Video Games

The popularity of interactive video games has spark concern among parents, educators, and policymakers about how the games affect children and adolescents. Most research on the effect of gaming on youth has focus on problematic gaming and negative effects like aggression, anxiety, and depression.
A new longitudinal study conduct in Norway look at how playing video games affects the social skills of 6- to 12-year-olds. It find that playing the games affect youth differently by age and gender; but that generally speaking, gaming was not associated with social development. However, the authors did find that 10-year-old girls who play games; so frequently had less social competence than 12-year-olds than girls who play less frequently.

The findings come from researchers at the Norwegian University of Science and Technology (NTNU), NTNU Social Research, the University of California, Davis, and St. Olav’s Hospital in Norway. They are publish in Child Development, a journal of the Society for Research in Child Development.

Their study may mitigate some concerns about the adverse effects of gaming on children’s development; says Beate Wold Hygen, postdoctoral fellow at the NTNU and NTNU Social Research, who led the study. It might not be gaming itself that warrants our attention; but the reasons some children and adolescents spend a lot of their spare time playing the games.

The researchers studied 873 Norwegian youth from a range of socioeconomic backgrounds; so every two years for six years when the children were ages 6 to 12. The children (when they were 10 and 12) and their parents (when the children; hence were 6 and 8) report how much time the youth spent playing video games using tablets, PCs, game consoles, and phones.

Questionnaires on the children

The youth’s teachers completed questionnaires on the children’s and adolescents’ social competence, including measures of cooperation, assertion, and self-control. And the youth told researchers how often they played games with their friends. The researchers took into consideration several factors: Gender, because boys tend to spend more time gaming than girls and may be more likely to display lower levels of social competence;
It might be that poor social competence drives youth’s tendency to play video games; hence for extensive periods of time, suggests Lars Wichstrøm, professor of psychology at NTNU, who coauthored the study. That is, youth who struggle socially might be more inclined to play games to fulfill their need; so to belong and their desire for mastery because gaming is easily accessible; hence may be less complicate for them than face-to-face interactions.
The study’s authors caution that the youth in the study provide researchers; so with an average of a limited amount of time gaming, and that the measure of gaming, as report by the youth and their parents; so may be imperfect given the difficulty of estimating time spent playing video games.