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.
The present study examines video game playing as it relates to attention problems and impulsiveness in a sample of 3,034 children and adolescents from Singapore measured over 3 years. Consistent with previous research, those who spend more time playing video games subsequently have more attention problems, even when earlier attention problems, sex, age, race, and socioeconomic status are statistically controlled. Violent content may have a unique effect on attention problems and impulsiveness, but total time spent with video games appears to be a more consistent predictor. Individuals who are more impulsive or have more attention problems subsequently spend more time playing video games, even when initial video game playing is statistically controlled, suggesting bidirectional causality between video game playing and attention problems/ impulsiveness.
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.
The present study used data from the SAFT (Safety, Awareness, Facts and Tools) Singapore survey, a national survey of 1,124 youths aged 12-17, to explore the issue of risk on the Internet. We investigated factors that influence adolescents' engagement in risky Internet behavior, in particular, meeting face-to-face someone they first encountered online. The adolescents ranged from ages 12 to 17, with a mean of 14.32 (SD = 1.37); 49.6% of the adolescents were girls. The study utilized a 93-item survey that was part of the SAFT Project. Results indicated that 16% of adolescent Internet users in Singapore have had a face-to-face meeting with someone first encountered online. The following factors were found to be predictors of adolescents engagement in such face-to-face meetings: age, frequency of Internet use, frequency of chatting and gaming behavior, parental rules, type of personal information given out, amount of inappropriate messages received, whether inappropriate websites have been visited, and type of internet advice heard. Implications of the results are discussed.
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