This study examined the effect of video games on communication and interaction between participants and their family members. These variables were measured using an online survey derived from the Family Communication Scale, the Inventory of Parent and Peer Attachment, and the Anderson Video Game Questionnaire. A total of 480 18-year-old college students were recruited via email to complete the survey. Correlational and regression analyses revealed a significant negative relationship between the total amount of time an individual spent playing video games and the amount of parent communication and sibling communication. However, the relationship between video game usage and interaction with parents or siblings was not significant. A Chi-Squa...
The current paper presents a first qualitative study into the motivations and perceptions that under...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...
The objective of this study was to identify the videogame-related experiences expressed by regular ...
Video games are an important part of contemporary culture and economy, since the number of video gam...
AbstractThe purpose of this study is to understand how playing digital games affect children and ado...
"The eighth chapter of our book discusses video games in the family context. Video games are becomin...
The purpose of this study was to examine if video game usage was influenced by family structure. Fam...
Video games have become the most popular leisure activity among children and adolescents. The increa...
The relationship between digital game co-play and the parent-child relationship has gained increasin...
Sibling relationships have long-term effects on children’s socioemotional and cognitive development ...
The study examines the parental perception of the use of video games by their preadolescent childre...
Background and aims: Familial influences are known to affect the likelihood of an adolescent becomin...
AbstractThe current study aims to investigate the attitudes of parents (N=1087) regarding the influe...
This study seeks to analyze whether or not the following three variables of “Discouragi...
Video games can affect children in harmful or productive ways. Find tips to help you evaluate games;...
The current paper presents a first qualitative study into the motivations and perceptions that under...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...
The objective of this study was to identify the videogame-related experiences expressed by regular ...
Video games are an important part of contemporary culture and economy, since the number of video gam...
AbstractThe purpose of this study is to understand how playing digital games affect children and ado...
"The eighth chapter of our book discusses video games in the family context. Video games are becomin...
The purpose of this study was to examine if video game usage was influenced by family structure. Fam...
Video games have become the most popular leisure activity among children and adolescents. The increa...
The relationship between digital game co-play and the parent-child relationship has gained increasin...
Sibling relationships have long-term effects on children’s socioemotional and cognitive development ...
The study examines the parental perception of the use of video games by their preadolescent childre...
Background and aims: Familial influences are known to affect the likelihood of an adolescent becomin...
AbstractThe current study aims to investigate the attitudes of parents (N=1087) regarding the influe...
This study seeks to analyze whether or not the following three variables of “Discouragi...
Video games can affect children in harmful or productive ways. Find tips to help you evaluate games;...
The current paper presents a first qualitative study into the motivations and perceptions that under...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...
The objective of this study was to identify the videogame-related experiences expressed by regular ...