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Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study

The effects of video games on children’s psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27–11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) compe...

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Autores principales: Lobel, Adam, Engels, Rutger C. M. E., Stone, Lisanne L., Burk, William J., Granic, Isabela
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5346125/
https://www.ncbi.nlm.nih.gov/pubmed/28224404
http://dx.doi.org/10.1007/s10964-017-0646-z
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author Lobel, Adam
Engels, Rutger C. M. E.
Stone, Lisanne L.
Burk, William J.
Granic, Isabela
author_facet Lobel, Adam
Engels, Rutger C. M. E.
Stone, Lisanne L.
Burk, William J.
Granic, Isabela
author_sort Lobel, Adam
collection PubMed
description The effects of video games on children’s psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27–11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children’s psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight.
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spelling pubmed-53461252017-03-22 Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study Lobel, Adam Engels, Rutger C. M. E. Stone, Lisanne L. Burk, William J. Granic, Isabela J Youth Adolesc Empirical Research The effects of video games on children’s psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27–11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children’s psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight. Springer US 2017-02-21 2017 /pmc/articles/PMC5346125/ /pubmed/28224404 http://dx.doi.org/10.1007/s10964-017-0646-z Text en © The Author(s) 2017 This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.
spellingShingle Empirical Research
Lobel, Adam
Engels, Rutger C. M. E.
Stone, Lisanne L.
Burk, William J.
Granic, Isabela
Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
title Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
title_full Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
title_fullStr Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
title_full_unstemmed Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
title_short Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
title_sort video gaming and children’s psychosocial wellbeing: a longitudinal study
topic Empirical Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5346125/
https://www.ncbi.nlm.nih.gov/pubmed/28224404
http://dx.doi.org/10.1007/s10964-017-0646-z
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