OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. METHODS: A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N = 743), 4 (N = 711), 7 (N = 916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. RESULTS: The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. CONCLUSION: This study adds important information to the discussion about whether video game “addiction” is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.
Although dozens of studies have documented a relation between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence a prosocial game content effect, and provide support for the General Learning Model.
Despite recent growth of research on prosocial media effects (e.g., Greitemeyer, 2011a & b), processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of prosocial media effects on helping. Study 1 examined associations among prosocial and violent media use, empathy, and helping with participants from 7 countries. Prosocial media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial video game use, violent video game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across two years. Path analyses yielded significant longitudinal effects of prosocial and violent video game use on prosocial behavior through empathy. Latent growth curve modeling revealed significant mediated effects of change in video game use on change in helping through change in empathy over the two-year period.
Males' greater propensity for antisocial (i.e., externalizing) behavior has been well documented. Because males and females generally have evidenced negligible differences in moral judgment stage, we investigated whether the gender discrepancy in antisocial behavior might be attributable to gender differences in other moral cognitive variables, specifically, moral self-relevance and self-serving cognitive distortion. The sample included 88 male and 105 female college students aged 16 to 19 years. In multiple regression analyses, moral judgment and moral self-relevance correlated negatively, and self-serving cognitive distortion correlated positively with antisocial behavior. Path analysis revealed that mature moral judgment and higher moral self-relevance were associated with lower levels of self-serving cognitive distortion, which partially mediated the relationship between those variables and antisocial behavior. Relationships among the moral cognitive variables and antisocial behavior did not vary by gender. Although the genders did not differ in moral judgment stage, females evidenced greater moral self-relevance, less self-serving cognitive distortion, and less antisocial behavior. The implications of these findings for moral developmental theory and the treatment of antisocial behavior are discussed.A gender difference in antisocial behavior has been documented utilizing a variety of methods. Analyses of crime statistics from several countries have consistently revealed higher rates of arrest and conviction for
PeaceBuilders is a universal, elementary-school-based violence prevention program that attempts to alter the climate of a school by teaching students and staff simple rules and activities aimed at improving child social competence and reducing aggressive behavior. Eight matched schools (N Ͼ 4,000 students in Grades K-5) were randomly assigned to either immediate postbaseline intervention (PBI) or to a delayed intervention 1 year later (PBD). Hierarchical linear modeling was used to analyze results from assessments in the fall and spring of 2 consecutive school years. In Year 1, significant gains in teacher-rated social competence for students in Grades K-2, in child self-reported peace-building behavior in Grades K-5, and reductions in aggressive behavior in Grades 3-5 were found for PBI but not PBD schools. Differential effects in Year 1 were also observed for aggression and prosocial behavior. Most effects were maintained in Year 2 for PBI schools, including increases in child prosocial behavior in Grades K-2. Implications for early universal school-based prevention and challenges related to evaluating large-scale prevention trials are discussed.
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