Electronic Gaming and Psychosocial Adjustment

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

ARTICLE

Electronic Gaming and Psychosocial Adjustment


AUTHOR: Andrew K. Przybylski, PhD WHAT’S KNOWN ON THIS SUBJECT: Concerns as well as hopes
University of Oxford, Oxford, England regarding electronic games have led researchers to study the
KEY WORDS
influence of games on children, yet studies to date have largely
electronic games, children, psychosocial adjustment examined potential positive and negative effects in isolation and
ABBREVIATION
using samples of convenience.
SDQ—Strengths and Difficulties Questionnaire
Dr Przybylski is the sole author of this work. He conceptualized
WHAT THIS STUDY ADDS: Results from this nationally
the study, identified the data, secured rights to use it, and representative study of children 10 to 15 years indicated low
designed the analysis. Following data analysis he wrote the draft levels of regular daily play related to better psychosocial
and final versions and approved the final manuscript as adjustment, compared with no play, whereas the opposite was
submitted. true for those engaging in high daily play.
www.pediatrics.org/cgi/doi/10.1542/peds.2013-4021
doi:10.1542/peds.2013-4021
Accepted for publication May 22, 2014
Address correspondence to Andrew K. Przybylski, PhD, Oxford
Internet Institute, 1 St Giles’ Oxford, Oxfordshire, OX1 3JS,
England. E-mail: andy.przybylski@oii.ox.ac.uk
abstract
BACKGROUND AND OBJECTIVES: The rise of electronic games has
PEDIATRICS (ISSN Numbers: Print, 0031-4005; Online, 1098-4275).
driven both concerns and hopes regarding their potential to influence
Copyright © 2014 by the American Academy of Pediatrics
young people. Existing research identifies a series of isolated positive
FINANCIAL DISCLOSURE: The author has indicated he has no and negative effects, yet no research to date has examined the balance
financial relationships relevant to this article to disclose.
of these potential effects in a representative sample of children and
FUNDING: No external funding.
adolescents. The objective of this study was to explore how time spent
POTENTIAL CONFLICT OF INTEREST: The author has indicated he
playing electronic games accounts for significant variation in positive
has no potential conflicts of interest to disclose.
and negative psychosocial adjustment using a representative cohort of
children aged 10 to 15 years.
METHODS: A large sample of children and adolescents aged 10 to 15
years completed assessments of psychosocial adjustment and
reported typical daily hours spent playing electronic games. Relations
between different levels of engagement and indicators of positive and
negative psychosocial adjustment were examined, controlling for par-
ticipant age and gender and weighted for population representative-
ness.
RESULTS: Low levels (,1 hour daily) as well as high levels (.3 hours
daily) of game engagement was linked to key indicators of psychoso-
cial adjustment. Low engagement was associated with higher life
satisfaction and prosocial behavior and lower externalizing and in-
ternalizing problems, whereas the opposite was found for high levels
of play. No effects were observed for moderate play levels when
compared with non-players.
CONCLUSIONS: The links between different levels of electronic game
engagement and psychosocial adjustment were small (,1.6% of var-
iance) yet statistically significant. Games consistently but not robustly
associated with children’s adjustment in both positive and negative
ways, findings that inform policy-making as well as future avenues for
research in the area. Pediatrics 2014;134:1–7

PEDIATRICS Volume 134, Number 3, September 2014 1


Downloaded from pediatrics.aappublications.org by guest on January 16, 2015
Electronic games are now a dominant media entertainment, electronic play hypotheses concerned with varying
entertainment medium for children and may have distinct downsides. levels of electronic game engagement
adolescents as .97% of teens now play At the same time, there are good rea- and positive and negative indicators
games regularly.1 This popularity has sons to think that electronic games, like of children’s psychosocial adjustment
put games in the spotlight with media, traditional forms of play, have beneficial across the general population. First, it
policy, and research initiatives concerned aspects that set them apart from non- was hypothesized that low levels of play
about their possible negative effects2 interactive media entertainment. Games would facilitate child adjustment. Re-
or, alternatively, hoping to harness their provide a wide range of novel cognitive search indicates that roughly half of
broad appeal for social goods.3 Past challenges, opportunities for explora- young people are light players, that is,
research conducted on non-interactive tion, relaxation, and socialization with they regularly spend up to 1 hour each
forms of entertainment has led to pro- peers. Research focusing on the poten- day playing games,1 less than one-third
fessional recommendations for limits tial benefits of games indicates they may of their daily free time.21 Gaming at this
on children’s exposure to electronic bolster adjustment by providing psy- low level may have many of the benefits
games,4 yet these guidelines have little chologically rewarding experiences11 identified in laboratory-based research
empirical basis, as both the motivational that dispel negative affect,12 inspire without crowding out other rich de-
affordances and structural features of prosocial behavior,13 foster creativity,14 velopmental opportunities. Second, it
games vary widely.5 Moreover, it is as well as broaden self-concept15 and was hypothesized that moderate levels
probable that the interactive nature of build social connections.16 In addition, of play may carry positive as well as
electronic games distinguishes these playing some types of games may serve negatives effects. Nearly one-third of
mediums for play from non-interactive to minimize externalizing problems by children spend between 1 and 3 hours
forms of entertainment in terms of their building executive control,17 attention playing electronic games daily1; this
positive and negative effects on children. skills,18 healthy behavior,3 and visuo- level of engagement consumes between
spatial abilities.19 Thus, like nondigitally one-third and one-half of adolescent
There are a number of reasons to expect
mediated forms of child play, games free time.21 Moderate players may show
that electronic games might negatively
may encourage child well-being and higher levels of positive adjustment
influence children’s psychosocial ad-
healthy social adjustment. linked to the enhanced skills and social
justment. For example, time devoted to connections derived from play, yet they
games may crowd out opportunities for Taken together, findings in this de- also exhibit negative adjustment from
growth and development, displacing veloping literature suggest both favor- exposure to inappropriate game con-
face-to-face and group socializing and able and unfavorable effects of gameplay, tent compared with nonplayers. Finally,
imaginative play, and as a result con- outcomes that could inform decisions it was hypothesized that high levels of
tribute to internalizing problems (prob- made by health care professionals, daily play would have broadly negative
lematic behaviors characterized by parents, and policymakers. Yet nearly effects on psychosocial adjustment.
depression, anxiety, somatic symptoms, all of these studies examine the po- Roughly 10% to 15% of young people
and withdrawal). The mature contents of tential upsides or downsides of games invest more than half of their free time,
some games are inappropriate for in isolation, generalized from conve- .3 hours each day, playing,1,21 a pro-
young players and may teach children nience samples such as undergraduate portion of the population who may have
that using virtual violence is an accept- populations. Reviews of these studies a problematic relationship with gam-
able way to achieve goals, thereby elic- highlight methodologic and conceptual ing.22 Heavy players may miss important
iting externalizing problems, or acting shortcomings present in the literature developmental opportunities avail-
out behaviors such as aggression and and caution researchers against draw- able to nonplayers and may be at
delinquency.6 Previous research pro- ing overly broad generalizations in fu- greater risk for encountering inap-
vides some basis for these concerns, ture studies.20 With this in mind little is propriate experiences that overshadow
suggesting that gaming may be linked to known about the net effects that differ- the potential upsides of gaming. To
negative psychosocial indicators such ent levels of electronic gameplay have capture representative effects of elec-
as increased levels of hyperactivity,7 on children’s psychosocial adjustment, tronic play these hypotheses were
hostile attribution and cognition,8 as or about the extent that these effects are tested considering children’s use of 2
well as some laboratory-based mea- meaningful or significant on a broader dominant gaming mediums23: Console-
sures of aggressive behavior9 and de- level. based games (eg, Nintendo Wii) and
sensitization to risky behavior.10 This The present research addressed this computer-based games (eg, personal
work suggests that, like other forms of gap in our understanding by testing 3 computer).

2 PRZYBYLSKI
Downloaded from pediatrics.aappublications.org by guest on January 16, 2015
ARTICLE

METHODS TABLE 1 Frequency of Different Levels of Play


Overall Gender Age
Participants
Total Boys Girls 10 y 11 y 12 y 13 y 14 y 15 y
A nationally representative subsample
of 2436 male and 2463 female young Daily hours of console game engagement
None, % 25.8 11.6 41.9 18.9 19.6 20.5 27.4 31.4 36.7
people, ranging in age from 10 to 15 ,1, % 36.0 31.1 41.7 42.9 42.3 39.0 34.6 29.7 27.4
years (mean, 12.51 years; SD, 1.70 1 to 3, % 31.5 45.8 15.2 33.3 34.1 33.2 29.3 30.7 28.7
years) was drawn from data collected .3, % 6.7 9.8 1.2 4.8 4.1 7.3 8.7 8.1 3.4
by the UK Understanding Society Daily hours of computer game engagement
Household Longitudinal Study.24 Un- None 14.2 12.2 16.4 8.4 9.1 11.6 16.4 16.8 21.8
derstanding Society is an initiative by ,1, % 35.5 35.8 35.3 50.0 47.0 35.0 28.7 29.1 25.5
1 to 3, % 41.4 42.3 40.4 38.2 40.3 44.5 44.8 40.6 39.6
the Economic and Social Research
.3, % 8.9 9.8 7.9 3.4 3.6 8.9 10.1 13.5 13.0
Council, with scientific leadership by Percentages reflect adjusted and valid proportions of children at different levels of game engagement as weighted by
the Institute for Social and Economic representativeness across the United Kingdom.
Research, University of Essex, and
survey delivery by the National Centre
for Social Research. This project Internalizing and Externalizing Prosocial Behavior
recruits participants from England, Problems The 5-item prosocial behavior subscale
Northern Ireland, Scotland, and Wales, The internalizing and externalizing of the SDQ25 was used to measure
and includes social, behavioral, and problems subscales of the Strengths and a positive aspect of psychosocial ad-
health data from participants aged 10 Difficulty Questionnaire (SDQ)25 provided justment. This scale uses the same re-
years and older. Data from 10- to 15- indicators of negative psychosocial ad- sponse format and anchors as the other
year-olds measuring their electronic justment.6 The SDQ is among the most SDQ subscales but focuses on personal
game engagement and psychosocial widely validated behavioral screening statements that reflect empathic and
adjustment was provided through self- questionnaires used by researchers, helpful thoughts and actions such as, “I
report by paper survey. educators, and clinicians to assess the try to be nice to people. I care about
functioning of children and adolescents their feelings.” Following best practice
Measures
ranging in age from 3 to 16 years.6 Par- recommendations,6 prosocial behavior
Electronic Game Engagement ticipants used a 3-point response scale: scores were computed by summing
The typical amount of time partic- 1 = “not true,” 2 = “somewhat true,” 3 = responses across all 5 items (mean,
ipants devoted to electronic games “very true” to rate a list of personal 7.63; SD, 1.87; a, 0.67).
was assessed through 2 self-report statements. Divided across 5-item sub-
items. The first asked about engage- scales, responses were summed to Life Satisfaction
ment with console-based games (eg, create individual emotional symptoms Satisfaction with life was measured as
Sony PlayStation) and a second asked (mean, 3.28; SD, 1.97), conduct problems a positive aspect of adjustment with 6
about computer-based games (eg, (mean, 2.75; SD = 1.67), hyperactivity and itemsthatasked participantsto ratetheir
personal computer). For both medi- inattention (mean, 4.30; SD, 2.14), and levelofhappinessoverall andacross5life
ums, participants selected 1 of the 6 peer relationship problems (mean, 2.37; domains (school, school work, appear-
response options that best repre- SD, 1.50). Following best practice rec- ance, family, and friends), all using a 7-
sented the amount of time they spend ommendations for general population point visual analog scale of faces ranging
playing on a normal school day: none, samples,21 2 psychosocial adjustment from: 1 = “completely happy” (a wide
,1 hour, 1–3 hours, 4–6 hours, 7 or scores were generated for each par- smile) to 7 = “not at all happy” (a frown).
more hours. Because very few par- ticipant; internalizing problems scores Principle axis factoring indicated these
ticipants reported playing 7 or more (mean, 4.85; SD, 3.05; a, 0.70) were items fit well onto a single factor ac-
hours (,1.5% of cases), responses created by summing emotional symp- counting for 45.37% of observed vari-
falling into the latter 2 groups were toms and peer relationship subscales, ance. In line with this, a reliable
bucketed into a single 3 or more hours and externalizing problems scores composite measure was created by re-
each day category. Table 1 presents (mean, 6.66; SD, 3.49; a, 0.79) were verse scoring and then averaging across
the frequencies of typical daily play similarly computed from conduct the item scores so that higher values
reported for each type of electronic problems and hyperactivity and in- indicted higher levels of satisfaction
gaming. attention subscales. (mean, 5.94; SD, 0.86; a, 0.68).

PEDIATRICS Volume 134, Number 3, September 2014 3


Downloaded from pediatrics.aappublications.org by guest on January 16, 2015
RESULTS engagement would have detrimental ers showed higher levels of prosocial
effects. When included as simultaneous behavior (bs = 0.19 to 0.31; r2 = 0.0034 to
Analytic Approach
predictors these contrast-coded coef- 0.0092) and life satisfaction (bs = 0.10 to
Because the assessments of typical ficients provided sensitive and mean- 0.12; r2 = 0.0053 to 0.0077) and lower
daily electronic game engagement were ingful comparisons that minimized the levels of internalizing (bs = 20.37 to
not continuous, 3 contrast-coded re- number of statistical tests used and 20.52; r2 = 0.0050 to 0.0090) and ex-
gression coefficients were created and estimated the size and significance of ternalizing problems (bs = 20.64 to
evaluated as predictors in ordinary least effects at distinct levels of console- 20.68; r2 = 0.0108 to 0.0127) compared
squares regression models to compare and computer-based play. All analyses with nonplayers (all ps ,0.001). Low
the effects of low, moderate, and high used cross-sectional UK Household levels of game engagement accounted
levels of gaming to nonplay. The first Survey weightings that adjusted for for between 0.5% and 0.9% of variability
contrast compared children who typi- design weight, nonresponse rate, post- in positive psychosocial indicators and
cally play ,1 hour each day (light play- stratification, and representativeness of between 0.5% and 1.3% of variability in
ers) to nonplayers; this coding tested the household location. Weighting the mod- negative indicators of adjustment.
prediction that low levels of game en- els in this way provides greater confi-
gagement may be beneficial over not dence that the results derived generalize
playing at all. The second contrast Effects of Moderate Levels of Game
to children nationwide.
compared those who play between 1 and Engagement
3 hours each day (moderate players) to Analyses comparing moderate players
nonplayers; this coding tested the pre- Effects of Low Levels of Game (1 to 3 hours daily) to nonplayers pro-
diction that moderate levels of game Engagement vided null results across all adjustment
play may carry both positive and nega- Models comparing light players (,1 observations (all bs , 60.08; ps
tive influences. The final contrast com- hour daily) to nonplayers holding var- .0.350). Moderate levels of play were
pared those who play .3 hours each iability in participant age and gender not associated with either positive or
day (heavy players) to nonplayers and constant are presented in Table 2. negative indicators of children’s ad-
tested the hypothesis that high levels of Across the 2 types of games, light play- justment.

TABLE 2 Contrast Coded Regression Models Comparing Effects of Low, Moderate, and High Levels of Engagement to Nonengagement
Life Satisfaction Prosocial Behavior
2
B SE 95% CI P r B SE 95% CI P r2
Daily hours of console game
engagement
,1 vs none 0.10 0.021 0.06 to 0.14 ,.001 0.0053 0.31 0.046 0.22 to 0.40 ,.001 0.0092
1 to 3 vs none 0.01 0.022 20.03 to 0.05 .658 n/a 20.03 0.048 20.12 to 0.07 .545 n/a
.3 vs none 20.17 0.037 20.24 to 20.10 ,.001 0.0046 20.50 0.082 20.66 to 20.33 ,.001 0.0074
Daily hours of computer game
engagement
,1 vs none 0.12 0.020 0.08 to 0.16 ,.001 0.0077 0.19 0.045 0.10 to 0.27 ,.001 0.0034
1 to 3 vs none 20.01 0.029 20.05 to 0.02 .464 n/a 20.02 0.042 20.11 to 0.06 .566 n/a
.3 vs none 20.20 0.031 20.26 to 20.13 ,.001 0.0081 20.27 0.070 20.40 to 20.13 ,.001 0.0029

Internalizing Problems Externalizing Problems


2
B SE 95% CI P r B SE 95% CI P r2

Daily hours of console game


engagement
,1 vs none 20.52 0.083 20.68 to 20.35 ,.001 0.0090 20.64 20.142 20.82 to 20.46 ,.001 0.0108
1 to 3 vs none 0.04 0.086 20.13 to 0.21 .651 n/a 0.03 0.006 0.16 to 0.21 .768 n/a
.3 vs none 0.92 0.148 0.63 to 1.20 ,.001 0.0090 1.17 0.180 0.86 to 1.49 ,.001 0.0118
Daily hours of computer game
engagement
,1 vs none 20.37 0.080 20.53 to 20.21 ,.001 0.0050 20.68 0.089 20.86 to 20.51 ,.001 0.0127
1 to 3 vs none 0.02 0.075 20.13 to 0.17 .797 n/a 0.07 0.084 20.09 to 0.24 .383 n/a
.3 vs none 0.72 0.124 0.54 to 1.03 ,.001 0.0900 1.12 0.136 0.85 to 1.39 ,.001 0.0146
Coefficients reflect values adjusted and weighted by representativeness of participants across the United Kingdom. B, unstandardized regression slope coefficients; n/a, not applicable.

4 PRZYBYLSKI
Downloaded from pediatrics.aappublications.org by guest on January 16, 2015
ARTICLE

Effects of High Levels of Game behavior and life satisfaction and lower the links may exist but are small and
Engagement levels of conduct problems, hyperactivity, detectable only at some levels or kinds
Results comparing heavy players (.3 peer problems, and emotional symp- of engagement.31 If indeed the overall
hours daily) to nonplayers showed toms. This pattern of results supports the effects of high levels of game engage-
a mirror image of the pattern observed idea that electronic play has salutary ment are weakly related to children’s
for light players. Heavy players reported functions similar to traditional forms conduct problems, as is suggested in
higher levels of internalizing (bs = 0.72 of play; they present opportunities for the present findings, this may explain
to 0.92; r2 = 0.0090) and externalizing identity development15 as well as cognitive part of why studies extrapolating from
problems (bs = 1.12 to 1.17; r2 = 0.0118 and social challenges.16 Furthermore, convenience samples of university stu-
to 0.0146) and lower levels of prosocial these results conceptually replicate re- dents demonstrate inconsistent results.
behavior (bs = 20.27 to 20.50; r2 = cent laboratory-based studies suggest- This pattern of findings indicates the neg-
0.0029 to 0.0074) and life satisfaction ing games have beneficial effects.18 ative effects of age-inappropriate gaming
(bs = 20.17 to 20.20; r2 = 0.0046 to Results from the current study also on hostile thoughts, feelings, and real-
0.0081) compared with nonplayers (all showed that children who spend more world behaviors are substantively smaller
ps ,0.001). High levels of game en- than half their daily free time showed than those observed for passive forms
gagement accounted for between 0.3% more negative adjustment. Compared of media entertainment.31 It is a positive
and 0.8% of variability in positive psy- with nonplayers, these players reported sign that researchers are increasingly
chosocial indicators and between 0.9% higher levels of both externalizing and careful to avoid broad statements that
and 1.5% of negative indicators after ad- internalizing problems and lower levels directly link gaming to real-world inci-
justing for participant age and gender. of prosocial behavior and life satisfac- dents of violence.32
tion. This suggests a large share of time In a similar vein, the small positive
DISCUSSION devoted to games may crowd out en- effects observed for low levels of regular
gagement in other enriching activities electronic play do not support the po-
Broadly speaking, findings from the
and risk exposure to content meant for sition that games provide a universal
present research indicated that differ-
ent levels of electronic game engage- mature audiences. These findings pro- solution to the challenges of develop-
ment may indeed positively or negatively vide convergent evidence for laboratory- ment and modern life.33 Many of the
influence children’s psychosocial ad- based studies identifying short-term positives attributed to games have been
justment. Results provided support for negative effects of some gaming expe- demonstrated using a narrow range of
2 of the 3 hypotheses, suggesting that riences.7 However, compared with fac- action gaming contexts and may depend
low levels of daily game engagement tors shown to have robust and enduring on specific structural and motivational
expose children to the benefits of gam- effects on child well-being such as family affordances not widely present in elec-
ing, whereas high levels of daily play functioning,26 social dynamics at school,27 tronic games.19 Likewise, although the
may be more consistently linked to and material deprivations,28 the current salutatory effects of play on recovery
negative outcomes. Interestingly, no study suggests the influences of elec- and emotions have been shown for
significant trends were in evidence for tronic gaming, for good or ill, are not short-term outcomes11,12 the present
children who typically played games for practically significant. Understanding research suggests modest broader
between 1 and 3 hours each day; these this, this study informs 3 specific issues effects. Optimism expressed by some
moderate players did not differ from facing the study and societal under- theorists about the transformative na-
their nonplaying peers. These findings standing of games: controversies con- ture of gaming may be tempered when
provided empirical weight and impor- cerning their negative impact, hopes viewed in light of the small effects link-
tant ecological validity to existing stud- about their positive potential, and the ing positive child outcomes to low levels
ies focused exclusively on either the scientific legitimation for present and of daily game engagement.
potential downsides or upsides of future policy guidelines. Finally, the present results advance the
gaming and delivered a much needed The current study’s findings speak to idea that the link between electronic
perspective to understand the broader the heated debates regarding the ex- game play and psychosocial functioning
influences of games on children. istence of gaming-related aggression. is nuanced and suggests that the limits-
Compared with nonplayers, children Researchers disagree sharply on the focused guidelines advanced by the
who typically invest less than one-third effects of games on children, some find- American Academy of Pediatrics,4 Amer-
of their daily free time playing games ing links to hostility measures,29 some ican Medical Association,34 and Royal
showed higher levels of prosocial report null effects,30 and still others argue College of Pediatrics35 may need further

PEDIATRICS Volume 134, Number 3, September 2014 5


Downloaded from pediatrics.aappublications.org by guest on January 16, 2015
evaluation. The current study suggests a key part of practitioner guidelines Results suggested there are potential
guidelines may not be as simple as regarding media engagement,4 future benefits for children who engage in low
limiting exposure. Indeed, responsible work must consider alternative ways to levels of daily game play and downsides
guidelines may require an evidence- operationalize engagement, such as as- for those who play excessively. This re-
based approach that weighs the rela- sessing its relative salience among other search provides a new standpoint for
tive benefits and drawbacks of varying childhood activities, and take smart- parents and policymakers to understand
levels of engagement and different phone and tablet-based play into con- electronic play. The overall effects are
forms electronic games.5 sideration. Finally, the cross-sectional consistent yet small, indicating that both
This research presents limitations that nature of the data limits causal infer- the broad fears and hopes about gaming
provide rich avenues for future re- ences, and future representative longi- may be exaggerated. Electronic games
search. First, although the present re- tudinal data collections would add to the might best be thought of as a new variety
search was based on UK Understanding empirical picture presented here. of toys offering a range of distinct play
Society methodology and SDQ mea- experiences and not a new embodiment
sures, both gold standards in assess- CONCLUSIONS of traditional media entertainment. Other
ment and data collection convergent Until new forms of recreation supplant aspects of gaming, such as children’s
data from sources such as parents and electronic games, they will remain motivations for play16 and the structural
teachers would provide advantage in a prominent part of modern childhood. affordances of different kinds of gaming
future work. Second, children’s elec- The current study moved beyond the contexts,5 must be investigated to fur-
tronic game engagement was oper- methodologies and foci of past work and ther our understanding of how exactly
ationalized as the typical time devoted provides an important empirically based they impact on children’s well-being and
to games, and although time-based perspective that explores the broader behavior and inform improved evidence-
measures of engagement are often positive and negative effects of games. based guidelines for electronic play.

REFERENCES
1. Lenhart A, Kahne J, Middaugh E, Macgill ER, 7. Mazurek MO, Engelhardt CR. Video game lent video games cooperatively or competi-
Evans C, Vitak J. Teens, video games, and use in boys with autism spectrum disorder, tively on subsequent cooperative behavior.
civics. Pew Internet & American Life Pro- ADHD, or typical development. Pediatrics. Cyberpsychol Behav Soc Netw. 2012;15(5):
ject; Washington, DC: September 16, 2008 2013;132(2):260–266 277–280
2. Anderson CA, Warburton WA. The impact 8. Eastin MS. The influence of competitive and 14. Jackson LA, Witt EA, Games AI, Fitzgerald HE,
of violent video games: an overview. In: cooperative play on state hostility. Hum von Eye A, Zhao Y. Information technology
Warburton W, Braunstein D, eds. Growing Up Commun Res. 2007;33:450–466 use and creativity: findings from the Chil-
Fast and Furious: Reviewing the Impact of 9. Elson M, Mohseni MR, Breuer J, Scharkow dren and Technology Project. Comput Hu-
Violent and Sexualized Media on Children. M, Quandt T. Press CRTT to measure ag- man Behav. 2012;28:370–376
Annandale, VA: The Federation Press; 2012: gressive behavior: The unstandardized use 15. Przybylski AK, Weinstein N, Murayama K,
56–84 of the competitive reaction time test in Lynch MF, Ryan RM. The ideal self at play: the
3. Baranowski T, Buday R, Thompson DI, aggression research. Psychol Assess. 2014; appeal of video games that let you be all you
Baranowski J. Playing for real: video games 26(2):419–432 can be. Psychol Sci. 2012;23(1):69–76
and stories for health-related behavior change. 10. Fischer P, Greitemeyer T, Morton T, et al. The 16. Ferguson CJ, Olson CK. Friends, fun, frus-
Am J Prev Med. 2008;34(1):74–82 racing-game effect: why do video racing tration and fantasy: child motivations for
4. Council on Communications and Media. games increase risk-taking inclinations? video game play. Motion and Emotion. 2013;
Children, adolescents, and the media. Pe- Pers Soc Psychol Bull. 2009;35(10):1395–1409 37:154–164
diatrics. 2013;132:958 11. Przybylski AK, Rigby CS, Ryan RM. A moti- 17. Bavelier D, Achtman RL, Mani M, Föcker J.
5. King D, Delfabbro P, Griffiths M. Video game vational model of video game engagement. Neural bases of selective attention in ac-
structural characteristics: a new psychological Rev Gen Psychol. 2010;14:154–166 tion video game players. Vision Res. 2012;
taxonomy. Int J Ment Health Addict. 2010;8:90–106 12. Reinecke L, Klatt J, Krämer NC. Entertaining 61:132–143
6. Goodman A, Lamping DL, Ploubidis GB. When media use and the satisfaction of recovery 18. Prensky M. From Digital Natives to Digital
to use broader internalising and external- needs: recovery outcomes associated with Wisdom: Hopeful Essays for 21st Century
ising subscales instead of the hypothesised the use of interactive and non-interactive Learning. Thousand Oaks, CA: Corwin Press;
five subscales on the Strengths and Difficul- entertaining media. Media Psychol. 2011; 2012
ties Questionnaire (SDQ): data from British 14:192–215 19. Bavelier D, Davidson RJ. Brain training:
parents, teachers and children. J Abnorm 13. Ewoldsen DR, Eno CA, Okdie BM, Velez JA, games to do you good. Nature. 2013;494
Child Psychol. 2010;38(8):1179–1191 Guadagno RE, DeCoster J. Effect of playing vio- (7438):425–426

6 PRZYBYLSKI
Downloaded from pediatrics.aappublications.org by guest on January 16, 2015
ARTICLE

20. Elson M, Ferguson CJ. Twenty-five years of manual_Understanding_Society_Wave_1.pdf. 31. Sherry J. Violent video games and aggression:
research on violence in digital games and Accessed December 1, 2013 why can’t we find links? In: Mass Media Effects
aggression: empirical evidence, perspectives, 25. Goodman R. The Strengths and Difficulties Research: Advances Through Meta-Analysis.
and a debate gone astray. Eur Psychol. 2013; Questionnaire: a research note. J Child Preiss R, Gayle B, Burrell N, Allen M, Bryant J,
19:33–46 Psychol Psychiatry. 1997;38(5):581–586 eds. Mahwah, NJ: L. Erlbaum; 2007:231–248
21. Larson RW. How U.S. children and adoles- 26. Fomby P, Cherlin AJ. Family Instability and Child 32. Consortium of Scholars. Scholar’s Open
cents spend time: what it does (and Well-Being. Am Sociol Rev. 2007;72(2):181–204 Statement to the APA Task Force on Violent
doesn’t) tell us about their development. 27. NatCen Social Research. Predicting Well- Media. Updated September 26, 2013. Avail-
Curr Dir Psychol Sci. 2001;10:160–164 Being. Available at: www.natcen.ac.uk/ able at: www.christopherjferguson.com/
22. Grüsser SM, Thalemann R, Griffiths MD. media/205352/predictors-of-wellbeing.pdf. APA%20Task%20Force%20Comment1.pdf.
Excessive computer game playing: evidence Accessed December 1, 2013 Accessed December 1, 2013
for addiction and aggression? Cyberpsychol 28. National Children’s Bureau. Young Children’s 33. McGonigal J. Reality is Broken: Why Games
Behav. 2007;10(2):290–292 Well-Being. Available at: www.ncb.org.uk/media/ Make Us Better and How They Can Change
23. Entertainment Software Association. Es- 91821/young_childrens_well_being_final.pdf. the World. New York, NY: Random House;
sential Facts about the Computer and Accessed December 1, 2013 2011
Video Game Industry 2013. Updated June 29. Adachi PJC, Willoughby T. The effect of video 34. American Medical Association Council on
11, 2013. Available at: www.theesa.com/ game competition and violence on aggressive Science and Public Health. Emotional and
facts/pdfs/ESA_EF_2013.pdf. Accessed De- behavior: which characteristic has the greatest Behavioral Effects of Video Game and Internet
cember 1, 2013 influence? Psychol Violence. 2011;1:259–274 Overuse. Available at: www.ama-assn.org/
24. Understanding Society Wave 1, 2009–2010: 30. Ferguson CJ, Dyck D. Paradigm change in resources/doc/csaph/csaph12a07-fulltext.pdf.
User Manual. Updated October 24, 2011. aggression research: the time has come to Accessed December 1, 2013
Available at: https://www.understandingsociety. retire the General Aggression Model. Ag- 35. Sigman A. Time for a view on screen time.
ac.uk/files/data/documentation/wave1/User_ gress Violent Behav. 2012;17:220–228 Arch Dis Child. 2012;97(11):935–942

PEDIATRICS Volume 134, Number 3, September 2014 7


Downloaded from pediatrics.aappublications.org by guest on January 16, 2015
Electronic Gaming and Psychosocial Adjustment
Andrew K. Przybylski
Pediatrics; originally published online August 4, 2014;
DOI: 10.1542/peds.2013-4021
Updated Information & including high resolution figures, can be found at:
Services http://pediatrics.aappublications.org/content/early/2014/07/29
/peds.2013-4021
Permissions & Licensing Information about reproducing this article in parts (figures,
tables) or in its entirety can be found online at:
http://pediatrics.aappublications.org/site/misc/Permissions.xh
tml
Reprints Information about ordering reprints can be found online:
http://pediatrics.aappublications.org/site/misc/reprints.xhtml

PEDIATRICS is the official journal of the American Academy of Pediatrics. A monthly


publication, it has been published continuously since 1948. PEDIATRICS is owned, published,
and trademarked by the American Academy of Pediatrics, 141 Northwest Point Boulevard, Elk
Grove Village, Illinois, 60007. Copyright © 2014 by the American Academy of Pediatrics. All
rights reserved. Print ISSN: 0031-4005. Online ISSN: 1098-4275.

Downloaded from pediatrics.aappublications.org by guest on January 16, 2015


Electronic Gaming and Psychosocial Adjustment
Andrew K. Przybylski
Pediatrics; originally published online August 4, 2014;
DOI: 10.1542/peds.2013-4021

The online version of this article, along with updated information and services, is
located on the World Wide Web at:
http://pediatrics.aappublications.org/content/early/2014/07/29/peds.2013-4021

PEDIATRICS is the official journal of the American Academy of Pediatrics. A monthly


publication, it has been published continuously since 1948. PEDIATRICS is owned,
published, and trademarked by the American Academy of Pediatrics, 141 Northwest Point
Boulevard, Elk Grove Village, Illinois, 60007. Copyright © 2014 by the American Academy
of Pediatrics. All rights reserved. Print ISSN: 0031-4005. Online ISSN: 1098-4275.

Downloaded from pediatrics.aappublications.org by guest on January 16, 2015

You might also like