There is increasing public and scientific concern regarding the long-term behavioural effects of video game use in children, but currently little consensus as to the nature of any such relationships. We investigated the relationship between video game use in children, degree of violence in games, and measures of depression and a 6-level banded measure of conduct disorder. Data from the Avon Longitudinal Study of Parents and Children were used. A 3-level measure of game use at age 8/9 years was developed, taking into account degree of violence based on game genre. Associations with conduct disorder and depression, measured at age 15, were investigated using ordinal logistic regression, adjusted for a number of potential confounders. Shoot-em...
Video games are one of the most popular pasttimes of children and youth alike. The research on effec...
While the relationships between videogame use and negative consequences are debated, the relationshi...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
The effects of video games on children's psychosocial development remain the focus of debate. At two...
Item does not contain fulltextVideo games are a highly heterogeneous form of entertainment. As recen...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Possible associations between television viewing and video game playing and children's aggression ha...
64% of homes have at least one person who plays video games regularly (The ESA, 2018). With the cont...
Children that engage in violent video game play are more likely to grow angry and dangerous as a res...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Across the world, video games are becoming one of the more popular pastimes for children. Many of th...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Video games are one of the most popular pasttimes of children and youth alike. The research on effec...
While the relationships between videogame use and negative consequences are debated, the relationshi...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
The effects of video games on children's psychosocial development remain the focus of debate. At two...
Item does not contain fulltextVideo games are a highly heterogeneous form of entertainment. As recen...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Possible associations between television viewing and video game playing and children's aggression ha...
64% of homes have at least one person who plays video games regularly (The ESA, 2018). With the cont...
Children that engage in violent video game play are more likely to grow angry and dangerous as a res...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Across the world, video games are becoming one of the more popular pastimes for children. Many of th...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Video games are one of the most popular pasttimes of children and youth alike. The research on effec...
While the relationships between videogame use and negative consequences are debated, the relationshi...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...