Associations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment
Playing video games during adolescence has been linked to both positive and negative outcomes, but it remains unclear which specific aspects of gaming behavior are associated with adjustment. The current study examines the association between distinct aspects of video game play behavior and adolesce...
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Veröffentlicht in: | Journal of media psychology 2020, Vol.32 (1), p.27-39 |
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container_title | Journal of media psychology |
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creator | Verheijen, Geert P Burk, William J Stoltz, Sabine E. M. J van den Berg, Yvonne H. M Cillessen, Antonius H. N |
description | Playing video games during adolescence has been linked to
both positive and negative outcomes, but it remains unclear which specific
aspects of gaming behavior are associated with adjustment. The current study
examines the association between distinct aspects of video game play behavior
and adolescent adjustment. We focused on five aspects, namely, gaming frequency,
the social context, gamer identification, type of game, and motivation for
playing. Participants included 705 Dutch adolescents (33.5% female,
Mage = 14.07), who completed a
survey including self-report and sociometric measures. Results indicated that
the frequency of playing games was not associated with adolescent adjustment.
However, significant associations did appear for social context, genre of games,
and motivation for playing. In addition, the different aspects of gaming showed
both beneficial and deleterious relations with adjustment. This research
indicates the importance of disaggregating gaming behavior and the necessity to
look beyond frequency of play in order to fully understand the impact of gaming
on youth. |
doi_str_mv | 10.1027/1864-1105/a000253 |
format | Article |
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both positive and negative outcomes, but it remains unclear which specific
aspects of gaming behavior are associated with adjustment. The current study
examines the association between distinct aspects of video game play behavior
and adolescent adjustment. We focused on five aspects, namely, gaming frequency,
the social context, gamer identification, type of game, and motivation for
playing. Participants included 705 Dutch adolescents (33.5% female,
Mage = 14.07), who completed a
survey including self-report and sociometric measures. Results indicated that
the frequency of playing games was not associated with adolescent adjustment.
However, significant associations did appear for social context, genre of games,
and motivation for playing. In addition, the different aspects of gaming showed
both beneficial and deleterious relations with adjustment. This research
indicates the importance of disaggregating gaming behavior and the necessity to
look beyond frequency of play in order to fully understand the impact of gaming
on youth.</description><identifier>ISSN: 1864-1105</identifier><identifier>EISSN: 2151-2388</identifier><identifier>DOI: 10.1027/1864-1105/a000253</identifier><language>eng</language><publisher>Hogrefe Publishing</publisher><subject>Adjustment ; Adolescent Characteristics ; Childhood Play Behavior ; Computer Games ; Experimentation ; Female ; High School Students ; Human ; Male ; Motivation ; Self-Report ; Sociometric Tests</subject><ispartof>Journal of media psychology, 2020, Vol.32 (1), p.27-39</ispartof><rights>2019 Hogrefe Publishing</rights><rights>2019, Hogrefe Publishing</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-a351t-b4da0bd0e340edae4ab3475277ecd72fa96168de7b45c90a2c074eeb44a5b3823</citedby><cites>FETCH-LOGICAL-a351t-b4da0bd0e340edae4ab3475277ecd72fa96168de7b45c90a2c074eeb44a5b3823</cites><orcidid>0000-0003-1254-4067</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,777,781,4010,27904,27905,27906</link.rule.ids></links><search><creatorcontrib>Verheijen, Geert P</creatorcontrib><creatorcontrib>Burk, William J</creatorcontrib><creatorcontrib>Stoltz, Sabine E. M. J</creatorcontrib><creatorcontrib>van den Berg, Yvonne H. M</creatorcontrib><creatorcontrib>Cillessen, Antonius H. N</creatorcontrib><title>Associations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment</title><title>Journal of media psychology</title><description>Playing video games during adolescence has been linked to
both positive and negative outcomes, but it remains unclear which specific
aspects of gaming behavior are associated with adjustment. The current study
examines the association between distinct aspects of video game play behavior
and adolescent adjustment. We focused on five aspects, namely, gaming frequency,
the social context, gamer identification, type of game, and motivation for
playing. Participants included 705 Dutch adolescents (33.5% female,
Mage = 14.07), who completed a
survey including self-report and sociometric measures. Results indicated that
the frequency of playing games was not associated with adolescent adjustment.
However, significant associations did appear for social context, genre of games,
and motivation for playing. In addition, the different aspects of gaming showed
both beneficial and deleterious relations with adjustment. This research
indicates the importance of disaggregating gaming behavior and the necessity to
look beyond frequency of play in order to fully understand the impact of gaming
on youth.</description><subject>Adjustment</subject><subject>Adolescent Characteristics</subject><subject>Childhood Play Behavior</subject><subject>Computer Games</subject><subject>Experimentation</subject><subject>Female</subject><subject>High School Students</subject><subject>Human</subject><subject>Male</subject><subject>Motivation</subject><subject>Self-Report</subject><subject>Sociometric Tests</subject><issn>1864-1105</issn><issn>2151-2388</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><recordid>eNo9kE1Lw0AQhhdRsFZ_gLcFb0LsfibpsVatQkEP6klYJrsTTGmycTdR-u9NbPE0A_M-M8xDyCVnN5yJbMbzVCWcMz0DxpjQ8ohMBNc8ETLPj8nkf35KzmLcMJbyXOkJ-VjE6G0FXeWbSG-x-0Fs6F1Vlhiw6egitmi7SH1J3yuHnq6gRvqyhd0Q_oTvygcKjaML57cY7R_iNn3s6qE9JyclbCNeHOqUvD3cvy4fk_Xz6mm5WCcgNe-SQjlghWMoFUMHqKCQKtMiy9C6TJQwT3maO8wKpe2cgbAsU4iFUqALmQs5JVf7vW3wXz3Gzmx8H5rhpBF8LpiWudZDiu9TNvgYA5amDVUNYWc4M6NEM0oyoyRzkDgw13sGWjBt3FkIXWXHT_sw-jGbujVSGG5EJn8BdgV0TA</recordid><startdate>2020</startdate><enddate>2020</enddate><creator>Verheijen, Geert P</creator><creator>Burk, William J</creator><creator>Stoltz, Sabine E. M. J</creator><creator>van den Berg, Yvonne H. M</creator><creator>Cillessen, Antonius H. N</creator><general>Hogrefe Publishing</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7RZ</scope><scope>PSYQQ</scope><orcidid>https://orcid.org/0000-0003-1254-4067</orcidid></search><sort><creationdate>2020</creationdate><title>Associations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment</title><author>Verheijen, Geert P ; Burk, William J ; Stoltz, Sabine E. M. J ; van den Berg, Yvonne H. M ; Cillessen, Antonius H. N</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-a351t-b4da0bd0e340edae4ab3475277ecd72fa96168de7b45c90a2c074eeb44a5b3823</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Adjustment</topic><topic>Adolescent Characteristics</topic><topic>Childhood Play Behavior</topic><topic>Computer Games</topic><topic>Experimentation</topic><topic>Female</topic><topic>High School Students</topic><topic>Human</topic><topic>Male</topic><topic>Motivation</topic><topic>Self-Report</topic><topic>Sociometric Tests</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Verheijen, Geert P</creatorcontrib><creatorcontrib>Burk, William J</creatorcontrib><creatorcontrib>Stoltz, Sabine E. M. J</creatorcontrib><creatorcontrib>van den Berg, Yvonne H. M</creatorcontrib><creatorcontrib>Cillessen, Antonius H. N</creatorcontrib><collection>CrossRef</collection><collection>APA PsycArticles®</collection><collection>ProQuest One Psychology</collection><jtitle>Journal of media psychology</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Verheijen, Geert P</au><au>Burk, William J</au><au>Stoltz, Sabine E. M. J</au><au>van den Berg, Yvonne H. M</au><au>Cillessen, Antonius H. N</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Associations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment</atitle><jtitle>Journal of media psychology</jtitle><date>2020</date><risdate>2020</risdate><volume>32</volume><issue>1</issue><spage>27</spage><epage>39</epage><pages>27-39</pages><issn>1864-1105</issn><eissn>2151-2388</eissn><abstract>Playing video games during adolescence has been linked to
both positive and negative outcomes, but it remains unclear which specific
aspects of gaming behavior are associated with adjustment. The current study
examines the association between distinct aspects of video game play behavior
and adolescent adjustment. We focused on five aspects, namely, gaming frequency,
the social context, gamer identification, type of game, and motivation for
playing. Participants included 705 Dutch adolescents (33.5% female,
Mage = 14.07), who completed a
survey including self-report and sociometric measures. Results indicated that
the frequency of playing games was not associated with adolescent adjustment.
However, significant associations did appear for social context, genre of games,
and motivation for playing. In addition, the different aspects of gaming showed
both beneficial and deleterious relations with adjustment. This research
indicates the importance of disaggregating gaming behavior and the necessity to
look beyond frequency of play in order to fully understand the impact of gaming
on youth.</abstract><pub>Hogrefe Publishing</pub><doi>10.1027/1864-1105/a000253</doi><tpages>13</tpages><orcidid>https://orcid.org/0000-0003-1254-4067</orcidid><oa>free_for_read</oa></addata></record> |
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source | APA PsycARTICLES; PsyJOURNALS |
subjects | Adjustment Adolescent Characteristics Childhood Play Behavior Computer Games Experimentation Female High School Students Human Male Motivation Self-Report Sociometric Tests |
title | Associations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment |
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