The objective of this study was to investigate the associations and directionality between electronic gaming frequency and social adjustment in a cohort of early school-aged Norwegian children. Despite substantial interest in the topic, very few studies have investigated longitudinal associations. Most of the available studies have focused on children who are eight years old or older. There is also a lack of studies conducted outside of American culture. The present study used existing data from the research project SKOLEKLAR, conducted by the Center for Learning Environment at the University of Stavanger in 2012/2013. A total of 243 children participated in the study. Data was collected at two time points: first, when the children were in ...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
There is a lack of research on the role that new media play in the life of young children under the ...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
Authors: Linda Minh Nguyen & Annie Cai Titel: Electronic Gaming and Social Adjustment in Early S...
Electronic games are popular and many children spend much time on this activity. Here we investigate...
The gaming industry has dramatically increased the range of choices for different game genres and co...
BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
Drawing on data from the Longitudinal Study of Australian Children (LSAC), this chapter reports on t...
This study aims to determine the relationship between internet gaming disorders and social adjustmen...
Background: Screen entertainment for young children has been associated with several aspects of psyc...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
Playful competition is an important hallmark of healthy child development. Playful competition facil...
The effects of video games on children's psychosocial development remain the focus of debate. At two...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
There is a lack of research on the role that new media play in the life of young children under the ...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
Authors: Linda Minh Nguyen & Annie Cai Titel: Electronic Gaming and Social Adjustment in Early S...
Electronic games are popular and many children spend much time on this activity. Here we investigate...
The gaming industry has dramatically increased the range of choices for different game genres and co...
BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
Drawing on data from the Longitudinal Study of Australian Children (LSAC), this chapter reports on t...
This study aims to determine the relationship between internet gaming disorders and social adjustmen...
Background: Screen entertainment for young children has been associated with several aspects of psyc...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
Playful competition is an important hallmark of healthy child development. Playful competition facil...
The effects of video games on children's psychosocial development remain the focus of debate. At two...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
There is a lack of research on the role that new media play in the life of young children under the ...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...