Video Gaming and Its Effects on Children and Adolescents: Research Priorities and Recommendations
Details
Download: King_Gaming_Book_Screen.pdf (294.34 [Ko])
State: Public
Version: Final published version
License: Not specified
State: Public
Version: Final published version
License: Not specified
Serval ID
serval:BIB_CEDC04F4DD56
Type
A part of a book
Publication sub-type
Chapter: chapter ou part
Collection
Publications
Institution
Title
Video Gaming and Its Effects on Children and Adolescents: Research Priorities and Recommendations
Title of the book
Handbook of Children and Screens
Publisher
Springer Nature Switzerland
ISBN
9783031693618
9783031693625
9783031693625
Publication state
Published
Issued date
2025
Peer-reviewed
Oui
Pages
573-579
Language
english
Abstract
This chapter critically considers the research literature on the experiences and potential effects of gaming among young people. The effects of gaming on young people’s well-being appear complex and multidirectional, and depend on patterns, content, and context of gaming activities. Research into media effects appears to have become specialized in discrete areas (e.g., cognition, mental health, social effects), with few studies synthesizing data across subfields. Priority research areas include studies of short- and long-term effects of gaming; studying artificial intelligence-driven designs, monetized, and gambling-like designs in games; evaluating assessment and interventions for problematic gaming; and testing regulatory measures and safeguards for young users and their families. Methodological improvements include the use of holistic frameworks and designs to examine positive and negative effects; considering gaming activity as a unit of analysis in psychological and social terms as distinct from “screen time;” the use of objective measures to complement self-report measures; and the use of industry data. As gaming products evolve and become increasingly embedded into young people’s lives, understanding the psychosocial effects on young users remains a global priority.
Keywords
Video game, Gaming disorder, Children, Adolescents, Media effects, Technology, Screen time
Open Access
Yes
Create date
09/12/2024 13:58
Last modification date
10/12/2024 7:24