August 04, 2014
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Some electronic game play may have positive effects on social behavior, life satisfaction

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Recent data show a small but statistically significant association between different levels of electronic game engagement and psychosocial adjustment.

Andrew K. Przybylski, MD, of the University of Oxford in Oxford, United Kingdom, assessed different levels of electronic game engagement and indicators of positive and negative psychosocial adjustment among children aged 10 to 15 years. Data for 2,436 boys and 2,463 girls from the United Kingdom Understanding Society Household Longitudinal Study was analyzed. Children completed questionnaires that evaluated electronic computer and console game engagement, internalizing and externalizing problems, prosocial behavior and life satisfaction. Study participants were from England, Northern Ireland, Scotland and Wales.

Because assessments of typical daily electronic game use were not continuous, Przybylski used three contrast-coded regression coefficients as predictors in ordinary least squares regression models to compare the effects of low, moderate and heavy levels of gaming to non-play.

Light players, defined as those who engaged in less than 1 hour of daily play, had higher levels of prosocial behavior and life satisfaction compared with non-players. Light players had lower levels of internalizing and externalizing problems compared with non-players.

Analyses indicated moderate levels of electronic game engagement, defined as 1 to 3 hours of daily play, were not associated with positive or negative indicators of adjustment.

Children who played electronic games for more than 3 hours daily were considered heavy players. They reported higher levels of internalizing and externalizing problems compared with non-players. Heavy players had lower levels of prosocial behavior and life satisfaction compared with non-players.

“Results suggested there are potential benefits for children who engage in low levels of daily game play and downsides for those who play excessively. This research provides a new standpoint for parents and policymakers to understand electronic play. The overall effects are consistent yet small, indicating that both broad fears and hopes about gaming may be exaggerated,” Przybylski concluded.

Disclosure: The researcher reports no relevant financial disclosures.