Preference for violent electronic games, self-concept, and gender differences in young children
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Updated: Oct 16, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
J B Funk1, D D Buchman, J N Germann
1Department of Psychology, University of Toledo, USA. jfunk@pop3.utoledo.edu
Abstract:
Electronic game-playing has been linked to adjustment problems in player subgroups. This study examined relationships among time commitment, gender, preference for violent games, and self-concept in 364 fourth and fifth graders. Main effects were identified for game preference and gender, with stronger preference for violent games being associated with lower self-perceived behavioral conduct. Implications for future research are discussed.
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