Titre de l'article

Les comportements violents sont liés au temps passé à jouer aux jeux vidéos, mais pas à la violence de ces jeux.

Remarques sur l'article
Publiée il y a plus de 9 ans par T. Latrille.
Dernière modification il y a plus de 9 ans.
Article : How the Quantity and Quality of Electronic Gaming Relates to Adolescents’ Academic Engagement and Psychosocial Adjustment.
  • 1
  • Auteurs
    Andrew K. Przybylski, Allison F. Mishkin
  • Année de publication
    2015
  • Journal
    Psychology of Popular Media Culture
  • Abstract (dans sa langue originale)

    Electronic gaming contexts are now a dominant entertainment medium for young people in the developed and developing world (Lenhart et al., 2008), yet little is known about how distinct doses of gaming exposure may influence adolescents. This research focused on the effects of quantity of play, the amount of time devoted to gaming on a typical day, and quality of play, the kinds of games regularly played, as predictors on teachers’ evaluations of young peoples’ academic engagement and psychosocial functioning. Results derived from a school-based sample of 217 young people indicated that, compared with those who did not play, adolescents who engaged in low levels of gaming,3 hr a day. Further, the teachers of young people who tended toward playing mainly single-player games reported that these students showed lower levels of hyperactivity and conduct problems, fewer peer and emotional difficulties, as well as higher levels of active academic engagement. Teachers of young people who played cooperative and competitive online games rated these students as more emotionally stable and had better relationships with classmates, a pattern of results that remained in evidence controlling for variance linked to participant sex. Results are discussed in light of a developing and increasingly nuanced literature focused on determining the ways and the extent to which electronic gaming may influence young people.

  • Identifiant unique
    10.1037/ppm0000070
  • Accéder à la référence
  • Apparait dans la controverse
    Les jeux vidéo, et ceux à caractère violent en particulier, rendent-ils plus agressifs dans la vie de tous les jours ?
  • Comment les contributeurs jugent la qualité scientifique de cette référence :

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  • Les jeux vidéo, et ceux à caractère violent en particulier, rendent-ils plus agressifs dans la vie de tous les jours ? Oui ou Non
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