LOGIN TO YOUR ACCOUNT

Username
Password
Remember Me
Or use your Academic/Social account:

CREATE AN ACCOUNT

Or use your Academic/Social account:

Congratulations!

You have just completed your registration at OpenAire.

Before you can login to the site, you will need to activate your account. An e-mail will be sent to you with the proper instructions.

Important!

Please note that this site is currently undergoing Beta testing.
Any new content you create is not guaranteed to be present to the final version of the site upon release.

Thank you for your patience,
OpenAire Dev Team.

Close This Message

CREATE AN ACCOUNT

Name:
Username:
Password:
Verify Password:
E-mail:
Verify E-mail:
*All Fields Are Required.
Please Verify You Are Human:
fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Lobel, A.M.; Engels, R.C.M.E.; Stone, L.L.; Burk, W.J.; Granic, I. (2017)
Publisher: Springer US
Journal: Journal of Youth and Adolescence
Types: Article
Subjects: Prosocial behavior, Empirical Research, Psychosocial development, Longitudinal, Video games

Classified by OpenAIRE into

mesheuropmc: human activities
The effects of video games on children?s psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27?11.43 years old; male?=?98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children?s psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8?h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

    • Adachi, P. J., & Willoughby, T. (2012). Do video games promote positive youth development? Journal of Adolescent Research, 28, 155-165.
    • Adachi, P. J. C. (2015). Demolishing the competition: The Association between Competitive Video Game Play and Aggression among Adolescents and Young Adults(Doctoral thesis). Retrieved from Brock University Library.
    • Anderson, C. A., & Bushman, B. J. (1997). External validity of “trivial” experiments: The case of laboratory aggression. Review of General Psychology, 1, 19-41.
    • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772-790.
    • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., & Sakamoto, A., et al. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136, 151-173.
    • Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Al-Hashimi, O., Faraji, F., & Janowich, J., et al. (2013). Video game training enhances cognitive control in older adults. Nature, 501, 97-101.
    • Bauer, D. J., & Curran, P. J. (2005). Probing interactions in fixed and multilevel regression: Inferential and graphical techniques. Multivariate Behavioral Research, 40, 373-400.
    • Bioulac, S., Arfi, L., & Bouvard, M. P. (2008). Attention deficit/ hyperactivity disorder and video games: A comparative study of hyperactive and control children. European Psychiatry, 23, 134-141. doi:10.1016/j.eurpsy.2007.11.002.
    • Burk, W. J., & Laursen, B. (2010). Mother and adolescent reports of associations between child behavior problems and mother-child relationship qualities: Separating shared variance from individual variance. Journal of Abnormal Child Psychology, 38, 657-667.
    • Bushman, B. J., & Huesmann, L. R. (2006). Short-term and long-term effects of violent media on aggression in children and adults. Archives of Pediatrics and Adolescent Medicine, 160, 348-352.
    • Carnagey, N. L., & Anderson, C. A. (2004). Violent video game exposure and aggression. Minerva Psichiatrica, 45, 1-18.
    • Davies, D. (2010). Child development: A practitioner's guide. New York City, New York: Guilford Press.
    • Dolgov, I., Graves, W. J., Nearents, M. R., Schwark, J. D., & Brooks Volkman, C. (2014). Effects of cooperative gaming and avatar customization on subsequent spontaneous helping behavior. Computers in Human Behavior, 33, 49-55.
    • Eastin, M. S. (2007). The influence of competitive and cooperative group game play on state hostility. Human Communication Research, 33, 450-466.
    • van den Eijnden, R. J., Meerkerk, G. J., Vermulst, A. A., Spijkerman, R., & Engels, R. C. (2008). Online communication, compulsive Internet use, and psychosocial well-being among adolescents: A longitudinal study. Developmental Psychology, 44, 655-665.
    • Erikson, E. H. (1977). Toys and reasons: Stages in the ritualization of experience. New York City, New York: WW Norton & Company.
    • Ewoldsen, D., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E., & DeCoster, J. (2012). Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior. Cyberpsychology, Behavior, and Social Networking, 15, 277-280.
    • Ferguson, C. J. (2013). Violent video games and the supreme court: Lessons for the scientific community in the wake of Brown v. Entertainment merchants association. American Psychologist, 68, 57-74.
    • Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10, 646-666.
    • Fisher, E. P. (1992). The impact of play on development: A metaanalysis. Play and Culture, 5, 159-181.
    • Fullerton, T. (2014). Game design workshop: A playcentric approach to creating innovative games. Boca, Raton, FL: CRC.
    • Gentile, D., Swing, E., Lim, C., & Khoo, A. (2012). Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. Psychology of Popular Media and Culture, 1, 62-70.
    • Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., & Ming, L. K., et al. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies. Personality and Social Psychology Bulletin, 35, 752-763.
    • Gentile, D. A., & Gentile, J. R. (2008a). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 37, 127-141.
    • Gentile, D. A., & Gentile, J. R. (2008b). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 37, 127-141.
    • Gentile, D. A., Swing, E. L., Lim, C. G., & Khoo, A. (2012). Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. Psychology of Popular Media Culture, 1, 62-70.
    • Goodman, R. (1997). The strengths and difficulties questionnaire: A research note. Journal of Child Psychology and Psychiatry, 38, 581-586.
    • Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69, 66-78.
    • Green, C. S., & Bavelier, D. (2012). Learning, attentional control, and action video games. Current Biology, 22, R197-R206.
    • Greitemeyer, T., & Osswald, S. (2011). Prosocial video games reduce aggressive cognitions. Journal of Experimental Social Psychology, 45, 896-900.
    • Hastings, E. C., Karas, T. L., Winsler, A., Way, E., Madigan, A., & Tyler, S. (2009). Young children's video/computer game use: relations with school performance and behavior. Issues in Mental Health Nursing, 30, 638-649.
    • Hromek, R., & Roffey, S. (2009). Promoting social and emotional learning with games: “It's fun and we learn things”. Simulation & Gaming, 40, 626-644.
    • Jerabeck, J. M., & Ferguson, C. J. (2013). The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior. Computers in Human Behavior, 29, 2573-2578.
    • Johnson, P. O., & Fay, L. C. (1950). The Johnson-Neyman technique, its theory and application. Psychometrika, 15, 349-367.
    • Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10, 278-296.
    • Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, video games, and civics. Washington D. C.: Pew Internet & American Life Project.
    • Lobel, A., Granic, I., & Engels, R. C. (2014a). Associations between children's video game playing and psychosocial health: Information from both parent and child reports. Cyberpsychology, Behavior and Social Networking, 17, 639-643.
    • Lobel, A., Granic, I., & Engels, R. C. (2014b). Stressful gaming, interoceptive awareness, and emotion regulation tendencies: A novel approach. Cyberpsychology, Behavior, and Social Networking, 17, 222-227.
    • Maras, D., Flament, M. F., Murray, M., Buchholz, A., Henderson, K. A., Obeid, N., & Goldfield, G. S. (2015). Screen time is associated with depression and anxiety in Canadian youth. Preventive Medicine, 73, 133-138.
    • Mazurek, M. O., & Engelhardt, C. R. (2013). Video game use in boys with autism spectrum disorder, ADHD, or typical development. Pediatrics, 132, 260-266.
    • Messias, E., Castro, J., Saini, A., Usman, M., & Peeples, D. (2011). Sadness, suicide, and their association with video game and internet overuse among teens: Results from the youth risk behavior survey 2007 and 2009. Suicide and Life-Threatening Behavior, 41, 307-315.
    • Nikken, P., & Jansz, J. (2006). Parental mediation of children's videogame playing: A comparison of the reports by parents and children. Learning, Media, and Technology, 31, 181-202.
    • Olson, C. K. (2010). Children's motivations for video game play in the context of normal development. Review of General Psychology, 14, 180-187.
    • Parkes, A., Sweeting, H., Wight, D., & Henderson, M. (2013). Do television and electronic games predict children's psychosocial adjustment? Longitudinal research using the UK Millennium Cohort study. Archives of Disease in Childhood, 98, 341-348. doi:10.1136/archdischild-2011-301508.
    • Piaget, J. (1962). Play, dreams and imitation (Vol 24). New York City, New York: WW Norton & Company.
    • Prot, S., Gentile, D. A., Anderson, C. A., Suzuki, K., Swing, E., & Lim, K. M., et al. (2014). Long-term relations among prosocialmedia use, empathy, and prosocial behavior. Psychological Science, 25, 358-368.
    • Przybylski, A. K. (2014). Who believes electronic games cause realworld aggression? Cyberpsychology, Behavior, and Social Networking, 17, 228-234.
    • Przybylski, A. K., Deci, E. L., Rigby, C. S., & Ryan, R. M. (2014). Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors. Journal of Personality and Social Psychology, 106, 441-457.
    • Przybylski, A. K., & Mishkin, A. F. (2016). How the quantity and quality of electronic gaming relates to adolescents' academic engagement and psychosocial adjustment. Psychology of Popular Media Culture, 5, 145.
    • Przybylski, A. K., & Wang, J. C. (2016). A large scale test of the gaming-enhancement hypothesis. PeerJ, 4, e2710.
    • R Core Team. (2013). R: A language and environment for statistical computing. Vienna, Austria: R Foundation for Statistical Computing. http://www.R-project.org/.
    • Ritter, D., & Eslea, M. (2005). Hot sauce, toy guns, and graffiti: A critical account of current laboratory aggression paradigms. Aggressive Behavior, 31, 407-419.
    • van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. Addiction, 106, 205-212.
    • Rosseel, Y. (2012). lavaan: An R package for structural equation modeling. Journal of Statistical Software, 48, 1-36.
    • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 344-360.
    • Seligman, M. E. (2007). The optimistic child: A proven program to safeguard children against depression and build lifelong resilience. Boston, Massachusetts: Houghton Mifflin Harcourt.
    • Stone, L., Otten, R., & Engels, R. (2010). Psychometric properties of the parent and teacher versions of the strengths and difficulties questionnaire for 4- to 12-year-olds: A review. Clinical Child Family Psychology Review, 13, 254-274.
    • Stone, L. L., Janssens, J. M., Vermulst, A. A., van der Maten, M., Engels, R. C., & Otten, R. (2015). The strengths and difficulties questionnaire: Psychometric properties of the parent and teacher version in children aged 4-7. BMC Psychology, 3, 4.
    • Sweetser, P., & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. Computers in Entertainment, 3, 3.
    • Tortolero, S., Peskin, M., Baumler, E., Cuccaro, P. M., Elliott, M. N., & Davies, S. L., et al. (2014). Daily violent video game playing and depression in preadolescent youth. Cyberpsychology, Behavior, and Social Networking, 17, 609-615.
    • Velez, J. A., Greitemeyer, T., Whitaker, J. L., Ewoldsen, D. R., & Bushman, B. J. (2014). Violent video games and reciprocity: The attenuating effects of cooperative game play on subsequent aggression. Communication Research, 43, 1-21.
    • Verenikina, I., Harris, P., & Lysaght, P. (2003, July). Child's play: computer games, theories of play and children's development. In Proceedings of the international federation for information processing working group 3.5 open conference on Young children and learning technologies-Volume 34 (pp. 99-106). Australian Computer Society, Inc.
    • Vygotsky, L. (1978). Mind in society: The development of higher psychological functions. Cambridge, MA: Harvard.
    • van Widenfelt, B. M., Goedhart, A. W., Treffers, P. D., & Goodman, R. (2003). Dutch version of the strengths and difficulties questionnaire (SDQ). European Child and Adolescent Psychiatry, 12, 281-289.
    • Zinbarg, R., Revelle, W., Yovel, I., & Li, W. (2005). Cronbach's α, Revelle's β, and McDonald's ωh: Their relations with each other and two alternative conceptualizations of reliability. Psychometrica, 70, 1-11.
  • No related research data.
  • No similar publications.

Share - Bookmark

Cite this article

Collected from