2003
DOI: 10.1111/1467-839x.t01-1-00017
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Investigation of the relationship between social isolation, self‐esteem, aggression and computer game play in Japanese adolescents

Abstract: Some support for expressed concern over the negative consequences of computer game play was obtained by Colwell and Payne (2000) in a questionnaire survey of UK adolescents. A second study was carried out in Tokyo, Japan, to test for generality of findings. There was strong evidence of similarity in relation to play patterns, but in contrast to the UK sample, number of good friends and selfesteem did not relate to game play. A principal components analysis of a scale to measure needs met by game play resulted … Show more

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Cited by 129 publications
(82 citation statements)
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“…A connection was found between low self-esteem and Internet addiction, which Armstrong et al (2000) explained as a way of escaping the feeling of worthlessness for people with low self-esteem, which could lead them to display addictive behaviour. Earlier research examined the link between the time spent playing video games and selfesteem (Colwell & Payne 2000;Colwell & Kato 2003). In Loton's (2007) research, low self-esteem was related to proneness to pathological computer gaming.…”
Section: Discussionmentioning
confidence: 99%
“…A connection was found between low self-esteem and Internet addiction, which Armstrong et al (2000) explained as a way of escaping the feeling of worthlessness for people with low self-esteem, which could lead them to display addictive behaviour. Earlier research examined the link between the time spent playing video games and selfesteem (Colwell & Payne 2000;Colwell & Kato 2003). In Loton's (2007) research, low self-esteem was related to proneness to pathological computer gaming.…”
Section: Discussionmentioning
confidence: 99%
“…These findings may be viewed as being in line with previous research that has similarly failed to demonstrate a detrimental effect of violent video games on prosocial behaviour (e.g. Colwell & Kato, 2003). Experiments 1 and 2 were conceptual replications, designed to extend the basic finding reported by Greitemeyer and Osswald (2010) using contemporary video games, while Experiment 3 was a more precise replication using classic games.…”
Section: Discussionsupporting
confidence: 87%
“…Among the principal motivations for playing video games is a social component which includes the "desire to form long-term meaningful relationships with others," "having an interest in helping and chatting with other players," and "deriving satisfaction from being part of a group effort" (Yee, 2006, p. 773). Electronic friendship formation (virtual relationship formation) is one of the needs met by video game play (Colwell & Kato, 2003). Individuals use media (including video games) as a means to form relationships with peers.…”
Section: Video Gaming and Relationshipsmentioning
confidence: 99%