BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding their potential to influence young people. Existing research identifies a series of isolated positive and negative effects, yet no research to date has examined the balance of these potential effects in a representative sample of children and adolescents. The objective of this study was to explore how time spent playing electronic games accounts for significant variation in positive and negative psychosocial adjustment using a representative cohort of children aged 10 to 15 years. METHODS: A large sample of children and adolescents aged 10 to 15 years completed assessments of psychosocial adjustment and reported typical daily hours spent pla...
Objective: Active-input videogames could provide a useful conduit for increasing physical activity b...
Video games are a ubiquitous part of almost all children’s and adolescents ’ lives, with 97 % playin...
Background Screen entertainment for young children has been associated with several aspects of psych...
BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding...
The effects of video games on children's psychosocial development remain the focus of debate. At two...
Background: Screen entertainment for young children has been associated with several aspects of psyc...
Over the past several decades, the use of video games has been on the rise among children and adoles...
Video games are a highly heterogeneous form of entertainment. As recent reviews highlight, this hete...
International audienceBACKGROUND:Video games are one of the favourite leisure activities of children...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
Item does not contain fulltextVideo games are a common leisure activity enjoyed by millions across t...
The gaming industry has dramatically increased the range of choices for different game genres and co...
Authors: Linda Minh Nguyen & Annie Cai Titel: Electronic Gaming and Social Adjustment in Early S...
Video games and their effect on self-esteem is a topic that has been scrutinised for a long time. Th...
Drawing on data from the Longitudinal Study of Australian Children (LSAC), this chapter reports on t...
Objective: Active-input videogames could provide a useful conduit for increasing physical activity b...
Video games are a ubiquitous part of almost all children’s and adolescents ’ lives, with 97 % playin...
Background Screen entertainment for young children has been associated with several aspects of psych...
BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding...
The effects of video games on children's psychosocial development remain the focus of debate. At two...
Background: Screen entertainment for young children has been associated with several aspects of psyc...
Over the past several decades, the use of video games has been on the rise among children and adoles...
Video games are a highly heterogeneous form of entertainment. As recent reviews highlight, this hete...
International audienceBACKGROUND:Video games are one of the favourite leisure activities of children...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
Item does not contain fulltextVideo games are a common leisure activity enjoyed by millions across t...
The gaming industry has dramatically increased the range of choices for different game genres and co...
Authors: Linda Minh Nguyen & Annie Cai Titel: Electronic Gaming and Social Adjustment in Early S...
Video games and their effect on self-esteem is a topic that has been scrutinised for a long time. Th...
Drawing on data from the Longitudinal Study of Australian Children (LSAC), this chapter reports on t...
Objective: Active-input videogames could provide a useful conduit for increasing physical activity b...
Video games are a ubiquitous part of almost all children’s and adolescents ’ lives, with 97 % playin...
Background Screen entertainment for young children has been associated with several aspects of psych...