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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Main Authors: Geoffrey L. Ream, Luther C. Elliott, Eloise Dunlap
Format: Article
Language:English
Published: Hindawi Limited 2013-01-01
Series:Psychiatry Journal
Online Access:http://dx.doi.org/10.1155/2013/301460
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spelling 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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