Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood

Joint Authors

Ream, Geoffrey L.
Elliott, Luther C.
Dunlap, Eloise

Source

Psychiatry Journal

Issue

Vol. 2013, Issue 2013 (31 Dec. 2013), pp.1-7, 7 p.

Publisher

Hindawi Publishing Corporation

Publication Date

2013-03-20

Country of Publication

Egypt

No. of Pages

7

Main Subjects

Medicine
Psychiatry

Abstract EN

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.

American Psychological Association (APA)

Ream, Geoffrey L.& Elliott, Luther C.& Dunlap, Eloise. 2013. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood. Psychiatry Journal،Vol. 2013, no. 2013, pp.1-7.
https://search.emarefa.net/detail/BIM-461600

Modern Language Association (MLA)

Ream, Geoffrey L.…[et al.]. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood. Psychiatry Journal No. 2013 (2013), pp.1-7.
https://search.emarefa.net/detail/BIM-461600

American Medical Association (AMA)

Ream, Geoffrey L.& Elliott, Luther C.& Dunlap, Eloise. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood. Psychiatry Journal. 2013. Vol. 2013, no. 2013, pp.1-7.
https://search.emarefa.net/detail/BIM-461600

Data Type

Journal Articles

Language

English

Notes

Includes bibliographical references

Record ID

BIM-461600