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당신은 주제를 찾고 있습니까 “video gaming and children’s psychosocial wellbeing a longitudinal study – ct280 Youtube Essay Proposal“? 다음 카테고리의 웹사이트 Chewathai27.com/you 에서 귀하의 모든 질문에 답변해 드립니다: Chewathai27.com/you/blog. 바로 아래에서 답을 찾을 수 있습니다. 작성자 HANNAHMCLA 이(가) 작성한 기사에는 조회수 38회 및 좋아요 없음 개의 좋아요가 있습니다.

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Works Cited
Burk, William., Engels, Rutger., Granic, Isabela., Lobel, Adam., \u0026 Stone, Lisanne. “Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study.” Journal of Youth and Adolescence, 2017, 1-14.
Doi, Hiroyuki., Inoue, Sachiko., Kato, Tsuguhiko., Sanada, Satoshi., \u0026 Yorifuji, Takashi. “Children’s Media Use and Self-Regulation Behavior: Longitudinal Associations in a Nationwide Japanese Study.” Maternal and Child Health Journal, 20, 10, 2084-2099.
Drummond, Aaron., Gradisar, Michael., King, Daniel., Lovato, Nichole., \u0026 Wessel, Jason. “The Impact of Prolonged Violent Video-Gaming on Adolescent Sleep: An Experimental Study.” Journal of Sleep Research, 22, 2, 2013, 137-143.
Margolin, Gayla., \u0026 Shapiro, Lauren. “Growing Up Wired: Social Networking Sites and Adolescent Psychosocial Development.” Clinical Child and Family Psychology Review, 17, 1, 2014, 1-18.
Ramasubbu, Suren. \”Influence of Social Media on Teenagers.\” The Huffington Post. TheHuffingtonPost.com, 26 May 2015. Web. 01 Mar. 2017.

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Video Gaming and Children’s Psychosocial Wellbeing – PubMed

Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive …

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Source: pubmed.ncbi.nlm.nih.gov

Date Published: 4/24/2021

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Video Gaming and Children’s Psychosocial Wellbeing

The current paper adds to the discussion on gaming’s positive and negative consequences with data from a longitudinal study that could address …

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Source: link.springer.com

Date Published: 5/2/2021

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(PDF) Video Gaming and Children’s Psychosocial Wellbeing

Veo Gaming and Children’s Psychosocial Wellbeing: A. Longitudinal Study … from a longitudinal study that could address the relations.

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Source: www.researchgate.net

Date Published: 1/6/2022

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Video Gaming and Children’s Psychosocial Wellbeing: A … – CORE

The present study examined links between children’s violent veo game exposure and aggression, and the influence of parent and child risk factors (i.e., …

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Source: core.ac.uk

Date Published: 12/10/2021

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Video gaming and children’s psychosocial wellbeing: a longitudinal …

Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive …

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Source: www.scinapse.io

Date Published: 6/11/2021

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Video gaming and children’s psychosocial wellbeing

Veo gaming and children’s psychosocial wellbeing: A longitudinal study. Journal of Youth and Adolescence 46 4 2017: p. 884-897

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NAVER Academic > Video Gaming and Children’s Psychosocial …

Veo Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study. Author: Adam Lobel, Rutger C M E Engels, Lisanne L Stone, William J Burk, …

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William Burk – researcher at GEMH Lab

Veo Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study · Associations Between Children’s Veo Game Playing and Psychosocial Health: …

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The Impact of Video Games on Children

“Veo Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study.” Journal of Youth and Adolescence, vol. 46, no. 4, 2017, pp. 884-897. Web.

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ct280 Youtube Essay Proposal
ct280 Youtube Essay Proposal

주제에 대한 기사 평가 video gaming and children’s psychosocial wellbeing a longitudinal study

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  • Date Published: 2017. 3. 1.
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Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study

The goal of the present study was to provide insight into the potential influences of playing video games on children’s psychosocial development. Despite the importance of this topic, few longitudinal studies have been conducted in this field. Moreover, the little research among pre-adolescent children has predominantly focused on gaming and children’s externalizing problems. Moreover, while cooperative and competitive gaming have become a recent focus of attention, no studies have yet examined their potential influences while taking into consideration the naturalistic way they occur, that is, often in tandem. Thus, in contrast to past work, this study employed a longitudinal design, recruited pre-adolescent children, examined children’s psychosocial across multiple domains, and simultaneously explored both cooperative and competitive gaming. Contrary to our expectations that gaming would predict improvements in children’s externalizing, internalizing, peer, and overall psychosocial problems, gaming frequency was associated with increases in children’s internalizing problems, and was not associated with other changes. We also explored the potential relationship between gaming and changes in hyperactivity and inattention, and in prosocial behavior; no relationships were observed. Importantly, no selection effects were observed as well; that is, psychosocial health at the study’s first time point was not associated with changes in gaming frequency. Likewise, children’s preference for violent video games was neither associated with changes in externalizing problems nor in prosocial behavior. Finally, while neither cooperative nor competitive gaming were associated with changes in prosocial behavior, frequent competitive gaming among children who played video games for approximately eight and a half hours or more per week was associated with declines in prosocial behavior.

For video games, their potential negative influence on children’s conduct is perhaps the chief concern among the public and within the scientific community. Violent video games in particular are widely seen as having a deleterious influence on children’s conduct, giving rise to aggressive behavior and discouraging prosocial behavior (Anderson et al. 2010). In this study, however, gaming as a general activity, and violent video gaming more specifically, were neither associated with a rise in children’s externalizing problems nor with a decrease in prosocial behavior. Thus, violent gaming had no influence in this study. This outcome aligns this study with a minority of published work showing no effect of violent gaming on anti- or pro-social behavior. One potential reason for this may have to do with the study’s sample; scant longitudinal studies have tested the influence of violent video games among pre-adolescent children.

This outcome may have also been influenced by our operationalizing violent gaming as a dichotomous variable. This method lumped together games that were low and high in violent content. Our procedure was motivated by the young age of our sample; we expected children to have difficulties rating the intensity and realism of gaming violence. Indeed, such ratings would likely have been either uninformative or a source of bias in our sample. This is because, of the 138 games listed by children in our sample, just seven titles were rated by the Pan European Game Information board as being unsuitable for children below the age of 16. The low prevalence of highly violent gaming in our sample may have therefore made it more difficult to observe an association between violent gaming and antisocial outcomes. On the other hand, the observed outcome may offer encouragement given that children who played games with age-appropriate levels of violence did not develop anti-social tendencies when compared to their peers who played non-violent games.

It is important to consider that there was a dramatic change in the prevalence of violent video game play at this study’s second wave. By this study’s second wave, the number of highly violent games listed by children tripled to 22, and the number of children listing a preference for violent video games increased by nearly 50%. One possibility for this shift is that violent content becomes increasingly of interest to children as they develop. Violent content could be an avenue for developing children to explore mature themes such as life-and-death. Another possibility is that because highly violent games are restricted to older audiences, these games may also be designed as more challenging and complex than many non-violent games. Violent games may therefore be attractive for child gamers looking for greater challenges to meet their growing abilities. Finally, children’s interest in violent games may remain constant across development, however their access to violent games may change over the course of development. A crucial factor to consider is therefore parental mediation (Nikken and Jansz 2006). As children get older and gain more autonomy, parental involvement in what their children play may wane. Thus, contrary to our findings, violent gaming may be detrimental to children—however, the younger children in our sample may have also been protected from this risk by virtue of their lack of interest in, skill with, or access to violent games. These are important considerations for future research. Thus, the development of children’s motives to play violent video games, the role of these motives, and the role of parental mediation are likely important mediating factors to consider when investigating the effects of violent gaming in children (Sweetser and Wyeth 2005).

Against our expectations, gaming frequency was associated with an increase in internalizing problems, such as anxiety and depressive symptoms. Notably, however, no selection effect was observed in our study, thus it was not the case that children experiencing heightened internalizing problems were more likely to play video games the following year. Internalizing problems seem like an important domain for future research particularly considering how gaming research has mostly focused on externalizing problems such as aggression. Importantly, this significant finding should also be interpreted with caution due to the small size of the observed relationship. Still, our finding is consistent with reports that excessive gaming relates to heightened levels of depressive symptoms among adolescents (Maras et al. 2015). Anxious and depressive symptoms emerge in children who feel a lack of control over their environment (Seligman 2007). One possibility is that frequent gaming at a young age trains children against dealing with real world adversity. Because game worlds provide clear rules and the ability to retry challenges the moment they seem too daunting, real world challenges may seem overwhelming to frequent child gamers. Several other processes may also be at work here, however. Video games are known to evoke negative emotions, and frustration in particular (Lobel et al. 2014b); negative arousal and feelings of incompetence experienced while gaming may transfer to afterwards. Second, for children, the quality of positive emotion experiences afforded by video games may be inferior to the positive emotion experiences afforded by other more traditional activities. Finally, playing video games may have been associated with other negative outcomes which themselves led to emotion problems. For instance, heightened video game play may lead to poor scholastic performance (Hastings et al. 2009) or social isolation (van den Eijnden et al. 2008). The observed association between gaming and internalizing problems may therefore be an indirect consequence of gaming being associated with other maladaptive behaviors. Future studies should therefore examine gaming’s relation to how children perceive real world adversity; a more holistic approach that examines the interplay between frequent gaming and other socio-developmental processes also seems warranted.

Gaming was not associated with changes in hyperactivity and inattention. To our knowledge, this is just the second study to examine this hypothesis with a longitudinal design (see Gentile et al. 2012). With regards to attentional skills, it is possible that video games as a whole was too broad a predictor. Indeed, video games offer a wide variety of interactions and operate under a variety of reward schedules. Regarding hyperactivity and inattention, it seems relevant to distinguish video games based on the duration of play per session intended by the designer, and perhaps the speed and intensity of visual and auditory stimulation. Indeed, while some games are designed to be played in short bursts, others are designed for extensive sessions; and while some games bombard the player’s senses and require rapid inputs, others take a slower pace and allow players to be idle for long periods (Fullerton 2014). Our study did not distinguish between different types of video games, largely because at the young age that we assessed children, there was very little variability in the types of games children played. But it may be that some game types may be detrimental (such as games which constantly offer short-term rewards), whereas others may be beneficial (such as action video games that vary these reward schedules), and that these effects may have cancelled each other out, even in our limited sample. Coding games based on their cognitive load and reward schedules poses several large challenges, for example: specific titles may be highly variable in their complexity because this may increase with player progress. We therefore recommend future research to conceptualize video games based on their attentional demands and their reward schedules and to draw new hypotheses based on these factors. Experimental designs seem particularly suitable; this is because researchers can work with designers to finely and objectively manipulate the specific features of game titles that may give rise to attentional deficits or improvements (e.g. Anguera et al. 2013).

Finally, habitually playing competitive video games was only associated with a decline in prosocial behavior among children who played video games competitively for about 8 or more hours per week. This was found when controlling for cooperative gaming, which often co-occurs with competitive gaming, and which has been found to promote prosocial behavior (Gentile et al. 2009). This pattern may be due to the fact that in multiplayer games competitive goals often seem to take precedence over cooperative goals. In these games cooperation is often merely a means to better compete against an opposing team; thus, the overarching goal of play in these games remains competition. Here again we stress the importance of replication and of developing and using measures that are sensitive to the variety of social dynamics across different games. Given that many existing multiplayer games allow players to choose roles with either greater focus on cooperation or competition (e.g. that of a medic or a striker), experimental studies could be of particular benefit.

This study’s limitations are important to consider. First, as already discussed, this study examined the potential influence of video games in a broad sense. Modern video games encompass a highly diverse set of interactions (Granic et al. 2014), and even games within the same genre may engage players in diverse ways. We therefore stress the importance of more granular tests of specific forms of gaming. Second, to partly address this issue, this study also examined gaming more specifically in terms of social dynamics. To do so, we used unstandardized assessments, given there were no validated options. That is, our cooperative, and competitive gaming measures utilized single-item questions for their evaluation. While this is in line with other recent studies in this field (e.g. Przybylski and Mishkin 2016), validated measures are preferred. This limitation is noteworthy despite the fact that these questions were answered during an interview session with trained experimenters. Third, we collected data just 1 year apart from each other; this is a relatively short term for child development. Finally, a total of six models were run for relating gaming to the Strengths and Difficulties Questionnaire, a further two models were run to examine violent gaming, and another model was run to examine changes in prosocial behavior. Given this multiple testing, and the relatively small size of the betas that were of significance, the findings in this study should be taken with some caution and should be replicated before strong conclusion can be made.

Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study

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researcher at GEMH Lab

Gaming and Children’s Psycho-Social Development

About the project

Despite widespread claims that video gaming is harmful for children’s social and emotional development, hardly any research has tracked children over time to verify these claims. Moreover, such claims run contrary to the importance which psychologists have given to play. This project aimed to address these matters.

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The Impact of Video Games on Children

Baranowski, Tom, et al. “Impact of an Active Video Game on Healthy Children’s Physical Activity.” Pediatrics, American Academy of Pediatrics, 2012. Web.

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The article focuses on investigating active video games’ impact on the physical development of a child. The authors test whether children who play active videogames engage in more physical activity compared to children playing inactive games. The study does not show any positive effect that should be discussed.

Halbrook, Yemaya J., et al. “When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being.” Perspectives on Psychological Science, vol. 14, no. 6, 2019, pp. 1096–1104. Web.

The study outlines the increasing popularity of videogames as a source of entertainment. That is why the authors analyze the positive effects linked to this activity and how they can be achieved. They conclude that the appropriate motivation and optimal gaming profile can help to cause a positive impact on children.

Lobel, Adam, et al. “Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study.” Journal of Youth and Adolescence, vol. 46, no. 4, 2017, pp. 884-897. Web.

The paper investigates the effects of video games on children’s psychological development and their ability to socialize and cooperate with peers. The authors analyze the belief that gaming is associated with an increase in emotional problems and changed behaviors in children. The article concludes that there is a correlation between the frequency of gaming and the emotional sphere of a child.

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Louv, Richard. Last Child in the Woods: Saving Our Children from Nature-Deficit Disorder. Algonquin Books of Chapel Hill, 2008.

The book outlines the critical problem related to the lack of interaction with nature peculiar to modern children. The growth of videogames contributed to the development of the nature-deficit disorder, hurting individuals in different ways. The author offers ways how to resolve and manage this problem.

Paturel, Amy. “Game Theory: The Effects of Video Games on the Brain.” Brain and Life, 2014. Web.

The researcher evaluates the long-term effects of gaming on the brains of children because of the increased popularity of online videogames demanding much time. She concludes that there can be both positive and negative effects that should be taken into account.

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Pellissier, Hank. “Effects of Video Games on a Child’s Brain.” Parenting, 2014. Web.

The article delves into the problem of video games and their impact on children, their brains and behaviors. The author investigates the most popular parents’ concerns related to addictive gaming, such as aggressive behaviors, changes in the brain’s functioning, and long-term effects.

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