Forum for Science, Industry and Business

Sponsored by:     3M 
Search our Site:

 

Video-game playing for less than an hour a day is linked with better-adjusted children

04.08.2014

The study suggests that the influence of video games on children is very small when compared with more 'enduring' factors

A new study suggests video game-playing for less than an hour a day is linked with better-adjusted children and teenagers. The research, carried out by Oxford University, found that young people who indulged in a little video game-playing were associated with being better adjusted than those who had never played or those who were on video games for three hours or more.

The study finds no positive or negative effects for young people who played 'moderately' between one to three hours a day. However, the study, published in the journal, Pediatrics, suggests that the influence of video games on children, for good or for ill, is very small when compared with more 'enduring' factors, such as whether the child is from a functioning family, their school relationships, and whether they are materially deprived.

This is thought to be the first study to examine both the positive and negative effects of gaming using a representative sample of children and adolescents. It involved nearly 5,000 young people, half male and half female, drawn from a nationally representative study of UK households.

Participants, between 10 and 15 years old, were asked how much time they typically spent on console-based or computer-based games. The same group also answered questions about how satisfied they were with their lives, their levels of hyperactivity and inattention; empathy; and how they got on with their peers.

The results suggest that three in four British children and teenagers play video games on a daily basis, and that those who spent more than half their daily free time playing electronic games were not as well adjusted. It speculates that this could be because they miss out on other enriching activities and possibly expose themselves to inappropriate content designed for adults.

Meanwhile, when compared to non-players and those who played very frequently, those who played video games for less than an hour (estimated to be less than one-third of their daily free time), were associated with the highest levels of sociability and were most likely to say they were satisfied with their lives. They also appeared to have fewer friendship and emotional problems, and reported less hyperactivity than the other groups.

Study author Dr Andrew Przybylski from the Oxford Internet Institute said: 'These results support recent laboratory-based experiments that have identified the downsides to playing electronic games. However, high levels of video game-playing appear to be only weakly linked to children's behavioural problems in the real world. Likewise, the small, positive effects we observed for low levels of play on electronic games do not support the idea that video games on their own can help children develop in an increasingly digital world.

'Some of the positive effects identified in past gaming research were mirrored in these data but the effects were quite small, suggesting that any benefits may be limited to a narrow range of action games. Further research needs to be carried out to look closely at the specific attributes of games that make them beneficial or harmful. It will also be important to identify how social environments such as family, peers, and the community shape how gaming experiences influence young people.'

Past research on non-interactive forms of entertainment have led to recommended time limits for how long children play video games, yet the study argues that such guidelines have little scientific basis. It suggests the relative benefits or risks of games vary widely in how they are structured and in the incentives they offer players. Previous research suggests that roughly half of young people in the UK are light players of less than an hour a day. Nearly one-third of children spend one to three hours, while roughly 10-15% of young people invest more than three hours daily or more than half of their free time each day playing electronic games.

###

For more information, please contact the University of Oxford News and Information Office on +44 (0)1865 280534 or email news.office@admin.ox.ac.uk

Notes for Editors:

The paper, 'Electronic gaming and psychosocial adjustment', by Andrew Przybylski is published by the journal, Pediatrics, on Monday, 4 August.

Children using console games like Nintendo Wii and Sony Play Stations, as well as computer-based games, were analysed. The research examined data of 2,436 male and 2,463 females drawn from the United Kingdom Understanding Society Household Longitudinal Study (which provides social, behavioural and health data).

Psychosocial adjustment was assessed through a self-report method known as the Strengths and Difficulty Questionnaire, which is the most widely validated behavioural screening questionnaire and is used in the work of researchers, educators and clinicians.

Press Office | Eurek Alert!
Further information:
http://www.ox.ac.uk

More articles from Studies and Analyses:

nachricht New study: How does Europe become a leading player for software and IT services?
03.04.2017 | Fraunhofer-Institut für System- und Innovationsforschung (ISI)

nachricht Reusable carbon nanotubes could be the water filter of the future, says RIT study
30.03.2017 | Rochester Institute of Technology

All articles from Studies and Analyses >>>

The most recent press releases about innovation >>>

Die letzten 5 Focus-News des innovations-reports im Überblick:

Im Focus: Making lightweight construction suitable for series production

More and more automobile companies are focusing on body parts made of carbon fiber reinforced plastics (CFRP). However, manufacturing and repair costs must be further reduced in order to make CFRP more economical in use. Together with the Volkswagen AG and five other partners in the project HolQueSt 3D, the Laser Zentrum Hannover e.V. (LZH) has developed laser processes for the automatic trimming, drilling and repair of three-dimensional components.

Automated manufacturing processes are the basis for ultimately establishing the series production of CFRP components. In the project HolQueSt 3D, the LZH has...

Im Focus: Wonder material? Novel nanotube structure strengthens thin films for flexible electronics

Reflecting the structure of composites found in nature and the ancient world, researchers at the University of Illinois at Urbana-Champaign have synthesized thin carbon nanotube (CNT) textiles that exhibit both high electrical conductivity and a level of toughness that is about fifty times higher than copper films, currently used in electronics.

"The structural robustness of thin metal films has significant importance for the reliable operation of smart skin and flexible electronics including...

Im Focus: Deep inside Galaxy M87

The nearby, giant radio galaxy M87 hosts a supermassive black hole (BH) and is well-known for its bright jet dominating the spectrum over ten orders of magnitude in frequency. Due to its proximity, jet prominence, and the large black hole mass, M87 is the best laboratory for investigating the formation, acceleration, and collimation of relativistic jets. A research team led by Silke Britzen from the Max Planck Institute for Radio Astronomy in Bonn, Germany, has found strong indication for turbulent processes connecting the accretion disk and the jet of that galaxy providing insights into the longstanding problem of the origin of astrophysical jets.

Supermassive black holes form some of the most enigmatic phenomena in astrophysics. Their enormous energy output is supposed to be generated by the...

Im Focus: A Quantum Low Pass for Photons

Physicists in Garching observe novel quantum effect that limits the number of emitted photons.

The probability to find a certain number of photons inside a laser pulse usually corresponds to a classical distribution of independent events, the so-called...

Im Focus: Microprocessors based on a layer of just three atoms

Microprocessors based on atomically thin materials hold the promise of the evolution of traditional processors as well as new applications in the field of flexible electronics. Now, a TU Wien research team led by Thomas Müller has made a breakthrough in this field as part of an ongoing research project.

Two-dimensional materials, or 2D materials for short, are extremely versatile, although – or often more precisely because – they are made up of just one or a...

All Focus news of the innovation-report >>>

Anzeige

Anzeige

Event News

Fighting drug resistant tuberculosis – InfectoGnostics meets MYCO-NET² partners in Peru

28.04.2017 | Event News

Expert meeting “Health Business Connect” will connect international medical technology companies

20.04.2017 | Event News

Wenn der Computer das Gehirn austrickst

18.04.2017 | Event News

 
Latest News

Wireless power can drive tiny electronic devices in the GI tract

28.04.2017 | Medical Engineering

Ice cave in Transylvania yields window into region's past

28.04.2017 | Earth Sciences

Nose2Brain – Better Therapy for Multiple Sclerosis

28.04.2017 | Life Sciences

VideoLinks
B2B-VideoLinks
More VideoLinks >>>