Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood
This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing...
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2013-01-01
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Online Access: | http://dx.doi.org/10.1155/2013/301460 |
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doaj-b9c79b334d8643bcb89b38fb5af263122020-11-24T22:58:18ZengHindawi LimitedPsychiatry Journal2314-43272314-43352013-01-01201310.1155/2013/301460301460Trends in Video Game Play through Childhood, Adolescence, and Emerging AdulthoodGeoffrey L. Ream0Luther C. Elliott1Eloise Dunlap2School of Social Work, Adelphi University, P.O. Box 701, 1 South Avenue, Garden City, NY 11530, USAInstitute for Special Populations Research, National Development and Research Institutes, New York, NY, USAInstitute for Special Populations Research, National Development and Research Institutes, New York, NY, USAThis study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n=702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators—days/week played, school/work day play, nonschool/work day play, and problem play—had significant curvilinear relationships with age. The “shape” of video gaming’s relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations.http://dx.doi.org/10.1155/2013/301460 |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Geoffrey L. Ream Luther C. Elliott Eloise Dunlap |
spellingShingle |
Geoffrey L. Ream Luther C. Elliott Eloise Dunlap Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood Psychiatry Journal |
author_facet |
Geoffrey L. Ream Luther C. Elliott Eloise Dunlap |
author_sort |
Geoffrey L. Ream |
title |
Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood |
title_short |
Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood |
title_full |
Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood |
title_fullStr |
Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood |
title_full_unstemmed |
Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood |
title_sort |
trends in video game play through childhood, adolescence, and emerging adulthood |
publisher |
Hindawi Limited |
series |
Psychiatry Journal |
issn |
2314-4327 2314-4335 |
publishDate |
2013-01-01 |
description |
This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n=702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators—days/week played, school/work day play, nonschool/work day play, and problem play—had significant curvilinear relationships with age. The “shape” of video gaming’s relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations. |
url |
http://dx.doi.org/10.1155/2013/301460 |
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