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Fortuin B, Chinapaw M, Verlinden E, Brons A, Kösters M, Hoogsteder M. Children's perspectives on health and wellbeing: A concept mapping study. J Pediatr Nurs 2024; 79:141-149. [PMID: 39265243 DOI: 10.1016/j.pedn.2024.09.005] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/12/2024] [Revised: 09/04/2024] [Accepted: 09/04/2024] [Indexed: 09/14/2024]
Abstract
PURPOSE Children's needs and perspectives regarding health and wellbeing are rarely considered in public health care services. To improve preventive youth health care, the aim of this study was to gain knowledge about children's perspectives on health and wellbeing. DESIGN AND METHODS In a concept mapping study, Dutch children, 9-12 years old in primary schools (N = 82), generated ideas regarding health or wellbeing and sorted and rated these ideas on importance. Multidimensional scaling and hierarchical clustering were done in program R. Qualitative analyses determined the final concept maps. Subsequently, we conducted four focus groups about these maps with nurses and physicians. RESULTS For the concept "health", children (n = 33) generated 309 statements in 7 themes: 1) healthy living environment, 2) food and drinks, 3) important for a healthy life, 4) leisure time and relaxation, 5) physical diseases and cure, 6) necessities to be healthy, 7) love and affection. For the concept "wellbeing", children (n = 49) generated 435 statements in 9 themes: 1) negative influence on feelings, 2) feeling connected with friends and family, 3) unpleasant feelings, 4) positivity and enjoyable activities, 5) bad experiences and things, 6) problems with friends and family, 7) social media and gaming, 8) puberty and sexuality, 9) tasty food and drinks. Professionals (N = 16) had a more risk-oriented perspective on health and wellbeing than children. CONCLUSIONS Children have a wide variety of perceptions of what is important for their health and wellbeing. PRACTICE IMPLICATIONS Children's perceptions could inform preventive youth health care services to better adapt to children's needs.
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Affiliation(s)
- Bianca Fortuin
- Public Health Service of Flevoland (GGD Flevoland), Department of Preventive Youth Health Care, Noorderwagenstraat 2, 8223 AM Lelystad, the Netherlands; Amsterdam UMC, Location Vrije Universiteit Amsterdam, Public and Occupational Health, De Boelelaan 1117, Amsterdam, Netherlands; Amsterdam Public Health, Health Behaviors and Chronic Diseases, Methodology, and Quality of care, Amsterdam, the Netherlands.
| | - Mai Chinapaw
- Amsterdam UMC, Location Vrije Universiteit Amsterdam, Public and Occupational Health, De Boelelaan 1117, Amsterdam, Netherlands; Amsterdam Public Health, Health Behaviors and Chronic Diseases, Methodology, and Quality of care, Amsterdam, the Netherlands.
| | - E Verlinden
- Public Health Service of Amsterdam (GGD Amsterdam), Department of Healthy Living, Nieuwe Achtergracht 100, 1018 WT Amsterdam, the Netherlands; Sexual Assault Center South Holland, GGZ Rivierduinen, Leiden, the Netherlands
| | - Annette Brons
- Amsterdam University of Applied Sciences, Digital Life Center, Amsterdam, Netherlands Department of Information and Computing Sciences, Utrecht University, Utrecht, Netherlands
| | - Mia Kösters
- Public Health Service of Amsterdam (GGD Amsterdam), Department of Healthy Living, Nieuwe Achtergracht 100, 1018 WT Amsterdam, the Netherlands
| | - Mariëtte Hoogsteder
- Amsterdam UMC, Location Vrije Universiteit Amsterdam, Public and Occupational Health, De Boelelaan 1117, Amsterdam, Netherlands; Amsterdam Public Health, Health Behaviors and Chronic Diseases, Methodology, and Quality of care, Amsterdam, the Netherlands.
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2
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Egami H, Rahman MS, Yamamoto T, Egami C, Wakabayashi T. Causal effect of video gaming on mental well-being in Japan 2020-2022. Nat Hum Behav 2024:10.1038/s41562-024-01948-y. [PMID: 39160286 DOI: 10.1038/s41562-024-01948-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/22/2023] [Accepted: 07/05/2024] [Indexed: 08/21/2024]
Abstract
The widespread use of video games has raised concerns about their potential negative impact on mental well-being. Nevertheless, the empirical evidence supporting this notion is largely based on correlational studies, warranting further investigation into the causal relationship. Here we identify the causal effect of video gaming on mental well-being in Japan (2020-2022) using game console lotteries as a natural experiment. Employing approaches designed for causal inference on survey data (n = 97,602), we found that game console ownership, along with increased game play, improved mental well-being. The console ownership reduced psychological distress and improved life satisfaction by 0.1-0.6 standard deviations. Furthermore, a causal forest machine learning algorithm revealed divergent impacts between different types of console, with one showing smaller benefits for adolescents and females while the other showed larger benefits for adolescents. These findings highlight the complex impact of digital media on mental well-being and the importance of considering differential screen time effects.
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Affiliation(s)
- Hiroyuki Egami
- Research Institute of Economic Science, Nihon University, Tokyo, Japan.
- Ritsumeikan Center for Game Studies, Ritsumeikan University, Kyoto, Japan.
| | - Md Shafiur Rahman
- Research Center for Child Mental Development, Hamamatsu University School of Medicine, Hamamatsu, Japan
- United Graduate School of Child Development, Osaka University, Kanazawa University, Hamamatsu University School of Medicine, Chiba University, and University of Fukui, Suita, Japan
| | - Tsuyoshi Yamamoto
- Department of Policy Studies, National Graduate Institute for Policy Studies, Tokyo, Japan
| | - Chihiro Egami
- Office of Audit Support and Innovations, Board of Audit of Japan, Tokyo, Japan
| | - Takahisa Wakabayashi
- Faculty of Regional Policy, Takasaki City University of Economics, Takasaki, Japan
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3
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Chen S, Wei M, Wang X, Liao J, Li J, Liu Y. Competitive Video Game Exposure Increases Aggression Through Impulsivity in Chinese Adolescents: Evidence From a Multi-Method Study. J Youth Adolesc 2024; 53:1861-1874. [PMID: 38622471 DOI: 10.1007/s10964-024-01973-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/01/2024] [Accepted: 03/15/2024] [Indexed: 04/17/2024]
Abstract
It is widely known controversies about the results of violent video game increase aggression. However, the role of competitive video games, has received less research attention, and the underlying mechanisms of their influence are unknown. This study aimed to expand the existing literature by systematically exploring the effects of competitive video game exposure on adolescent aggression and the mediating role of impulsivity. In so doing, three types of studies (collectively N = 2919, mean age varied from 13.75 to 15.44 years, with a balanced gender) combining cross-sectional, experimental, and longitudinal approaches, were conducted. The findings consistently show that competitive video game exposure increased adolescents' aggression and impulsivity. Also, impulsivity mediated the correlation and long-term effect of competitive video game exposure on aggression. However, the experimental study did not confirm the short-term mediating effect of impulsivity, which may be related to the type of aggression measured in the study. The results indicate that competitive video game exposure is an important antecedent factor for adolescent aggression, and impulsivity is the key underlying mechanism.
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Affiliation(s)
- Shuai Chen
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China
| | - Mingchen Wei
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China
| | - Xu Wang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China
| | - Jinqian Liao
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China
| | - Jiayi Li
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Beibei, Chongqing, 400715, China.
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4
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De Francesco L, Mazza A, Sorrenti M, Murino V, Battegazzorre E, Strada F, Bottino AG, Dal Monte O. Cooperation and competition have same benefits but different costs. iScience 2024; 27:110292. [PMID: 39045102 PMCID: PMC11263633 DOI: 10.1016/j.isci.2024.110292] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/07/2024] [Revised: 05/27/2024] [Accepted: 06/14/2024] [Indexed: 07/25/2024] Open
Abstract
Cooperation and competition shape everyday human interactions and impact individuals' chances of success in different domains. Using a virtual Stroop test, classically employed to assess general cognitive interference, we examined the impact of social context (cooperation and competition) and other's ability (higher and lower performers) on performance, perceived stress, and autonomic activity. In Experiment 1, we found that both cooperation with a lower performer and competition with a higher performer led to similar enhancement in performance. However, only competition with a more skilled opponent induced an increase in perceived stress and physiological activity. Experiment 2 further demonstrated that these effects persisted even with prolonged exposure to these contexts. In summary, cooperation can be just as effective as competition in improving individuals' performance. However, cooperation does not carry the same level of stress and physiological burden as the competitive context, representing a healthier and more optimal way to boost individual performance.
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Affiliation(s)
| | | | | | - Virginia Murino
- Department of Psychology, University of Turin, Torino, Italy
| | | | - Francesco Strada
- Department of Control and Computer Engineering, Politecnico di Torino, Italy
| | - Andrea G. Bottino
- Department of Control and Computer Engineering, Politecnico di Torino, Italy
| | - Olga Dal Monte
- Department of Psychology, University of Turin, Torino, Italy
- Department of Psychology, Yale University, New Haven, CT, USA
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5
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Isorna Folgar M, Faílde Garrido JM, Dapía Conde MD, Braña Rey F. Evaluation of Problematic Video Game Use in Adolescents with ADHD and without ADHD: New Evidence and Recommendations. Behav Sci (Basel) 2024; 14:524. [PMID: 39062347 PMCID: PMC11273604 DOI: 10.3390/bs14070524] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/16/2024] [Revised: 06/13/2024] [Accepted: 06/20/2024] [Indexed: 07/28/2024] Open
Abstract
Video game addiction among adolescents, particularly those with ADHD, is a significant concern. To gather more insights into video game usage patterns in this population, we investigated levels of potentially problematic use, passion, motivations, and emotional/behavioral symptoms in adolescents with and without ADHD. Our cross-sectional, multicenter study involved 2513 subjects (Age M = 15.07; SD = 2.82) from 24 schools in Galicia (Spain), including 158 (6.3%) diagnosed with ADHD. We employed an ad hoc questionnaire covering sociodemographic data and ADHD diagnosis, the Questionnaire of Experiences Associated with Video Games (CERV), the scale of passion for video games, reasons for playing video games Questionaire (VMQ), and emotional/behavioral problems assessment (SDQ). Results indicated heightened vulnerability in adolescents with ADHD, manifesting in longer usage durations and higher problematic use scores. Interestingly, ADHD medication did not affect internet gaming disorder development. Motivations for gaming differed between groups, with the ADHD cohort showing distinctions in cognitive development, coping, and violent reward. Additionally, the ADHD group exhibited greater emotional/behavioral symptoms, hyperactivity, and reduced prosocial behavior.
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Affiliation(s)
| | - José M. Faílde Garrido
- Department of Psycho-Socio-Educational Analysis and Intervention, Faculty of Education Sciences and Social Work, University of Vigo, 32004 Ourense, Spain; (M.I.F.); (M.D.D.C.); (F.B.R.)
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6
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Liu X, Geng S, Dou D. Interplay between Children's Electronic Media Use and Prosocial Behavior: The Chain Mediating Role of Parent-Child Closeness and Emotion Regulation. Behav Sci (Basel) 2024; 14:436. [PMID: 38920768 PMCID: PMC11200768 DOI: 10.3390/bs14060436] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/23/2024] [Revised: 05/09/2024] [Accepted: 05/13/2024] [Indexed: 06/27/2024] Open
Abstract
In the contemporary digital milieu, children's pervasive engagement with electronic media is ubiquitous in their daily lives, presenting complex implications for their socialization. Prosocial behavior, a cornerstone of social interaction and child development, is intricately intertwined with these digital experiences. This relation gains further depth, considering the significant roles of parent-child relationships and emotion regulation in shaping children's social trajectories. This study surveyed 701 families to examine the association between children's electronic media use and prosocial behavior, specifically exploring the mediating roles of parent-child closeness and emotion regulation. Structural equation modeling was employed for the analysis. Children's electronic media use negatively correlated with prosocial behavior, parent-child closeness, and emotion regulation. In contrast, a positive association emerged between parent-child closeness, emotion regulation, and prosocial behavior. Emotion regulation also correlated positively with prosocial behavior. Statistical analyses revealed that parent-child closeness and emotion regulation function as both individual and sequential mediators in the relation between electronic media use and prosocial behavior. The study's analyses reveal that fostering children's prosocial behavior in the digital era requires strong family ties, effective emotional management, and balanced digital exposure, which are pivotal for their comprehensive development.
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Affiliation(s)
- Xiaocen Liu
- College of Preschool Education, Capital Normal University, Beijing 100048, China;
| | - Shuliang Geng
- College of Preschool Education, Capital Normal University, Beijing 100048, China;
| | - Donghui Dou
- School of Sociology and Psychology, Central University of Finance and Economics, Beijing 100081, China;
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7
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Xu K, Geng S, Dou D, Liu X. Relations between Video Game Engagement and Social Development in Children: The Mediating Role of Executive Function and Age-Related Moderation. Behav Sci (Basel) 2023; 13:833. [PMID: 37887483 PMCID: PMC10604845 DOI: 10.3390/bs13100833] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2023] [Revised: 10/04/2023] [Accepted: 10/08/2023] [Indexed: 10/28/2023] Open
Abstract
The global proliferation of video games, particularly among children, has led to growing concerns about the potential impact on children's social development. Executive function is a cognitive ability that plays a crucial role in children's social development, but a child's age constrains its development. To examine the association between video game engagement and children's social development while considering the mediating role of executive function and the moderating role of age, a questionnaire was distributed to a sample of 431 parents. The results revealed a negative relation between video game engagement and social development in children, with executive function found to mediate this relation fully. Additionally, the negative association between video game engagement and executive function became more pronounced as children grew older. In light of these findings, it is advisable to adopt proactive strategies to limit excessive video game use, consider the developmental characteristics of children at different ages, and prioritize the promotion of executive function to facilitate social development among children.
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Affiliation(s)
- Ke Xu
- College of Preschool Education, Capital Normal University, Beijing 100048, China; (K.X.); (S.G.)
| | - Shuliang Geng
- College of Preschool Education, Capital Normal University, Beijing 100048, China; (K.X.); (S.G.)
| | - Donghui Dou
- School of Sociology and Psychology, Central University of Finance and Economics, Beijing 100081, China;
| | - Xiaocen Liu
- College of Preschool Education, Capital Normal University, Beijing 100048, China; (K.X.); (S.G.)
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8
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Vengurlekar IN, Thudi KR. College Student Video Gaming: Risk or Resilience for Mental Health? Psychol Rep 2023:332941231196551. [PMID: 37599388 DOI: 10.1177/00332941231196551] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 08/22/2023]
Abstract
Video gaming has become a popular method of entertainment for college students. Previous work indicates mixed results regarding the link between video gaming and mental health outcomes. However, little research has addressed how different genres of video games might produce various mental health outcomes. The current study examined whether video game genre enjoyment moderated the links between time spent playing video games and anxiety and stress in college students. College students responded to measures assessing various components of mental health indicating their engagement with various genres of video games. Results indicated no evidence of moderation in all genres of video games. The only significant association to emerge was that of time spent playing life simulation games and anxiety. Our findings demonstrate a minimal influence of video gaming on stress and anxiety levels among college students. Discussed are rationales for the null results and future directions for video game focused research.
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Affiliation(s)
- Ishan N Vengurlekar
- Department of Educational Psychology, University of Wisconsin-Madison, Madison, WI, USA
| | - Koushik R Thudi
- Department of Psychological Sciences, University of Arkansas, Fayetteville, AR, USA
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9
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Sun J, Hao J, Liu Y. Short-Term Effects of Competitive Video Games on Aggression: An Event-Related Potential Study. Brain Sci 2023; 13:904. [PMID: 37371382 DOI: 10.3390/brainsci13060904] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/20/2023] [Revised: 05/24/2023] [Accepted: 05/30/2023] [Indexed: 06/29/2023] Open
Abstract
Previous research on factors affecting video game player aggression has mainly reflected on the violent content of video games; in recent years, some researchers have focused on competitive factors in video games. However, little research has examined the sole impacts of competitive factors in video games without violent content on aggression, and the neurological processes of these effects are still unknown. The present study was the first to examine the electrophysiological characteristics of short-term competitive video game exposure and aggression. Thirty-five participants played a video game in either competitive or solo mode for 15 min, followed by an ERP experiment based on the oddball paradigm and the hot sauce paradigm to measure aggressive behavior. Results showed that playing competitive game mode was associated with faster judgment of aggressive words, larger P300 amplitudes, and selection of more chili powder than in solo mode. Mediation analysis further revealed that the P300 amplitude evoked by the aggressive words partially mediated the relationship between competitive game exposure and aggressive behavior. These findings support the general aggression model. However, this study has limitations, such as a single form of competitive game examined and single blindness, which need further improvement in future studies.
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Affiliation(s)
- Jiayi Sun
- School of Psychology, Nanjing Normal University, Nanjing 210097, China
| | - Junyi Hao
- School of Psychology, Nanjing Normal University, Nanjing 210097, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing 400715, China
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10
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Yildiz Durak H, Haktanir A, Saritepeci M. Examining the Predictors of Video Game Addiction According to Expertise Levels of the Players: The Role of Time Spent on Video Gaming, Engagement, Positive Gaming Perception, Social Support and Relational Health Indices. Int J Ment Health Addict 2023:1-26. [PMID: 37363766 PMCID: PMC10169109 DOI: 10.1007/s11469-023-01073-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 05/03/2023] [Indexed: 06/28/2023] Open
Abstract
This study aimed to examine the predictive relationship between video gaming addiction (VGA) and the level of video gaming competency among video gamers. Additionally, the role of time spent playing video games, video game engagement (VGE), video game positive perception (VGPP), social support and quality of relationships with peers were examined. We recruited 227 participants using the purposive sampling method. Of the participants, 50.20% self-identified as Novice-Amateur video gamers while 49.80% indicated being a regular-expert level players. We collected data from participants utilizing a personal and video games information form and five scales and (video game positive perception, videogame addiction scale, video engagement scale, multidimensional scale of perceived social support and relational health indices). These scales are valid and reliable instruments suitable for research purposes. The primary data analysis method was the Partial least squares- structural equation modeling (PLS-SEM). Our results demonstrated that the relationship between VGA and VGE differs based on the participants' video gaming competency level. Another important result is that VGPP has a significant positive relationship with VGA (p < 0.001), VGE (p < 0.001) and video game playing and watching activities (p < 0.001). Furthermore, an increase in the time spent on watching Twitch content is associated with an increased VGA level (p < 0.05). Finally, the time spent on playing video games has different patterns with perceptions of social support according to the level of expertise of the players. This study indicates that VGPP plays a crucial role in predicting VGA and VE and highlights the importance of considering the level of players when examining the relationship between VGA and VE. The conclusions also exhibit that the increasing popularity of esports and video game content tracking may significantly impact VGA. The role of social support in video gaming behaviors varies based on the player's level of expertise.
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Affiliation(s)
- Hatice Yildiz Durak
- Eregli Faculty of Education, Department of Educational Science, Necmettin Erbakan University, Konya, Turkey
- Department of Computer and Instructional Technology Education at Necmettin, Erbakan University, Konya, Turkey
| | - Abdulkadir Haktanir
- Eregli Faculty of Education, Department of Educational Sciences, Necmettin Erbakan University, Konya, Turkey
| | - Mustafa Saritepeci
- Eregli Faculty of Education, Department of Educational Science, Necmettin Erbakan University, Konya, Turkey
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11
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Saulnier L, Krettenauer T. Internet impropriety: Moral identity, moral disengagement, and antisocial online behavior within an early adolescent to young adult sample. J Adolesc 2023; 95:264-283. [PMID: 36344780 DOI: 10.1002/jad.12112] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/31/2022] [Revised: 10/18/2022] [Accepted: 10/19/2022] [Indexed: 11/10/2022]
Abstract
INTRODUCTION Information and Communication Technologies (ICT) are the most popular medium for social communication amongst adolescents and young adults. However, there is growing concern surrounding heightened ICT use and the activation of influential social constructs such as moral identity and moral disengagement. The importance of moral ideals to oneself (i.e., moral identity) and the distancing of oneself from these moral ideals (i.e., moral disengagement) are often contextual and were tested for differences in online domains compared to face-to-face interactions. METHODS Three hundred and ninety-two early adolescent to young adult participants (Mage = 19.54 years, SD = 4.48) completed self-report questionnaires that assessed online and face-to-face behavior in this cross-sectional study. RESULTS Moral identity in an online context was significantly lower when compared to family and friend contexts. Further, moral disengagement was significantly higher in an online context when compared to face-to-face contexts and online moral disengagement significantly mediated the relationship between online moral identity and antisocial online behaviors (i.e., pirating, trolling, and hacking, etc.,). Both of these contextual differences remained stable across early adolescence to young adulthood. CONCLUSION Moral identity and moral disengagement exhibit sociocognitive effects within online contexts across ages of early developmental importance. These results may account for high prevalence rates of antisocial online behavior such as trolling, pirating, and hacking within this sample. As social interaction for younger demographics continues to gravitate online, these results highlight that online contexts can influence important personality constructs.
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Affiliation(s)
- Luc Saulnier
- Wilfrid Laurier University, Waterloo, Ontario, Canada
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12
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Miedzobrodzka E, Konijn EA, Krabbendam L. Emotion Recognition and Inhibitory Control in Adolescent Players of Violent Video Games. JOURNAL OF RESEARCH ON ADOLESCENCE : THE OFFICIAL JOURNAL OF THE SOCIETY FOR RESEARCH ON ADOLESCENCE 2022; 32:1404-1420. [PMID: 34914150 PMCID: PMC10078762 DOI: 10.1111/jora.12704] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 10/23/2020] [Revised: 09/20/2021] [Accepted: 11/16/2021] [Indexed: 06/14/2023]
Abstract
Developmental changes during adolescence may make youth susceptible to violent media effects. Two studies with male adolescents (N1 = 241; N2 = 161; aged 12-17) examined how habitual and short-term violent video gaming may affect emotion recognition and inhibitory control. We found that not habitual exposure to violent video games, but to antisocial media content predicted worse emotion recognition. Furthermore, higher habitual exposure to violent games predicted better inhibitory control over emotional stimuli in a stop signal task. However, short-term causal effects of violent gameplay on adolescents were not found. While these results do not indicate a negative impact of violent video games on young players, future research may further investigate possible effects of antisocial media content on adolescents.
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13
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Chen S, Yi Z, Wang X, Luo Y, Liu Y. Competitive game motivation and trait aggression among Chinese adolescent players of Glory of the King: The mediating role of avatar identification and game aggression. Aggress Behav 2022; 48:563-572. [PMID: 35822865 DOI: 10.1002/ab.22045] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2021] [Revised: 05/16/2022] [Accepted: 05/19/2022] [Indexed: 02/02/2023]
Abstract
Previous studies have shown that competitive video gaming is associated with aggression; however, little is known about the relationship between personal competitive factors and aggression. Thus, we used structural equation modeling to examine the association between competitive game motivation and trait aggression, as well as the potential mediating roles of avatar identification and game aggression, among 1584 (59.66% male; Mage = 14.58 years, SD = 1.49, range = 12-19) Chinese adolescent players of Glory of the King. The results showed that the direct effect of competitive game motivation on trait aggression was statistically significant, as were the indirect effects of competitive motivation-via both avatar identification and game aggression-on the three indicators of aggressive behavioral tendencies in everyday life. These results support the General Aggression Model, suggesting that competitive motivation is a personal factor predicting trait aggression. It contributes to our understanding of the roles of competition in video gamers' real-life aggressive behavior from an individual perspective.
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Affiliation(s)
- Shuai Chen
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhenshuo Yi
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Xu Wang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Yali Luo
- Center of Mental Health Education, Southwest University of Political Science and Law, Chongqing, China
| | - Yanling Liu
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
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14
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Sinvani RT, Darel D, Ektilat F, Segal L, Gilboa Y. The relationship between executive functions and naturalistic use of screen-based activities in children. Child Neuropsychol 2022:1-8. [PMID: 36217944 DOI: 10.1080/09297049.2022.2134331] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
Abstract
Engagement in interactive game-playing and passive TV watching has become an integral part of young children's routines. While there is a consensus regarding the harmful effect of long passive TV viewing on child development, the influence of interactive game playing is much less clear. This study seeks to specifically explore the association between passive TV watching and interactive-game playing, to executive functions (EF) in typically developing children in their natural environment. A convenience sample of 194 Israeli children (aged 5-7 years) was recruited for our cross-sectional study. Parents provided information on the average daily time their children spent watching TV and playing interactive games. In addition, parents fulfilled the Behavior Rating Inventory of Executive Function (BRIEF) to assess everyday executive skills in natural settings. Our findings revealed significant correlations between TV viewing and poor EF in five out of eight subscales of BRIEF, in addition to the indexes and the global executive composite (p < 0.05). However, the time spent on playing interactive games was not correlated with any of the BRIEF's subscales except one. Moreover, longer time spent watching TV was found to be a significant predictor of low EF among children (F(1,189) = 8.37; p = .004, R2 = 3.7%). The current study results show that passive viewing led to worse EF performance than active digital gaming. As a consequence, our study supports previous professional recommendations to limit passive TV viewing.
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Affiliation(s)
- Rachel-Tzofia Sinvani
- School of Occupational Therapy, Faculty of Medicine, Hebrew University of Jerusalem, Jerusalem, Israel
| | - Dana Darel
- School of Occupational Therapy, Faculty of Medicine, Hebrew University of Jerusalem, Jerusalem, Israel
| | - Fahima Ektilat
- School of Occupational Therapy, Faculty of Medicine, Hebrew University of Jerusalem, Jerusalem, Israel
| | - Lee Segal
- School of Occupational Therapy, Faculty of Medicine, Hebrew University of Jerusalem, Jerusalem, Israel
| | - Yafit Gilboa
- School of Occupational Therapy, Faculty of Medicine, Hebrew University of Jerusalem, Jerusalem, Israel
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15
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Sivasubramanian N, Mahalakshmi B, Garg S, Aiyubdaud PS, Soma B, Shaijo KJ, Abraham R, Ramji BK. Effect of outdoor games among school children in Northern Gujarat, India. Bioinformation 2022; 18:791-794. [PMID: 37426492 PMCID: PMC10326332 DOI: 10.6026/97320630018791] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/02/2022] [Revised: 09/30/2022] [Accepted: 09/30/2022] [Indexed: 11/02/2023] Open
Abstract
Outdoor play works as an important tool for the children education. Providing a natural learning environment for children helps them to have an active and fulfilling life. Also, higher levels of attention and well-being are promoted when children play in green outdoor spaces. The importance of play for children's healthy development is grounded in a strong body of research. The study used an experimental research methodology, and data was obtained from 60 school-aged children using a purposive sample strategy and a checklist. The mean, standard deviation, and chi square test were used to analyze the data. After giving act out method, majority (85%) of the school age children had adequate knowledge, 15% of the school children had moderate knowledge regarding outdoor games and its importance. In data analysis the mean of pretest score was 6.43 and mean of post test score was 15.88. The mean difference was 9.45. Post test mean was more than pretest mean, which indicate the effectiveness of actout method on deficiency of outdoor game among school children. The standard deviation of pretest knowledge score was 3.9; the post test knowledge score was 2.47. The computed 't' value was 16.1, the DF was 59, and the P value was 1.67, all of which are significant. Religion, monthly income, and the age of the children all had an impact on the calculated chi square value. According to the findings of this study, the act out method was successful in boosting understanding about the lack of outdoor games among school-aged children.
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Affiliation(s)
- N Sivasubramanian
- Department of Psychiatric Nursing, Nootan College of Nursing, Sankalchand Patel University, Visnagar, Gujarat - 384315, India
| | - B Mahalakshmi
- Department Paediatric Nursing, Nootan College of Nursing, Sankalchand Patel University, Visnagar, Gujarat - 384315, India
| | - Sandeep Garg
- Tantia University, Sri Ganganagar, Rajasthan, India
| | | | - Bepari Soma
- Sankalchand Patel University, Visnagar, Gujarat - 384315, India
| | - KJ Shaijo
- Sankalchand Patel University, Visnagar, Gujarat - 384315, India
| | - Robin Abraham
- Sankalchand Patel University, Visnagar, Gujarat - 384315, India
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16
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The longitudinal reciprocal relations among friendship quality, positivity and prosocial behavior in chinese early adolescents. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-03743-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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17
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Roberston L, Twenge JM, Joiner TE, Cummins K. Associations between screen time and internalizing disorder diagnoses among 9- to 10-year-olds. J Affect Disord 2022; 311:530-537. [PMID: 35594974 DOI: 10.1016/j.jad.2022.05.071] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/22/2022] [Revised: 05/05/2022] [Accepted: 05/13/2022] [Indexed: 10/18/2022]
Abstract
BACKGROUND Children and adolescents spend an increasing amount of time with screen media. Identifying correlates of youth mental disorders has become more urgent with rates of depression, self-harm, suicide attempts, and suicide deaths rising sharply among U.S. children and adolescents after 2012. This study examined the relationship between screen time and internalizing disorders in preadolescent children between the ages of 9 and 10. METHODS Participants were 9- and 10-year-old youth (n = 11,780) in the baseline of the multi-site Adolescent Brain and Cognitive Development Study (ABCD). Youth reported the number of hours a day they spent watching TV shows or movies, watching videos online, playing video games, texting, using social media, and video chatting. Youth responded to an abbreviated version of the Kiddie Schedule for Affective Disorders and Schizophrenia (K-SADS-5), a semi-structured clinical interview measuring current and past symptoms of internalizing disorders using DSM-5 criteria. RESULTS Youth spending 2 or more hours (vs. less than 2) a day with screen media were more likely to fit criteria for depressive disorders, self-harm, and suicidal ideation or attempts, even after adjustment for demographic covariates. For anxiety disorders, associations with digital media use (social media, texting, gaming, and online videos) were stronger than with screen time generally. LIMITATIONS This is a cross-sectional study utilizing retrospective screen time reports, which limits our ability to determine causality and the accuracy of the reports. CONCLUSIONS Preadolescents who spend more time using screens, especially digital media, are more likely to fit DSM-5 criteria for internalizing disorders.
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Affiliation(s)
- Lee Roberston
- Department of Psychology, Florida State University, Tallahassee, FL, USA.
| | - Jean M Twenge
- Department of Psychology, San Diego State University, San Diego, CA, USA
| | - Thomas E Joiner
- Department of Psychology, Florida State University, Tallahassee, FL, USA
| | - Kevin Cummins
- Department of Public Health, California State University Fullerton, Fullerton, CA, USA
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18
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Tiraboschi GA, West GL, Boers E, Bohbot VD, Fitzpatrick C. Associations Between Video Game Engagement and ADHD Symptoms in Early Adolescence. J Atten Disord 2022; 26:1369-1378. [PMID: 35073778 DOI: 10.1177/10870547211073473] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
OBJECTIVE We aim to investigate the direction of causality of the association between adolescent video game playing and later development of ADHD symptoms using a population-based sample of Canadian Youth. METHOD The present study is based on longitudinal cohort data (N = 1,467). Youth self-reported weekly hours of video game playing as well as ADHD symptoms at both 12 and 13 years of age. RESULTS Cross-lagged panel model were estimated to examine how adolescent video game playing prospectively contributes to ADHD symptoms while simultaneously considering how adolescent ADHD symptoms may prospectively contribute to videogame playing. Analyses revealed a significant positive association between adolescent video games playing at age 12 and ADHD symptoms at age 13. Youth ADHD symptoms at age 12 did not predict video game use at age 13. CONCLUSION Our results help clarify the direction of causality of the association between video game playing and ADHD symptoms and provide evidence that video game playing can represent a risk factor for the development of attention problems in early adolescence.
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Affiliation(s)
| | - Greg L West
- University of Montreal, Montreal, QC, Canada
| | - Elroy Boers
- University of Montreal, Montreal, QC, Canada
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19
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Longitudinal Associations of Children’s Hyperactivity/Inattention, Peer Relationship Problems and Mobile Device Use. SUSTAINABILITY 2022. [DOI: 10.3390/su14148845] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/10/2022]
Abstract
Children with emotional, behavioral or relationship problems may be more inclined to use mobile touchscreen devices (MTSDs: mobiles and tablets) to regulate their emotions or compensate for the lack of social relationships, which, in turn, may affect their symptoms. Bi-directional longitudinal associations between behavioral difficulties and MTSD use were analyzed. Participants were parents of children aged 4–6 years old at first data collection (n = 173), and 7–9 years old at second data collection (n = 98). They reported on their child’s MTSD use and behavioral difficulties at two time points (T1 and T2). It was analyzed whether T1 MTSD use predicts T2 behavioral difficulties (controlling for demographics and T1 behavioral difficulties); and whether T1 behavioral difficulties predict T2 MTSD use (controlling for demographics and T1 MTSD use). Additionally, cross-sectional associations between behavioral difficulties and MTSD use were analyzed. Children’s T1 hyperactivity/inattention score positively associated with T2 MTSD use, and peer relationship problems and MTSD use positively associated in T2. Pre-schoolers with more hyperactive inattentive symptoms may use MTSDs more to regulate their emotions. The association between peer relationship problems and MTSD use in T2 is consistent with poorer socio-cognitive skills in MTSD user children and may be bi-directional.
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20
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Pavlopoulou G, Usher C, Pearson A. 'I can actually do it without any help or someone watching over me all the time and giving me constant instruction': Autistic adolescent boys' perspectives on engagement in online video gaming. BRITISH JOURNAL OF DEVELOPMENTAL PSYCHOLOGY 2022; 40:557-571. [PMID: 35633283 DOI: 10.1111/bjdp.12424] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/30/2021] [Accepted: 05/06/2022] [Indexed: 11/02/2022]
Abstract
Research into autistic adolescents' engagement in online gaming has so far focused on time spent gaming, or characterizing problematic gaming behaviour and has relied mostly on caregiver report. In the current study, we interviewed 12 autistic adolescent boys, asking about their perspectives on their engagement in online gaming, and their motivations. We analysed the interview data using thematic analysis and identified three key themes in the data, which focused on agency and a sense of belonging, emotion regulation, and acknowledgement of the differing perceptions that the young people and their caregivers had of gaming. Our findings show the need to include the viewpoints of autistic young people in research about their interests and well-being, and provide insights that can help caregivers and professionals to support autistic young people in flourishing.
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Affiliation(s)
- Georgia Pavlopoulou
- Group for Research in Relationships and NeuroDiversity-GRRAND, Department of Psychology and Human Development, Institute of Education, University College London, London, UK.,Anna Freud National Centre for Children and Families, London, UK
| | - Claire Usher
- Group for Research in Relationships and NeuroDiversity-GRRAND, Department of Psychology and Human Development, Institute of Education, University College London, London, UK
| | - Amy Pearson
- School of Psychology, Faculty of Health and Wellbeing, University of Sunderland, Sunderland, UK
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21
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Eirich R, McArthur BA, Anhorn C, McGuinness C, Christakis DA, Madigan S. Association of Screen Time With Internalizing and Externalizing Behavior Problems in Children 12 Years or Younger: A Systematic Review and Meta-analysis. JAMA Psychiatry 2022; 79:393-405. [PMID: 35293954 PMCID: PMC8928099 DOI: 10.1001/jamapsychiatry.2022.0155] [Citation(s) in RCA: 50] [Impact Index Per Article: 25.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/22/2023]
Abstract
Importance Currently, there is a lack of consensus in the literature on the association between screen time (eg, television, video games) and children's behavior problems. Objective To assess the association between the duration of screen time and externalizing and internalizing behavior problems among children 12 years or younger. Data Sources For this systematic review and meta-analysis, MEDLINE, Embase, and PsycINFO databases were searched for articles published from January 1960 to May 2021. Reference lists were manually searched for additional studies. Study Selection Included studies measured screen time (ie, duration) and externalizing or internalizing behavior problems in children 12 years or younger, were observational or experimental (with baseline data), were available in English, and had data that could be transformed into an effect size. Studies conducted during the COVID-19 pandemic were excluded. Of 25 196 nonduplicate articles identified and screened for inclusion, 595 met the selection criteria. Data Extraction and Synthesis The study followed the Preferred Reporting Items for Systematic Reviews and Meta-analyses (PRISMA) reporting guideline. Extracted variables were child age, sex, and socioeconomic status; informants and measurement type for screen time and behavior problems; study publication year; and study design and quality. Data were extracted by 2 independent coders and were pooled using a random-effects model. Main Outcomes and Measures The primary outcome was the association of screen time duration with externalizing (eg, aggression, attention deficit/hyperactivity disorder symptoms) and internalizing (eg, depression, anxiety) behaviors or diagnoses. Results Of the 595 full-text articles assessed for eligibility, 87 studies met all inclusion criteria, comprising 98 independent samples and 159 425 participants (mean [SD] age, 6.07 [2.89] years; 83 246 [51.30%] male). Increased duration of screen time had a small but significant correlation with more externalizing problems (90 samples; r, 0.11; 95% CI, 0.10-0.12) and internalizing problems (43 samples; r, 0.07; 95% CI, 0.05-0.08) in children. Several methodological moderators explained between-study heterogeneity. There was evidence of significant between study heterogeneity (I2 = 87.80). Conclusions and Relevance This systematic review and meta-analysis found small but significant correlations between screen time and children's behavior problems. Methodological differences across studies likely contributed to the mixed findings in the literature.
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Affiliation(s)
- Rachel Eirich
- Department of Psychology, University of Calgary, Calgary, Alberta, Canada.,Alberta Children's Hospital Research Institute, Calgary, Alberta, Canada
| | - Brae Anne McArthur
- Department of Psychology, University of Calgary, Calgary, Alberta, Canada.,Alberta Children's Hospital Research Institute, Calgary, Alberta, Canada
| | - Ciana Anhorn
- Department of Psychology, University of Calgary, Calgary, Alberta, Canada
| | - Claire McGuinness
- Department of Psychology, University of Calgary, Calgary, Alberta, Canada
| | - Dimitri A Christakis
- Seattle Children's Hospital Research Institute, University of Washington, Seattle.,Editor, JAMA Pediatrics
| | - Sheri Madigan
- Department of Psychology, University of Calgary, Calgary, Alberta, Canada.,Alberta Children's Hospital Research Institute, Calgary, Alberta, Canada
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22
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Nagata JM, Cortez CA, Iyer P, Ganson KT, Chu J, Conroy AA. Parent-Adolescent Discrepancies in Adolescent Recreational Screen Time Reporting During the Coronavirus Disease 2019 Pandemic. Acad Pediatr 2022; 22:413-421. [PMID: 34923146 PMCID: PMC8675144 DOI: 10.1016/j.acap.2021.12.008] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/09/2021] [Revised: 12/09/2021] [Accepted: 12/09/2021] [Indexed: 01/02/2023]
Abstract
OBJECTIVE To describe the relationship between parent and adolescent reports of adolescent recreational screen time and to determine sociodemographic predictors of recreational screen time reporting differences during the coronavirus disease 2019 pandemic. METHODS We analyzed data from the Adolescent Brain Cognitive Development Study (N = 5335, ages 10-14) a national prospective cohort study in the United States collected in May 2020. We compared parent-reported, adolescent-reported, and a parent-adolescent differences in recreational screen time hours per day across 5 screen categories. RESULTS Adolescents' total recreational screen time per day was reported as 4.46 hours by parents and 3.87 hours by adolescents. Parents reported higher levels of their child's texting, video chatting, and total recreational screen time, while adolescents reported higher multiplayer gaming and social media use. Larger discrepancies in total recreational screen time were found in older, Black, and Latino/Hispanic adolescents. Larger discrepancies in total recreational screen time were also found among unmarried/unpartnered parents. CONCLUSIONS Given discrepancies in parent-adolescent recreational screen time reporting during the pandemic, a period of high screen use, pediatricians should encourage family discussions about adolescent media use through the development of a Family Media Use Plan. The digital media industry could provide more opportunities for parental monitoring of recreational screen time within product designs.
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Affiliation(s)
- Jason M Nagata
- Department of Pediatrics, University of California, San Francisco (JM Nagata, P Iyer, and J Chu).
| | - Catherine A Cortez
- Fielding School of Public Health, University of California (CA Cortez), Los Angeles, Calif
| | - Puja Iyer
- Department of Pediatrics, University of California, San Francisco (JM Nagata, P Iyer, and J Chu)
| | - Kyle T Ganson
- Factor-Inwentash Faculty of Social Work, University of Toronto (KT Ganson), Toronto, Ontario, Canada
| | - Jonathan Chu
- Department of Pediatrics, University of California, San Francisco (JM Nagata, P Iyer, and J Chu)
| | - Amy A Conroy
- Department of Medicine, Division of Preventive Sciences, University of California, San Francisco (AA Conroy)
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23
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Hong W, Jing Y, Liu RD, Ding Y, Wang J. Wean your child off video games: Using external rewards to undermine intrinsic motivation to play interesting video games. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-02905-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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24
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Cena L, Rota M, Trainini A, Zecca S, Bonetti Zappa S, Tralli N, Stefana A. Investigating Adolescents' Video Gaming and Gambling Activities, and Their Relationship With Behavioral, Emotional, and Social Difficulties: Protocol for a Multi-Informant Study. JMIR Res Protoc 2022; 11:e33376. [PMID: 35212638 PMCID: PMC8917431 DOI: 10.2196/33376] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/04/2021] [Revised: 12/17/2021] [Accepted: 12/24/2021] [Indexed: 12/25/2022] Open
Abstract
Background Growing empirical evidence suggests that adolescents have a relatively greater propensity to develop problematic video gaming or gambling habits. Objective The main objectives of this study are to estimate the prevalence of potential pathological gambling and video game use among adolescent students and to evaluate their risk factors. Methods This is a cross-sectional multi-informant study based on an online survey. It will include a sample of adolescents attending secondary schools located in Brescia, northern Italy, their schoolteachers, and parents. The survey includes extensive data on adolescents’ (1) demographic, social, economic, and environmental characteristics; (2) behavioral, emotional, and social problems and adaptive functioning; (3) emotional and social loneliness; (4) perception of the reasons to use social networks; (5) video game habits and pathological use of video gaming; and (6) gambling behaviors. Results This protocol was approved by the Institutional Ethics Board of the Spedali Civili of Brescia (Italy). We expect to collect data from 793 or more adolescent students, as determined by our sample size calculation. Conclusions This multisite project will make a substantial contribution to (1) the implementation of a system for identifying pathological gambling and pathological video game use among adolescents, allowing for interventions aimed at improving adolescents’ financial, emotional, and social well-being; and (2) the identification of distinct profiles of gamblers and pathological video gamers that will contribute to setting up effective targeted prevention measures. Understanding the causes and impact of gambling and pathological video gaming on adolescents is a public health issue. International Registered Report Identifier (IRRID) DERR1-10.2196/33376
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Affiliation(s)
- Loredana Cena
- Department of Clinical and Experimental Science, University of Brescia, Brescia, Italy
| | - Matteo Rota
- Department of Molecular and Translational Medicine, University of Brescia, Brescia, Italy
| | - Alice Trainini
- Department of Clinical and Experimental Science, University of Brescia, Brescia, Italy
| | - Sara Zecca
- Department of Clinical and Experimental Science, University of Brescia, Brescia, Italy
| | - Sofia Bonetti Zappa
- Department of Clinical and Experimental Science, University of Brescia, Brescia, Italy
| | - Nella Tralli
- Department of Clinical and Experimental Science, University of Brescia, Brescia, Italy
| | - Alberto Stefana
- Department of Clinical and Experimental Science, University of Brescia, Brescia, Italy.,Department of Brain and Behavioural Sciences, University of Pavia, Pavia, Italy
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25
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Svensson R, Johnson B, Olsson A. Does gender matter? The association between different digital media activities and adolescent well-being. BMC Public Health 2022; 22:273. [PMID: 35144587 PMCID: PMC8832746 DOI: 10.1186/s12889-022-12670-7] [Citation(s) in RCA: 13] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/05/2021] [Accepted: 01/28/2022] [Indexed: 11/30/2022] Open
Abstract
Background Previous research on the relationship between social media use and well-being in adolescents has yielded inconsistent results. We addressed this issue by examining the association between various digital media activities, including a new and differentiated measure of social media use, and well-being (internalizing symptoms) in adolescent boys and girls. Method The sample was drawn from the four cross-sectional surveys from the Öckerö project (2016–2019) in eight municipalities in southern Sweden, consisting of 3957 adolescents in year 7 of compulsory education, aged 12–13. We measured the following digital media activities: playing games and three different activities of social media use (chatting, online sociability, and self-presentation). Our outcome measure was internalizing symptoms. Hypotheses were tested with linear regression analysis. Results Social media use and playing games were positively associated with internalizing symptoms. The effect of social media use was conditional on gender, indicating that social media use was only associated with internalizing symptoms for girls. Of the social media activities, only chatting and self-presentation (posting information about themselves) were positively associated with internalizing symptoms. Self-presentation was associated with internalizing symptoms only for girls. Conclusion Our study shows the importance of research going beyond studying the time spent on social media to examine how different kinds of social media activities are associated with well-being. Consistent with research in psychology, our results suggest that young girls posting information about themselves (i.e. self-presentation) might be especially vulnerable to display internalizing symptoms.
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Affiliation(s)
- Robert Svensson
- Department of Criminology, Malmö University, 205 06, Malmö, Sweden.
| | - Björn Johnson
- Department of Social Work, Malmö University, 205 06, Malmö, Sweden
| | - Andreas Olsson
- Department of Clinical Neuroscience, Division of Psychology, Karolinska Institutet, 171 77, Stockholm, Sweden
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26
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Elsayed W. Covid-19 pandemic and its impact on increasing the risks of children's addiction to electronic games from a social work perspective. Heliyon 2021; 7:e08503. [PMID: 34869925 PMCID: PMC8632740 DOI: 10.1016/j.heliyon.2021.e08503] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/29/2021] [Revised: 09/20/2021] [Accepted: 11/26/2021] [Indexed: 02/03/2023] Open
Abstract
Children are among the social groups most affected by the COVID-19 pandemic because they have found themselves forced to stay at home, far from their schoolmates, their friends, and far from all the activities they used to do before the pandemic. so, it was their only refuge for recreation during their stay in Home is staying in front of the screens of tablets, smartphones, and computers to play electronic games for long hours, and there is no doubt that the sudden shift in the lifestyle of children during the Covid-19 pandemic had serious consequences and risks threatening their stability at all levels. In light of that, the current study aimed to determine the impact of the Covid-19 pandemic on increasing the social, psychological, behavioral, and health risks of children's addiction to electronic games from a social work perspective. This study falls under the type of descriptive-analytical studies that are based on describing the reality of the problem under study. The study sample included 289 children in the age group 6-17 years in the first grade to the twelfth grade at school. The researcher designed a questionnaire that reflects the four risks facing children to assess these risks. The results showed is that the value of all impacts of the Covid-19 pandemic on the increasing risks of children's addiction to electronic games came to a total weight of (27907), weighted relative weight of (80.47%). This indication is High, indicating that the level of impact is High for the Covid-19 pandemic on the increase in all types of risks of children's addiction to electronic games. It ranked first " Behavioral Risks " at 91.15%, It is followed by the ranked second "Social risks " at 85.5%, Then came third place " Psychological Risks" at 80.91%, and in finally in fourth place " Health Risks" at 64.28%, which necessitates the need to take a set of serious measures by educating parents to monitor the content of electronic games that their children play, especially violent games, in addition to, reduce the number of hours the child spends practicing these games, and to encourage parents to form a bridge of communication and constructive dialogue between them and their children, and that parents put controls and restrictions on their children's practice of electronic games to confront abnormal behavioral, psychological and social patterns such as aggression, violence, deception, lying, imitation, vigilance, physical stress, poor eyesight, distance from practicing religious rituals, academic delay, introversion, depression, intolerance, selfishness, sadness, isolation from society, social withdrawal and lack of forming social relationships and lack of communication with others. The researcher took care that the results of the current study are very accurate and representative of the reality of the research problem, in light of the researcher's emphasis on the commitment to observe ethical rules to ensure the confidentiality of data. finally, the current study will greatly benefit researchers interested in the field of childhood and its problems and they will rely on its results and recommendations in how to protect children from the dangers of electronic game addiction in light of the Covid-19 crisis in particular.
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Affiliation(s)
- Walaa Elsayed
- College of Humanities and Science, Ajman University, Ajman, United Arab Emirates
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27
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Claesdotter-Knutsson E, André F, Håkansson A. Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study. JMIR Serious Games 2021; 10:e33059. [PMID: 34817386 PMCID: PMC8793916 DOI: 10.2196/33059] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/23/2021] [Revised: 10/07/2021] [Accepted: 11/13/2021] [Indexed: 12/24/2022] Open
Abstract
Background Young people’s daily lives and social interactions changed remarkably during the COVID-19 pandemic as schools and cinemas closed, leisure activities were cancelled, and gatherings were regulated. Questions have been raised by the media, schools, policy makers, and research communities about the effect on young people’s online behaviors. Objective This cross-sectional study aimed to study self-reported changes in gaming, focusing on a younger section of the population during the COVID-19 pandemic in Sweden. We also wanted to look at potential risk factors behind problematic gaming during the pandemic, including gaming patterns, gambling behavior, psychological distress, certain sociodemographic characteristics, health factors, and school situation. Methods This was an anonymous online survey study of web panel participants in Sweden (n=1501) to study changes in gaming behaviors during the COVID-19 pandemic. Self-reported increases in gaming were analyzed in logistic regression analyses against sociodemographic and health factors. Results Within the study population that reported changes in gaming activity, we found significant differences in age, employment status, disposable income, whether they ever played on loot boxes, time spent at home, school attendance, psychological distress, and gambling and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. When examining the 16–24-year-old age group who reported changes in gaming activity, we found significant differences within the group in disposable income, time at home, and school attendance. When examining the 25–39-year-old age group who reported changes in gaming activity, we found significant differences within the group in employment status, disposable income, time spent at home, whether the respondents were studying, school attendance level, psychological distress, and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. Psychological distress (all age groups analyzed together; 25–39-year-old age group), drinking less alcohol (all age groups analyzed together), spending more time at home (all age groups analyzed together), gaming problems, and exercising less (25–39-year-old age group) were positively correlated with a self-reported increase in gaming activity. Being employed (25–39-year-old age group) and being over 40 years of age (all age groups analyzed together) were negatively correlated with increased gaming. We found no significant correlations in the 16–24-year-old age group. Conclusions Those who reported increased gaming during the COVID-19 pandemic were more likely to be 16 years to 39 years old. In the age group of 25 years to 39 years old, the increase was associated with psychological distress, reporting less exercise, and being unemployed. COVID-19 may present as a risk factor of increased online gaming in a small but vulnerable group. More research and preferably longitudinal studies are needed in the field of gaming and effects of the COVID-19 pandemic.
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Affiliation(s)
| | - Frida André
- Department of Clinical Sciences Lund, Faculty of Medicine,, Lund University, Lund, SE
| | - Anders Håkansson
- Department of Clinical Sciences Lund, Faculty of Medicine,Malmö Addiction Centre, Gambling Disorder Unit,, Lund University, Lund, SE
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28
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Garcia S, Ferguson CJ, John Wang CK. Prosocial Video Game Content, Empathy and Cognitive Ability in a Large Sample of Youth. J Youth Adolesc 2021; 51:62-73. [PMID: 34626292 DOI: 10.1007/s10964-021-01512-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/25/2021] [Accepted: 09/27/2021] [Indexed: 10/20/2022]
Abstract
Whether playing video games with prosocial content has an influence on empathy among players remains contentious in the research literature. Some evidence suggests playing cooperatively with other gamers enhances empathy, but data have not conclusively linked prosocial content with empathy. Further, mechanisms of this potential relationship are unclear, and little work has been conducted on how cognitive skills, such as fluid reasoning, may mediate this relationship. The current study examines these relationships with a large sample of 3034 youth (27.2% female, Mage = 11.2; range 8-17 at time 1) in Singapore. Data were considered longitudinally across two years in three waves. Ultimately, no evidence emerged that prosocial content in video games had any impact on empathy related outcomes, nor was fluid reasoning a mediator variable for any relationship. However, variables such as social competence and depression and anxiety symptoms were highly related to empathy measures. This evidence adds to the growing debate in the field that video games may not dramatically alter, whether positively or negatively, the development of emotional and behavioral outcomes for youth.
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Affiliation(s)
| | | | - C K John Wang
- Nanyang Technological University, Singapore, Singapore
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Kaimara P, Oikonomou A, Deliyannis I. Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns. VIRTUAL REALITY 2021; 26:697-735. [PMID: 34366688 PMCID: PMC8328811 DOI: 10.1007/s10055-021-00563-w] [Citation(s) in RCA: 18] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/12/2020] [Accepted: 07/20/2021] [Indexed: 06/13/2023]
Abstract
Virtual reality technologies (VRTs) are high-tech human-computer interfaces used to develop digital content and can be applied to multiple different areas, often offering innovative solutions to existing problems. A wide range of digital games is being also developed with VRTs and together with their components, the games' structural elements are appealing to children and engaging them more in virtual worlds. Our research interest is directed towards children's development and the effects of VRTs within gaming environments. Contemporary psychology studies perceive human development as a holistic and lifelong process with important interrelationships between physical, mental, social and emotional aspects. For the objectives and scope of this work, we examine children development across three domains: physical, cognitive and psychosocial. In this context, the authors review the literature on the impact of VRTs on children, in terms of software and hardware. Since research requires an wide-ranging approach, we study the evidence reported on the brain and neural structure, knowledge, behaviour, pedagogy, academic performance, and wellness. Our main concern is to outline the emerging ethical issues and worries of parents, educators, ophthalmologists, neurologists, psychologists, paediatricians and all relevant scientists, as well as the industry's views and actions. The systematic review was performed on the databases Scopus, IEEE Xplore, PubMed, and Google Scholar from 2010 to 2020 and 85 studies were selected. The review concluded that findings remain contradictory especially for the psychosocial domain. Official recommendations from organizations and well-documented researches by academics on child well-being are reassuring if health and safety specifications and particularly the time limit are met. Research is still ongoing, constantly updated and consist of a priority for the scientific community given that technology evolves.
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Affiliation(s)
- Polyxeni Kaimara
- Department of Audio and Visual Arts, Ionian University, Tsirigoti Sq. 7, 49100 Corfu, Greece
| | - Andreas Oikonomou
- School of Pedagogical and Technological Education (ASPETE), Alexandrou Papanastasiou 13, Thessaloniki, Greece
| | - Ioannis Deliyannis
- Department of Audio and Visual Arts, Ionian University, Tsirigoti Sq. 7, 49100 Corfu, Greece
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30
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Hartanto A, Lua VY, Quek FY, Yong JC, Ng MH. A critical review on the moderating role of contextual factors in the associations between video gaming and well-being. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100135] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022] Open
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31
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The Mediating Role of Gaming Disorder in the Effect of Narcissism on Happiness in Children. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18137137. [PMID: 34281071 PMCID: PMC8297087 DOI: 10.3390/ijerph18137137] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/22/2021] [Revised: 06/29/2021] [Accepted: 07/01/2021] [Indexed: 02/07/2023]
Abstract
We aimed to determine the relationship between gaming disorder, narcissism, and happiness levels of children between the ages of 9 and 15. This study was based on the compensation theory. The sample consists of 461 boys who continue their education in public schools in Istanbul. In the study, a mixed research design, which nests qualitative data into quantitative, was used. In addition to the scales and sociodemographic form, the Draw-a-Person test was also used to better understand children’s inner world. According to the findings, there is a significant relationship between gaming disorder and narcissism and happiness levels in children. Accordingly, as narcissism increases in children, the gaming disorder level increases, and happiness decreases. We also found a mediation effect in the impact of narcissism on happiness through gaming disorder. According to the results, we think that the problem is not caused by the individual but by society. For a solution, we recommend making more macro-level social work interventions within the framework of system theory instead of the current medical model in combating gaming disorder.
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Donati MA, Guido CA, De Meo G, Spalice A, Sanson F, Beccari C, Primi C. Gaming among Children and Adolescents during the COVID-19 Lockdown: The Role of Parents in Time Spent on Video Games and Gaming Disorder Symptoms. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18126642. [PMID: 34205533 PMCID: PMC8296495 DOI: 10.3390/ijerph18126642] [Citation(s) in RCA: 28] [Impact Index Per Article: 9.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/24/2021] [Revised: 06/15/2021] [Accepted: 06/16/2021] [Indexed: 02/07/2023]
Abstract
It is mainly children and adolescents who are involved in video gaming. The lockdown caused by the COVID-19 pandemic may have further increased their use of video games and, consequently, the risk of gaming disorder (GD) symptoms. However, currently, we do not have exhaustive knowledge of this issue. To fill this gap, the current study aims to analyze video gaming habits in children and adolescents during the lockdown, starting in March 2020 in Italy, the first European country affected by the pandemic. Specifically, we aim to understand how variables related to parents—for instance, knowledge of their offspring’s life, the monitoring of their video gaming habits, and parental use of video games—are related to their offspring’s time spent on video games and GD symptoms. A web-based survey involving parents (n = 554, 79% mothers, mean age = 45.39) of 554 children and adolescents (73% males, mean age = 11.11) was utilized. The results showed that they were involved in video games, particularly boys and adolescents, with high rates of GD symptoms. The parents also spent a considerable amount of time playing video games. A path model that explained the mechanisms through which parental variables were related to their offspring’s time spent on video games and GD symptoms, controlling for gender and age, was verified. Overall, the findings indicate the importance of educating parents to behave effectively with respect to video games and monitor their offspring’s video gaming habits.
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Affiliation(s)
- Maria Anna Donati
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
- Correspondence:
| | - Cristiana Alessia Guido
- Department of Maternal Sciences, Child Neurology Division, Sapienza University of Rome, 00185 Rome, Italy; (C.A.G.); (G.D.M.); (A.S.)
- Department of Developmental and Social Psychology, Faculty of Medicine and Psychology, Sapienza University of Rome, 00185 Rome, Italy
| | - Giuliano De Meo
- Department of Maternal Sciences, Child Neurology Division, Sapienza University of Rome, 00185 Rome, Italy; (C.A.G.); (G.D.M.); (A.S.)
| | - Alberto Spalice
- Department of Maternal Sciences, Child Neurology Division, Sapienza University of Rome, 00185 Rome, Italy; (C.A.G.); (G.D.M.); (A.S.)
| | - Francesco Sanson
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
| | - Carola Beccari
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
| | - Caterina Primi
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
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Leonhardt M, Overå S. Are There Differences in Video Gaming and Use of Social Media among Boys and Girls?-A Mixed Methods Approach. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18116085. [PMID: 34200039 PMCID: PMC8200210 DOI: 10.3390/ijerph18116085] [Citation(s) in RCA: 26] [Impact Index Per Article: 8.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/11/2021] [Revised: 06/02/2021] [Accepted: 06/02/2021] [Indexed: 11/19/2022]
Abstract
Gaming is widespread among adolescents and has typically been viewed as an activity for boys. There are however a growing number of female gamers and we need to learn more about how gender affects gaming. The aim of this study is to both quantify gaming among Norwegian adolescents and explore how gender differences are perceived. A mixed method approach was used to capture gaming experiences among boys and girls. Survey data (N = 5607) was analyzed descriptively, and five focus groups were conducted, applying thematic analysis. Statistics showed that boys from the age of 14 use video games up to 5 times more than girls, while girls are much more on social media. From the focus groups, we found that boys did not view social media as socially significant as gaming and that there is a greater social acceptance of gaming among boys than among girls. Gender differences in video gaming are not necessarily a problem per se, as they may reflect gender-specific motivations and interests. However, the study also finds that girls feel less encouraged than boys to play video games due to different gender-related experiences of video gaming. Therefore, gendered barriers in video gaming must be explored in future research.
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Ballou N, Van Rooij AJ. The relationship between mental well-being and dysregulated gaming: a specification curve analysis of core and peripheral criteria in five gaming disorder scales. ROYAL SOCIETY OPEN SCIENCE 2021; 8:201385. [PMID: 34084538 PMCID: PMC8150039 DOI: 10.1098/rsos.201385] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/04/2020] [Accepted: 01/25/2021] [Indexed: 06/12/2023]
Abstract
Gaming disorder (also known as dysregulated gaming) has received significant research and policy attention based on concerns that certain patterns of play are associated with decreased mental well-being and/or functional impairment. In this study, we use specification curve analysis to examine analytical flexibility and the strength of the relationship between dysregulated gaming and well-being in the form of general mental health, depressive mood and life satisfaction. Dutch and Flemish gamers (n = 424) completed an online survey containing five unique dysregulated gaming measures (covering nine scale variants) and three well-being measures. We find a consistent negative relationship; across 972 justifiable regression models, the median standardized regression coefficient was -0.39 (min: -0.54, max: -0.19). Data show that the majority of dysregulated gaming operationalizations converge upon highly similar estimates of well-being. However, variance is introduced by the choice of well-being measure; results indicate that dysregulated gaming is more strongly associated with depressive mood than with life satisfaction. Weekly game time accounted for little to no unique variance in well-being in the sample. We argue that research on this topic should compare a broad range of psychosocial well-being outcomes and explore possible simplifications of the DSM-5 gaming disorder criteria. Given somewhat minute differences between dysregulated gaming scales when used in survey-based studies and largely equivalent relationships with mental health indicators, harmonization of measurement should be a priority.
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Kelly S, Magor T, Wright A. The Pros and Cons of Online Competitive Gaming: An Evidence-Based Approach to Assessing Young Players' Well-Being. Front Psychol 2021; 12:651530. [PMID: 34040562 PMCID: PMC8142893 DOI: 10.3389/fpsyg.2021.651530] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/10/2021] [Accepted: 03/16/2021] [Indexed: 01/07/2023] Open
Abstract
This research addresses a lack of evidence on the positive and negative health outcomes of competitive online gaming and esports, particularly among young people and adolescents. Well-being outcomes, along with mitigation strategies were measured through a cross sectional survey of Australian gamers and non-gamers aged between 12 and 24 years, and parents of the 12–17-year-olds surveyed. Adverse health consequences were associated with heavy gaming, more so than light/casual gaming, suggesting that interventions that target moderated engagement could be effective. It provides timely insights in an online gaming landscape that has rapidly evolved over the past decade, and particularly during the COVID-19 pandemic, to include the hyper-connected, highly commercialized and rapidly growing online gaming and esports sector.
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Affiliation(s)
- Sarah Kelly
- University of Queensland Business School, Brisbane, QLD, Australia
| | - Thomas Magor
- University of Queensland Business School, Brisbane, QLD, Australia
| | - Annemarie Wright
- Honorary Fellow, Melbourne School of Population and Global Health, The University of Melbourne, Melbourne, VIC, Australia.,Victorian Health Promotion Foundation, Melbourne, VIC, Australia
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36
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The Role of Online Schooling, Screen-Based Activities, and Parent Coping in Canadian Children’s COVID-19-Related Trauma and Anxiety Symptoms. PSYCHIATRY INTERNATIONAL 2021. [DOI: 10.3390/psychiatryint2020014] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/19/2022] Open
Abstract
This study investigated the effects of online schooling and screen-based activities on Canadian children’s COVID-19-related trauma and generalized anxiety symptoms and how parents’ coping strategies influenced these associations. The participants were 121 Canadian children aged from 7 to 12. Parents were asked to report on their children’s school attendance, screen-based activities, and trauma and generalized anxiety symptoms, as well as their own coping strategies during the COVID-19 pandemic. Online schooling was associated with less trauma and generalized anxiety symptoms in children than school non-attendance. Screen-based activities were not directly associated with children’s trauma and anxiety symptoms, but the way parents coped with pandemic stressors moderated these associations. Parents’ active and adaptive coping strategies mitigated the effects of school non-attendance and increased screen-based activity use on children’s COVID-19-related symptoms. The findings not only highlight the detrimental effects of complete school closures, but they also underscore the importance of better equipping parents to cope with pandemic stressors. The findings also suggest that virtual school attendance might have similar benefits to in-person attendance, as it appears to protect against adverse mental health outcomes.
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37
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Lieberoth A, Fiskaali A. Can Worried Parents Predict Effects of Video Games on Their Children? A Case-Control Study of Cognitive Abilities, Addiction Indicators and Wellbeing. Front Psychol 2021; 11:586699. [PMID: 33536966 PMCID: PMC7848848 DOI: 10.3389/fpsyg.2020.586699] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/23/2020] [Accepted: 11/23/2020] [Indexed: 11/13/2022] Open
Abstract
Many parents worry over their children’s gaming habits, but to what extent do such worries match any detrimental effects of excessive gaming? We attempted to answer this question by comparing children of highly concerned parents with other adolescents of the same age. A cohort of parents who identified as highly concerned over their children’s video game habits were recruited for a public study in collaboration with a national television network. Using an online experimental platform in conjunction with surveys of parents’ beliefs and attitudes, we compared their children to age-matched peers in an exploratory case-control study. The scores of children with highly concerned parents on tests of cognitive control (cued task-switching and Iowa Gambling Task) and psychological wellbeing (WHO-5) were statistically similar to controls, suggesting no selective cognitive or psychological detriments from gaming or otherwise in the cases with concerned parents. The case group, however, did spend more time gaming, and scored higher than controls on problem gaming indicators (Gaming Addiction Scale), which also correlated negatively with wellbeing. Within the case group, wellbeing effects seemed mainly to consist in issues of relaxation and sleep, and related to gaming addiction indicators of playing to forget real-world problems, and the feeling of neglecting non-gaming activities. Where most results of research staged for TV never get published, making it difficult to interpret both methods and results, this paper describes findings and participant recruitment in detail. The relationship between parental concern and children’s gaming is discussed, as is the merits and challenges of research conducted with media, such as TV programs and their recruited on-screen participants.
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Affiliation(s)
- Andreas Lieberoth
- Interacting Minds Centre, Aarhus University, Aarhus, Denmark.,Danish School of Education, Aarhus University, Aarhus, Denmark
| | - Anne Fiskaali
- Department of Psychology and Behavioural Sciences, Aarhus BSS, Aarhus University, Aarhus, Denmark
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38
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Twenge JM, Farley E. Not all screen time is created equal: associations with mental health vary by activity and gender. Soc Psychiatry Psychiatr Epidemiol 2021; 56:207-217. [PMID: 32743778 DOI: 10.1007/s00127-020-01906-9] [Citation(s) in RCA: 74] [Impact Index Per Article: 24.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/21/2020] [Accepted: 06/30/2020] [Indexed: 01/07/2023]
Abstract
PURPOSE Previous research on associations between screen media use and mental health produced mixed findings, possibly because studies have not examined screen activities separately or accounted for gender differences. We sought to examine associations between different types of screen activities (social media, internet, gaming, and TV) and mental health indicators separately for boys and girls. METHODS We drew from a nationally representative sample of 13-15-year-old adolescents in the UK (n = 11,427) asking about hours per day spent on specific screen media activities and four mental health indicators: self-harm behavior, depressive symptoms, life satisfaction, and self-esteem. RESULTS Hours spent on social media and Internet use were more strongly associated with self-harm behaviors, depressive symptoms, low life satisfaction, and low self-esteem than hours spent on electronic gaming and TV watching. Girls generally demonstrated stronger associations between screen media time and mental health indicators than boys (e.g., heavy Internet users were 166% more likely to have clinically relevant levels of depressive symptoms than low users among girls, compared to 75% more likely among boys). CONCLUSION Thus, not all screen time is created equal; social media and Internet use among adolescent girls are the most strongly associated with compromised mental health. Future research should examine different screen media activities and boys and girls separately where possible. Practitioners should be aware that some types of screen time are more likely to be linked to mental health issues than others.
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Affiliation(s)
- Jean M Twenge
- Department of Psychology, San Diego State University, 5500 Campanile Drive, San Diego, CA, 92182-4611, USA.
| | - Eric Farley
- Department of Psychology, San Diego State University, 5500 Campanile Drive, San Diego, CA, 92182-4611, USA
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Burke TA, Kutok ER, Dunsiger S, Nugent NR, Patena JV, Riese A, Ranney ML. A national snapshot of U.S. adolescents' mental health and changing technology use during COVID-19. Gen Hosp Psychiatry 2021; 71:147-148. [PMID: 34090695 PMCID: PMC9754300 DOI: 10.1016/j.genhosppsych.2021.05.006] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/06/2021] [Revised: 05/21/2021] [Accepted: 05/24/2021] [Indexed: 01/02/2023]
Affiliation(s)
- Taylor A. Burke
- Department of Psychiatry and Human Behavior, Brown University, 700 Butler Drive, Providence, RI 02906, United States
| | - Emily R. Kutok
- Brown-Lifespan Center for Digital Health, 139 Point Street, Providence, RI 02903, United States
| | - Shira Dunsiger
- Department of Behavioral and Social Sciences, Brown University, Box G-5121-4, Providence, RI 02912, United States
| | - Nicole R. Nugent
- Department of Psychiatry and Human Behavior, Brown University, 700 Butler Drive, Providence, RI 02906, United States
| | - John V. Patena
- Brown-Lifespan Center for Digital Health, 139 Point Street, Providence, RI 02903, United States
| | - Alison Riese
- Department of Pediatrics, Alpert Medical School of Brown University, 593 Eddy Street, Potter 200.9, Providence, RI 02903, United States
| | - Megan L. Ranney
- Brown-Lifespan Center for Digital Health, 139 Point Street, Providence, RI 02903, United States,Corresponding author at: Brown-Lifespan Center for Digital Health, 139 Point St, Providence, RI 02903, United States
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Wernicke J, Montag C. Linking Gaming Disorder Tendencies in Children to Their Personality and Parental Gaming Behavior. Front Psychiatry 2021; 12:748195. [PMID: 35250648 PMCID: PMC8894585 DOI: 10.3389/fpsyt.2021.748195] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/27/2021] [Accepted: 12/15/2021] [Indexed: 11/25/2022] Open
Abstract
Playing computer and video games (so-called gaming) is of great popularity among children and adults. But for some people, gaming gets out of hand and can result in a Gaming Disorder (GD). Among others, high neuroticism and low conscientiousness are considered to play a role in the etiology of GD. Next to personality traits, environmental variables are debated such as the parental influence on children's gaming behavior. In detail, parental gaming behavior could have role model functions for children. Based on empirical observations and theoretical frameworks, it was hypothesized that higher tendencies to GD in children are associated with higher neuroticism, lower conscientiousness, and higher parental tendencies to GD. In an online survey N = 493 parents (n = 472 females; age: M = 36.30, SD = 5.46) rated their own and their children's (n = 233 girls, n = 260 boys; age: M = 6.03, SD = 2.30) tendencies to GD by the Gaming Disorder Test (GDT) and their children's personality by the Big Five Inventory (BFI). Neuroticism was significantly correlated with the GDT scores of boys (rho = 0.256, p = 0.001) and girls (rho = 0.300, p = 0.001), while a significant correlation with conscientiousness was only present for boys (rho = -0.196, p = 0.010). Parents' and children's general playing of computer and video games were interdependent [χ2(1) = 29.14, p < 0.001]; hence, if parents reported to be gamers, their children were more likely gamers as well. The GDT scores of parents and children were positively correlated (boys: rho = 0.36; p = 0.002; girls: rho = 0.33, p = 0.004). The results indicate that already in children the personality traits neuroticism and conscientiousness are associated with tendencies toward GD. Moreover, as gaming of parents and children was related to each other, it is conceivable that parents influence their children's gaming behavior via their own gaming behavior. Therefore, parents should be aware of their exemplary function for children and may overthink their own gaming behavior. But it has to be mentioned that the correlational nature of the present work allows no insights regarding causal relations.
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Affiliation(s)
- Jennifer Wernicke
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
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Siste K, Hanafi E, Sen LT, Murtani BJ, Christian H, Limawan AP, Siswidiani LP, Adrian. Implications of COVID-19 and Lockdown on Internet Addiction Among Adolescents: Data From a Developing Country. Front Psychiatry 2021; 12:665675. [PMID: 34054619 PMCID: PMC8153226 DOI: 10.3389/fpsyt.2021.665675] [Citation(s) in RCA: 21] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/08/2021] [Accepted: 03/26/2021] [Indexed: 11/13/2022] Open
Abstract
Introduction: Physical distancing policy during coronavirus disease 2019 (COVID-19) pandemic requires adolescents to spend most of their time at home, thus increasing Internet use duration. Limited social interaction with their peers may lead to loneliness and an increased risk of mental health among adolescents. This study aimed to assess the prevalence of Internet addiction (IA) among adolescents and analyze the influence of psychosocial factors toward the heightened risk of IA during the COVID-19 pandemic. Methods: An online survey comprising sociodemographic questionnaire, Internet Addiction Diagnostic Questionnaire (KDAI), Strengths and Difficulties Questionnaire (SDQ), and Pittsburgh Sleep Quality Index (PSQI) was distributed. Overall, a total of 2,932 adolescents (mean age, 17.38 ± 2.24 years old; female, 78.7%), originating from 33 of 34 provinces in Indonesia, completed the survey. Results: The point prevalence of IA among Indonesian adolescents during the COVID-19 outbreak was 19.3%. Increased Internet use duration, internalization, externalization, low prosocial behavior, and sleep disturbances were found as risk factors of IA, either directly or as mediating variables. Physical distancing, large-scale social restriction (PSBB), and health status were not correlated to IA. Discussion: Physical distancing was not established as a risk of IA. This could be due to other psychological factors such as internalization, externalization, prosocial, and sleep problems that had correlations to IA occurrence among adolescents in the COVID-19 pandemic. Sleep impairment might have resulted from the emotional and behavioral issues and directly contributed to IA development. Conclusion: The present study found the prevalence of IA among Indonesian adolescents to be higher than the adult during the COVID-19 pandemic. Several psychological measures were indicated to increase the risk of IA, while physical distancing did not elevate the risk. Thus, remote schooling is preferable in Indonesia along with proper parental supervision to minimize Internet use for entertainment purposes.
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Affiliation(s)
- Kristiana Siste
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Enjeline Hanafi
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Lee Thung Sen
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Belinda Julivia Murtani
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Hans Christian
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Albert Prabowo Limawan
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Levina Putri Siswidiani
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Adrian
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
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Aggressive video games research emerges from its replication crisis (Sort of). Curr Opin Psychol 2020; 36:1-6. [DOI: 10.1016/j.copsyc.2020.01.002] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/21/2020] [Revised: 01/26/2020] [Accepted: 01/29/2020] [Indexed: 11/23/2022]
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Fumero A, Marrero RJ, Bethencourt JM, Peñate W. Risk factors of internet gaming disorder symptoms in Spanish adolescents. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106416] [Citation(s) in RCA: 28] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/22/2022]
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Ferguson CJ, Copenhaver A, Markey P. Reexamining the Findings of the American Psychological Association's 2015 Task Force on Violent Media: A Meta-Analysis. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2020; 15:1423-1443. [PMID: 32777188 DOI: 10.1177/1745691620927666] [Citation(s) in RCA: 23] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA's resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.
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45
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Prosocial digital games for youth: A systematic review of interventions. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2020. [DOI: 10.1016/j.chbr.2020.100039] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/12/2023] Open
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Hodge SE, Taylor J, McAlaney J. Is It Still Double Edged? Not for University Students' Development of Moral Reasoning and Video Game Play. Front Psychol 2020; 11:1313. [PMID: 32595573 PMCID: PMC7300296 DOI: 10.3389/fpsyg.2020.01313] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/05/2019] [Accepted: 05/18/2020] [Indexed: 11/13/2022] Open
Abstract
Previous research with video game play and moral development with adolescents, found both positive and negative relationships. This study aimed to extend this research to explore moral development and video game play with university students. One hundred and thirty-five undergraduate students (M = 20.29, SD = 2.70) took part in an online survey. The results suggested higher moral reasoning for participants who described themselves as gamers and those which do not play, compared those who play but do not identify as gamers. It was suggested that males had higher moral scores and more mature reasoning than females. The results of a regression analysis suggested that there were no significant predictors for moral development from either game play or the demographic variables. The findings suggest that moral development could be less influenced by sex, age, and video game play factors such as video game content and amount of game play, than was previously thought for this age group.
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Affiliation(s)
- Sarah E Hodge
- Department of Psychology, Bournemouth University, Poole, United Kingdom
| | - Jacqui Taylor
- Department of Psychology, Bournemouth University, Poole, United Kingdom
| | - John McAlaney
- Department of Psychology, Bournemouth University, Poole, United Kingdom
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Drummond A, Sauer JD, Ferguson CJ. Do longitudinal studies support long-term relationships between aggressive game play and youth aggressive behaviour? A meta-analytic examination. ROYAL SOCIETY OPEN SCIENCE 2020; 7:200373. [PMID: 32874632 PMCID: PMC7428266 DOI: 10.1098/rsos.200373] [Citation(s) in RCA: 17] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/05/2020] [Accepted: 07/01/2020] [Indexed: 05/20/2023]
Abstract
Whether video games with aggressive content contribute to aggressive behaviour in youth has been a matter of contention for decades. Recent re-evaluation of experimental evidence suggests that the literature suffers from publication bias, and that experimental studies are unable to demonstrate compelling short-term effects of aggressive game content on aggression. Long-term effects may still be plausible, if less-systematic short-term effects accumulate into systematic effects over time. However, longitudinal studies vary considerably in regard to whether they indicate long-term effects or not, and few analyses have considered what methodological factors may explain this heterogeneity in outcomes. The current meta-analysis included 28 independent samples including approximately 21 000 youth. Results revealed an overall effect size for this population of studies (r = 0.059) with no evidence of publication bias. Effect sizes were smaller for longer longitudinal periods, calling into question theories of accumulated effects, and effect sizes were lower for better-designed studies and those with less evidence for researcher expectancy effects. In exploratory analyses, studies with more best practices were statistically indistinguishable from zero (r = 0.012, 95% confidence interval: -0.010, 0.034). Overall, longitudinal studies do not appear to support substantive long-term links between aggressive game content and youth aggression. Correlations between aggressive game content and youth aggression appear better explained by methodological weaknesses and researcher expectancy effects than true effects in the real world.
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Affiliation(s)
- Aaron Drummond
- Massey University, Palmerston North, Manawatu-Wanganui, New Zealand
| | - James D. Sauer
- Department of Psychology, University of Tasmania, Hobart, Tasmania
| | - Christopher J. Ferguson
- Department of Psychology, Stetson University, 421 North Woodland Boulevard, DeLand, FL 32729, USA
- Author for correspondence: Christopher J. Ferguson e-mail:
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Zink J, Belcher BR, Imm K, Leventhal AM. The relationship between screen-based sedentary behaviors and symptoms of depression and anxiety in youth: a systematic review of moderating variables. BMC Public Health 2020; 20:472. [PMID: 32272906 PMCID: PMC7147040 DOI: 10.1186/s12889-020-08572-1] [Citation(s) in RCA: 33] [Impact Index Per Article: 8.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/05/2019] [Accepted: 03/24/2020] [Indexed: 12/11/2022] Open
Abstract
Background To elucidate the populations and conditions where screen-based sedentary behaviors (SB) and internalizing symptoms are coupled, this review synthesized the evidence for factors that may moderate the associations between screen-based SB, depressive symptoms, and anxiety symptoms among youth. Methods Two independent researchers conducted a systematic literature search of the Medline, psycINFO, and Scopus electronic databases in late 2018 for observational studies assessing moderators of the association between screen-based SB and depressive and anxiety symptoms. Studies among children and adolescents were eligible if moderation was assessed by statistical test (interaction) or stratification; and a narrative synthesis of eligible studies was conducted in accordance with PRISMA guidelines. Results Seventy empirical studies (46 cross-sectional, 19 longitudinal, and 5 both) of 13 different moderating variables of screen-based SB-internalizing symptom associations met the eligibility criteria. Of these, 40 studies were of depressive symptoms, 2 were of anxiety symptoms, and 28 studies assessed symptoms of both. The most consistent evidence of moderation was for screen-type, such that TV viewing was not as strongly associated with internalizing symptoms compared to other forms of screen-based SB. There was also inconsistent evidence for physical activity buffering screen-based SB-internalizing symptom associations and for female sex amplifying screen-based SB-internalizing symptom associations. In general, the body of evidence for anxiety symptoms was more limited than that for depressive symptoms, and were therefore more inconsistent. Conclusions Screen-type, physical activity, and sex may influence the magnitude of screen-based SB-internalizing symptom coupling; highlighting potential sources of heterogeneity of screen-based SB-internalizing symptom associations. Additional studies aimed at understanding potential mechanistic explanations for the above moderators are needed prior to the development of tailored intervention strategies designed to decouple screen-based SB and internalizing symptoms among youth.
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Affiliation(s)
- Jennifer Zink
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA
| | - Britni R Belcher
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA.
| | - Kellie Imm
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA
| | - Adam M Leventhal
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA.,Department of Psychology, University of Southern California, Los Angeles, USA
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Abstract
Video games are becoming ubiquitous in Western societies. However, this virtual leisure has received little attention from researchers in career counseling, leaving career counselors relatively unprepared to work with video game players. In this article, we propose three types of interventions to capitalize on the benefits of playing video games to foster the career counseling process. The first intervention aims to identify and transfer the skills that video game players develop through their leisure activity. The second intervention highlights how video game players’ narrative may reveal vocational personality types. The third intervention proposes to turn career counseling tasks into a game to increase motivation to achieve it. The strengths and limitations of these interventions are underlined, as well as the potential of career counseling sessions to help remedy problematic video game play.
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Affiliation(s)
- Shékina Rochat
- Vaud State Office of Career Counseling, Lausanne, Switzerland
| | - Jérôme Armengol
- Geneva State Office of Career Counseling, Geneva, Switzerland
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50
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Phan O, Prieur C, Bonnaire C, Obradovic I. Internet Gaming Disorder: Exploring Its Impact on Satisfaction in Life in PELLEAS Adolescent Sample. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2019; 17:ijerph17010003. [PMID: 31861283 PMCID: PMC6981998 DOI: 10.3390/ijerph17010003] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 11/14/2019] [Revised: 12/12/2019] [Accepted: 12/14/2019] [Indexed: 12/12/2022]
Abstract
Among adolescents, heavy video game use and socializing online may be valued socially by peers, depending on gender and age, which can increase life satisfaction. However, heavy video gaming may also be linked to symptoms of Internet Gaming Disorder, which can decrease life satisfaction. Overall, when symptoms of Internet Gaming Disorder are present, do subjects experience decreased or increased life satisfaction, all other things being equal? The aim of this study was to explore the association between Internet Gaming Disorder symptoms and life satisfaction, while controlling for gender, age, and other conditions that may impact life satisfaction. More than 2000 adolescents filled out an anonymous questionnaire at school, and 43 patients in a care center filled out the same questionnaire. Sociodemographic characteristics, family life conditions, use of screens (videos, video games, and social networks), mental health screenings, and a life satisfaction measure were collected. Distribution of participants' characteristics was provided, and stratified multivariate analyses by young male, older male, young female, and older female school populations were carried out. Results suggested that Internet Gaming Disorder symptoms had similar prevalence before and after the age of 15 in males (21% vs. 19%) and in females (6% vs. 7%) respectively and was significantly associated with decreased life satisfaction in older males, even after adjusting for parental support, depression, and economic conditions. Associations between symptoms of Internet Gaming Disorder and life satisfaction may be different depending on adolescent gender and age group.
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Affiliation(s)
- Olivier Phan
- Clinique Dupré, Fondation Santé des Etudiants de France, 75014 Paris, France;
- Centre Pierre Nicole, Consultation Jeunes Consommateurs, 75005 Paris, France;
- LPPS Université de Paris, 92774 Boulogne-Billancourt, France;
| | - Constance Prieur
- Centre Pierre Nicole, Consultation Jeunes Consommateurs, 75005 Paris, France;
- Correspondence:
| | - Céline Bonnaire
- Centre Pierre Nicole, Consultation Jeunes Consommateurs, 75005 Paris, France;
- INSERM UMR-S 1178, Université Paris-Sud, 75014 Paris, France
| | - Ivana Obradovic
- LPPS Université de Paris, 92774 Boulogne-Billancourt, France;
- Observatoire Français des Drogues et des Toxicomanies, CEDEX 7, 75700 Paris, France
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