2013
DOI: 10.1155/2013/301460
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Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood

Abstract: This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n = 702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four … Show more

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Cited by 30 publications
(27 citation statements)
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“…The hypothesis that engagement with most genres would rise in childhood, peak at some point during the second decade of life, and decrease through emerging adulthood was generally upheld, as this relationship emerged in 12 of our 15 genre categories [23]. Findings about the relationship between problem play and age were, however, at variance with hypotheses.…”
Section: General Study Hypothesesmentioning
confidence: 67%
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“…The hypothesis that engagement with most genres would rise in childhood, peak at some point during the second decade of life, and decrease through emerging adulthood was generally upheld, as this relationship emerged in 12 of our 15 genre categories [23]. Findings about the relationship between problem play and age were, however, at variance with hypotheses.…”
Section: General Study Hypothesesmentioning
confidence: 67%
“…Since players' peak video gaming years coincide with certain genres' peak popularity, "cohort effects" may be observable in genre-specific analyses even within a short span of years [23]. For instance, motion-control devices only recently became broadly available for home use, which may lead to younger players being interested in motion-control sports games [54].…”
Section: Genre-specific Concernsmentioning
confidence: 99%
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“…Another question arises as to whether the onset age of active video-game play can reliably capture video-game expertise, as some players who played actively at an early age could be presently inactive. Again, this is unlikely because large-scale longitudinal studies on video-game play trends from childhood to adulthood have established that video-game players are likely to maintain or even increase their gaming frequency once they begin playing actively (e.g., Ream, Elliott, & Dunlap, 2013). Finally, some might point to the problem of the unequal gender ratio between VGPs and nVGPs.…”
Section: Discussionmentioning
confidence: 99%