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Electronic Gaming and Psychosocial Adjustment
Electronic Gaming and Psychosocial Adjustment
Electronic Gaming and Psychosocial Adjustment
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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
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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
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