7.  Suicidal ideation and mental health disorders in young school children across Europe.

Authors:  Viviane Kovess-Masfety; Daniel J Pilowsky; Dietmar Goelitz; Rowella Kuijpers; Roy Otten; Maria Francesca Moro; Adina Bitfoi; Ceren Koç; Sigita Lesinskiene; Zlatka Mihova; Greg Hanson; Christophe Fermanian; Ondine Pez; Mauro Giovanni Carta
Journal:  J Affect Disord       Date:  2015-02-19       Impact factor: 4.839

8.  Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior.

Authors:  David R Ewoldsen; Cassie A Eno; Bradley M Okdie; John A Velez; Rosanna E Guadagno; Jamie DeCoster
Journal:  Cyberpsychol Behav Soc Netw       Date:  2012-04-10

9.  The use of the Strengths and Difficulties Questionnaire (SDQ) in Southern European countries.

Authors:  Gian Marco Marzocchi; Christiane Capron; Mario Di Pietro; Enric Duran Tauleria; Michel Duyme; Alessandra Frigerio; Maria Filomena Gaspar; Helena Hamilton; Gérard Pithon; Alexandra Simões; Carine Thérond
Journal:  Eur Child Adolesc Psychiatry       Date:  2004       Impact factor: 4.785

10.  Reliability, factor structure, and measurement invariance of the Dominic Interactive across European countries: Cross-country utility of a child mental health self-report.

Authors:  Rowella C W M Kuijpers; Roy Otten; Ad A Vermulst; Ondine Pez; Adina Bitfoi; Mauro Carta; Dietmar Goelitz; Katherine Keyes; Ceren Koç; Sigita Lesinskiene; Zlatka Mihova; Rutger C M E Engels; Viviane Kovess
Journal:  Psychol Assess       Date:  2015-08-03
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Journal:  Int J Appl Posit Psychol       Date:  2022-05-17

2.  Psychometric Assessment of the Motives for Online Gaming Questionnaire Among Iranian Gamers.

Authors:  Marziyeh Hamzehzadeh; Arshiya Sangchooli; Rabert Farnam; Hosein Rafiemanesh; Behrang Shadloo; Kamyar Ghani; Maral Mardaneh Jobehdar; Masoumeh Amin-Esmaeili; Jamileh Rahimi; Zsolt Demetrovics; Orsolya Király; Afarin Rahimi-Movaghar
Journal:  Psychiatry Investig       Date:  2022-05-03       Impact factor: 3.202

3.  Are Mental Health Effects of Internet Use Attributable to the Web-Based Content or Perceived Consequences of Usage? A Longitudinal Study of European Adolescents.

Authors:  Sebastian Hökby; Gergö Hadlaczky; Joakim Westerlund; Danuta Wasserman; Judit Balazs; Arunas Germanavicius; Núria Machín; Gergely Meszaros; Marco Sarchiapone; Airi Värnik; Peeter Varnik; Michael Westerlund; Vladimir Carli
Journal:  JMIR Ment Health       Date:  2016-07-13

4.  Time to call for a global public health approach in prevention of the onset and progression of problematic gaming.

Authors:  Thomas Chung; Simmy Sum; Monique Chan
Journal:  J Behav Addict       Date:  2018-09-21       Impact factor: 6.756

5.  Media use, attention, mental health and academic performance among 8 to 12 year old children.

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6.  The Psychosocial Well-Being of Young Video-Gamer Children: A Comparison Study.

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7.  A Multi-Analysis of Children and Adolescents' Video Gaming Addiction with the AHP and TOPSIS Methods.

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8.  Gaming among Children and Adolescents during the COVID-19 Lockdown: The Role of Parents in Time Spent on Video Games and Gaming Disorder Symptoms.

Authors:  Maria Anna Donati; Cristiana Alessia Guido; Giuliano De Meo; Alberto Spalice; Francesco Sanson; Carola Beccari; Caterina Primi
Journal:  Int J Environ Res Public Health       Date:  2021-06-21       Impact factor: 3.390

9.  Does Playing Video Games Increase Emotional Creativity?

Authors:  Inna Čábelková; Wadim Strielkowski; Anna Rybakova; Alla Molchanovа
Journal:  Int J Environ Res Public Health       Date:  2020-03-25       Impact factor: 3.390

10.  Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic.

Authors:  Concetta De Pasquale; Matteo Chiappedi; Federica Sciacca; Valentina Martinelli; Zira Hichy
Journal:  Children (Basel)       Date:  2021-03-08
  10 in total

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