2016
DOI: 10.1037/ppm0000070
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How the quantity and quality of electronic gaming relates to adolescents’ academic engagement and psychosocial adjustment.

Abstract: Electronic gaming contexts are now a dominant entertainment medium for young people in the developed and developing world (Lenhart et al., 2008), yet little is known about how distinct doses of gaming exposure may influence adolescents. This research focused on the effects of quantity of play, the amount of time devoted to gaming on a typical day, and quality of play, the kinds of games regularly played, as predictors on teachers’ evaluations of young peoples’ academic engagement and psychosocial functioning. … Show more

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Cited by 35 publications
(26 citation statements)
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“…We also suggest that policymakers, scholars and child advocates exert great caution in asserting conclusive links between war theme toys and behavioural problems, as evidence does not support such contentions. The apparent absence of association between playing with war toys and later real aggression is in line with recent data questioning the long‐term harmfulness of similarly themed television (Schwartz & Beaver, ), movies (Markey et al, ) or video games (Przybylski & Mishkin, ). Attraction to some aggressive themes in play and media may be developmentally normal (Olson, ), and restricting such play may have more detrimental impact than positive.…”
Section: Discussionsupporting
confidence: 80%
“…We also suggest that policymakers, scholars and child advocates exert great caution in asserting conclusive links between war theme toys and behavioural problems, as evidence does not support such contentions. The apparent absence of association between playing with war toys and later real aggression is in line with recent data questioning the long‐term harmfulness of similarly themed television (Schwartz & Beaver, ), movies (Markey et al, ) or video games (Przybylski & Mishkin, ). Attraction to some aggressive themes in play and media may be developmentally normal (Olson, ), and restricting such play may have more detrimental impact than positive.…”
Section: Discussionsupporting
confidence: 80%
“…Uz vrstu igara, žanr, samostalno igranje ili igranje s drugima, dnevno vrijeme provedeno u igranju pokazalo se značajnim moderatorom učinka igranja videoigara, s kratkim dnevnim igranjem vezanim uz pozitivne, a dugim uz negativne učinke po psihološku prilagodbu mladih (vidjeti Przybylski, 2014). Utvrđena je i povezanost predugog dnevnog igranja sa slabijom akademskom uključenošću (Przybylski i Mishkin, 2016). Pozitivni učinci igranja videoigara na kognitivne sposobnosti utvr-đeni su u područjima prostorne orijentacije, pamćenja, ali i motoričke koordinacije (Bilić, Gjurkić i Kirinić, 2010;Rebetez i Betrancourt, 2007).…”
Section: Videoigreunclassified
“…However, results of recent studies suggest that the influence of screen time on academic performance and on cognitive control vary depending on the type of screen used [6]. For example, video games could lead to the improvement of academic engagement [21] and of certain cognitive functions such as visual processing skills [22], while television viewing seems to be associated with a decrease in cognitive control, more specifically in attentional capacities [20]. Moreover, the time of the week during which screen activities are performed seems to affect the relationship between screen time and academic performance differently [18,23,24].…”
Section: Screen Timementioning
confidence: 99%