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Related Experiment Video

Updated: Jun 20, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
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Published on: December 16, 2010

Young children's video/computer game use: relations with school performance and behavior.

Erin C Hastings1, Tamara L Karas, Adam Winsler

  • 1University of Florida, School of Psychology, Campus Box 112250, Gainesville, FL 32601, USA. clh1230@ufl.edu

Issues in Mental Health Nursing
|September 11, 2009
PubMed
Summary

Excessive video game time correlates with aggression and lower school competence. While violent game content is linked to attention problems, educational games show positive academic achievement. Parental monitoring and gender did not significantly alter these effects.

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Area of Science:

  • Child Psychology
  • Media Studies
  • Educational Technology

Background:

  • Video game popularity among children is rising.
  • Concerns exist regarding potential negative impacts on behavior and academics.
  • Understanding the nuances of game content and play context is crucial.

Purpose of the Study:

  • To investigate the relationship between children's video game playing (quantity and content) and behavioral/academic outcomes.
  • To explore the influence of playing context, child gender, and parental monitoring.
  • To differentiate effects of violent versus educational game content.

Main Methods:

  • Data collected via parent-reported surveys.
  • Assessed children's video game play duration and content type.
  • Evaluated behavioral (aggression) and academic (school competence, attention problems, achievement) outcomes.
  • Examined potential moderating roles of gender and parental monitoring.

Main Results:

  • Increased game time positively correlated with aggression and negatively with school competence.
  • Violent game content linked to more attention problems; educational content linked to fewer.
  • Educational games were associated with better academic achievement.
  • Gender and parental monitoring did not significantly moderate these associations.

Conclusions:

  • Excessive video game play and violent content may negatively impact child behavior and academic performance.
  • Educational video games show potential for positive academic outcomes.
  • Further research should explore specific game mechanics and individual differences.