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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...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2017
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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. |
format | Online Article Text |
id | pubmed-5346125 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
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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