scholarly journals Video game play and anxiety during late adolescence: The moderating effects of gender and social context

2018 ◽  
Vol 226 ◽  
pp. 216-219 ◽  
Author(s):  
Christine McCauley Ohannessian
Author(s):  
Geert P. Verheijen ◽  
William J. Burk ◽  
Sabine E. M. J. Stoltz ◽  
Yvonne H. M. van den Berg ◽  
Antonius H. N. Cillessen

Abstract. Playing video games during adolescence has been linked to both positive and negative outcomes, but it remains unclear which specific aspects of gaming behavior are associated with adjustment. The current study examines the association between distinct aspects of video game play behavior and adolescent adjustment. We focused on five aspects, namely, gaming frequency, the social context, gamer identification, type of game, and motivation for playing. Participants included 705 Dutch adolescents (33.5% female, Mage = 14.07), who completed a survey including self-report and sociometric measures. Results indicated that the frequency of playing games was not associated with adolescent adjustment. However, significant associations did appear for social context, genre of games, and motivation for playing. In addition, the different aspects of gaming showed both beneficial and deleterious relations with adjustment. This research indicates the importance of disaggregating gaming behavior and the necessity to look beyond frequency of play in order to fully understand the impact of gaming on youth.


Author(s):  
Kellie Vella ◽  
Madison Klarkowski ◽  
Daniel Johnson ◽  
Leanne Hides ◽  
Peta Wyeth

2013 ◽  
Vol 25 (4) ◽  
pp. 190-200 ◽  
Author(s):  
John A. Velez ◽  
David R. Ewoldsen

Research suggests that video games are becoming a social activity. Previous research has neglected the complicated social context in which people now play video games. However, a growing body of literature suggests that playing violent video games cooperatively with others can attenuate their aggression-facilitating effects and increase prosocial behaviors between players. To better understand which types of social game play can foster helping behaviors between players and which players may be engaging in these helping behaviors during game play, the current study administered a survey to 252 students who self-identified as video game players. The results suggest that participants who reported playing cooperatively/competitively with other players were more likely to report engaging in helping behaviors during game play. Additionally, participants who reported being motivated to play specialized roles in group game play and have an altruistic personality were more likely to report engaging in helping behaviors during game play.


Dreaming ◽  
2019 ◽  
Vol 29 (2) ◽  
pp. 127-143 ◽  
Author(s):  
Marc Sestir ◽  
Ming Tai ◽  
Jennifer Peszka

Sign in / Sign up

Export Citation Format

Share Document