Related Experiment Videos
Preference for violent electronic games, self-concept, and gender differences in young children
J B Funk1, D D Buchman, J N Germann
1Department of Psychology, University of Toledo, USA. jfunk@pop3.utoledo.edu
The American Journal of Orthopsychiatry
|May 29, 2000
Summary
Children preferring violent video games showed lower self-perceived behavioral conduct. This study explored gaming habits, gender, and self-concept in young students, finding significant links between game preference and behavior perceptions.
Area of Science:
- Child Psychology
- Media Psychology
- Developmental Psychology
Background:
- Electronic game-playing is prevalent among children.
- Previous research suggests links between gaming and adjustment issues in specific player groups.
- Understanding these links is crucial for child development and well-being.
Purpose of the Study:
- To investigate the relationship between time spent playing electronic games, gender, preference for violent games, and self-concept.
- To identify specific factors within electronic gaming that correlate with psychological adjustment in children.
- To provide insights for parents, educators, and researchers.
Main Methods:
- Survey administered to 364 fourth and fifth graders.
- Data collected on time commitment to gaming, gender, preference for violent games, and self-concept.
- Statistical analysis to determine main effects and associations.
Main Results:
- Significant main effects found for game preference and gender.
- A stronger preference for violent video games was associated with lower self-perceived behavioral conduct.
- Gender differences in game preference and self-concept were observed.
Conclusions:
- Preference for violent video games may negatively impact children's self-perception of behavior.
- Further research is needed to explore the nuances of electronic game-playing and child adjustment.
- Findings suggest a need for mindful media consumption guidance for children.